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Author: * Caius Livius -
35 Posts
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2,542 Posts
sitewide.
Date: Jul 25, 2003 - 09:42
Here is an outline of the new trade rules:
Comments in General Discussion, please.
Trade
7.5 TRADE
7.5.1 A PC may invest
in maritime trade ventures to gain income. The procedure is simple:
he buys goods, chooses whether to transport them on ships he owns
himself or on ships that are owned by someone else (usually an NPC),
and selects a destination. The Umpire will report back the outcome of
the venture.
7.5.2 Unless the trading
venture falls victim to a natural or human catastrophe, the investor
will get back a varying amount of income. In general, the greater the
potential income, the greater the risk of disaster. Profits can also
be affected by the degree of Roman control over, and her diplomatic
relationship with the area the PC trades with.
7.5.3 The formulae
used to calculate the maximum potential income a trading venture could
generate is:
Income
= Amount Invested that survives the trip x Trade Modifier of area
traded x Distance Rating of area traded with x Control Modifier for
area traded with plus the original cost of the surviving cargo.
7.5.4 The actual income
earned by a trading venture depends on the impact (if any) of natural
disasters (see 7.5.8.2) and pirate attacks (see 7.5.9) and corn rebellions
(see 2.5.1).
7.5.5 Factors that
have an impact on the income a PC receives from trading ventures include:
7.5.5.1 The type and
amount of goods involved.
7.5.5.2 Who owns
the ships that carry the goods. (If the ships carrying the goods are
owned by an NPC, the investing PC receives a share in the income generated
by the trading venture. This share consists of an amount equal to
his surviving cargo plus one-half the profit generated by the venture.)
7.5.5.3 The cargo
capacity of the ships.
7.5.5.4 The distance
between the trade site and Rome.
7.5.5.5 The season
of the year.
7.5.5.6 The diplomatic
status between Rome and the area traded with.
7.5.5.7 The degree
of Roman control over the area traded with.
7.5.5.8 (Bulk cargo
only:) Whether or not a corn rebellion occurred in the previous Game
Turn.
7.5.6 TYPES OF TRADE GOODS.
7.5.6.1 There are
three types of trade goods: bulk, standard, and luxury.
7.5.6.2 Each type
of trade goods takes up a different amount of cargo space aboard ship.
The amount a PC can invest in a trade venture is limited to the cargo
capacity of the ship(s) carrying his trade goods.
7.5.6.3 Each type
of trade goods also has a different affect on the probability that
a percentage of trade income will be lost to marauding scoundrels.
| Cargo
type |
Maximum
investment a ship can carry |
Pirate
attack Probability |
| Bulk
|
Limited to
half the purchase price of the carrying ship. |
5%
|
| Standard
|
Equal to the
purchase price of the carrying ship |
10%
|
| Luxury
|
Equal to twice
the purchase price of the carrying ship |
20%
|
7.5.6.4 The pirate attack probability is halved
for EACH legion present within the area with which a PC is trading.
7.5.7 TRADE SHIPS.
7.5.7.1 If the ships carrying
the goods are owned by the PC, he receives all income generated by the
trading venture.
7.5.7.2 In addition
to the initial purchase price, ship owners must pay a monthly maintenance
cost for each ship they own as follows:
|
Type |
Purchase Price
|
Monthly Maint. Cost
|
Sale Value
April-Sept
|
Sale Value
Mar & Oct
|
Sale Value
Nov-Feb
|
| Small
Transport |
1000 D |
100 D |
1000D
|
750D
|
500D
|
| Large
Transport |
1800 D |
180 D |
1800D
|
1350D
|
900D
|
7.5.7.3 PCs of the
patrician class who own transport ships have their starting
Family Reputation value cut in half PERMANENTLY.
7.5.7.4 A player may
sell ships owned by his PC for their current market value by e-mailing
the Umpire his desire to do so. Ships may not be sold in the same
month in which they are used for a trade.
7.5.8 DISTANCE RATING.
In the world of Imperium, each area has a rating
for its distance from Rome.
7.5.8.1 For trade purposes, the farther a trade destination
is from Rome, the higher the income a PC can receive. Distance ratings
are listed in the Imperium Gazetteer.
7.5.8.2 The distance
factor multiplied by ten (10) equals the probability that a percentage
of income from a trading venture will be lost due to a natural hazard
(e.g., storms at sea) or some joke by the gods. This probability is
increased by 50% in "half-season" months (October and March) and DOUBLED
during "winter" months (November, December, January, February).
7.5.8.3 Note that
both income and the ships involved in a trade venture may
be lost to natural hazards.
In calculating the above risks
of disaster the umpire makes two rolls of a D100. The first is for
the fleet, the second on a per-ship basis. Rolls of 1 to 5 on a D100
lead to a total loss of the fleet due to some terrible disaster or act of
the gods. Similarly rolls of 90 or higher lead to a total safe arrival
of all goods and ships. Rolls in between these two number ranges give
rise to the second series of rolls on a D100 on a ship by ship basis. For
those ships that fail the second die rolls a further die is rolled to ascertain
whether just the cargo is lost or both ship and cargo. This is a straight
50/50 chance.
7.5.9 PIRATES & ETC.
7.5.9.1 The probability
that a percentage of income from a trading venture will be lost due
to pirates, brigands, dockworkers with sticky fingers, bribe-seeking
officials, and the like is equal to the Pirate Attack Probability of
the goods being transported.
7.5.9.2 The Pirate
Attack Probability is halved for a trade venture whose destination
is in an area controlled by Rome IF the number of Roman warships
of any type SPECIFICALLY assigned by the Senate to PIRACY PATROL the
area is at least equal to five times (5x ) the area's Distance
Rating, dropping fractions. Ships in the area on other duties do NOT
affect the risk.
7.5.9.3 The Pirate
Attack Probability is increased by 50% if the current diplomatic
posture of the trading area toward Rome is "Neutral."
7.5.9.4 The Pirate
Attack Probability is increased by 100% (i.e., doubled) if
the current diplomatic posture of the trading area toward Rome is "Strained."
7.5.9.5 The Pirate Attack
Probability is increased by 200% (ie quadrupled) if the ships must
pass through or adjacent to areas AT WAR with Rome or with the destination
country.
7.5.9.6 Note that both income and
the ships involved in a trade venture may be lost to pirate attacks.
In calculating the above risks
of pirate attack and theft the umpire makes two rolls of a D100. The
first is for the fleet, the second on a per-ship basis. Rolls of 1
to 5 on a D100 lead to a total loss of the fleet due to some terrible loss.
Similarly rolls of 90 or higher lead to a total safe arrival of all
goods and ships. Rolls in between these two number ranges give rise
to the second series of rolls on a D100 on a ship by ship basis. For those ships that fail the second die
rolls a further die is rolled to ascertain whether just the cargo is lost
or both ship and cargo. This is a straight 50/50 chance.
7.5.10 ROMAN CONTROL & TRADE.
Trade income is affected by the level of control Rome
has over the area with which the PC is trading as follows:
7.5.10.1
The Control Modifier = 1 if ALL the area is Roman or Roman-Controlled
(ROM or RCON), Roman colonies (COL). (i.e., all cities in
the area are Roman cities, Roman colonies or Roman Controlled).
7.5.10.2 The Control Modifier
= .9 if ALL the cities in an area are ALLIED
with Rome. (i.e., all cities in the area are ALLIED with Rome).
7.5.10.3 The Control
Modifier = .75 if a majority of the cities in the area are
controlled by, colonized by, or allied with Rome (as above).
7.5.10.4 The Control
Modifier = .5 if a majority of cities in the area are NOT
controlled by, colonized by, or allied with Rome (as above).
7.5.10.4 No
trade is possible with any area that is at war with Rome, or in
rebellion against Rome.
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