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Post by Bob (DM) on Oct 21, 2015 21:42:01 GMT -5
I will be instituting the following rules in the next turn to add some unpredictability to the income collection as well as give a purpose for those expensive ships. ECONOMICS.pdf (378.63 KB) Corrected file attached at 10:51 PM Eastern Time.
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Post by Abe Taiyou -Abe (Jeroen) on Oct 22, 2015 21:44:25 GMT -5
Seems good. Some variability and crop boosts/failures also add roleplay reasons for certain actions. It is indeed good that certain ships aren't just a money sink outside of war The income from the ships, is this using trade ventures? Or can we assign part of our fleet to 'trade', if so, with what kind of action?
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Post by Bob (DM) on Oct 22, 2015 23:44:01 GMT -5
Ships can be assigned the following tasks: - Anchored (Basically what they are doing now, sitting doing nothing. They can be Garrison or reserve status)
- Combat Mission (Sailing to war, must be Active status)
- Patrol (As per the Patrol variant of the Move Units/Ships action. Must be Active status)
- River Trade (This is the task to engage in river trade in the new rules. The ships must be Active status)
- Sea Trade (This is the task to engage in sea trade under this rule. Again they must be on Active status)
- Trade venture (This task assigns the ship to a Trade Venture per the action. The ship must be Active status)
- Transport (Carry troops, per the Naval Transport rules. Again the ship must be on Active status)
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Post by Abe Taiyou -Abe (Jeroen) on Oct 23, 2015 2:43:30 GMT -5
Okay It's good to have some more options with vessels. As a suggestion, perhaps the Irrigation System under the build action could have a small influence on the agriculture income. For instance a modifier on the penalty of a bad harvest. (Perhaps only in Summer & Autumn to represent of setting the effects of drought.)
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Post by Bob (DM) on Oct 23, 2015 9:50:53 GMT -5
I'll consider it.
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