ATLANTISv2 atl-design-digest #52 From: csd@microplex.com (Christian Daudt) Date: Wed, 11 Oct 1995 00:00:00 +0000 Errors to csd@microplex.com Now there should be a digest whenever (a) there are 10 emails or (b) whenever there is an email waiting for more than 48 hours for a digest to be completed. So don't get worried if the digest has only 1 or 2 emails, that just means the list has been slow. (I hope it works) If you want previous versions, they are available via WWW at http://www.microplex.com/~csd/atlantisv2/ ---------------------------------------------------------- Date: Sun, 8 Oct 1995 14:21:09 -0700 From: ward@jeeves.ucsd.edu Subject: Atl: Trade suggestions I have a suggestion that I think would improve the interactions of players with the city and town markets. It involves an additional optional parameter to be added to the BUY and SELL orders and would let players compete for the purchase of items. For example, a town has a demand of 25 wood and the price is $36. If a player submits a buy order: BUY 10 WOO 37 where 37 is the offered price, and no higher offers are made, then a sale is made to that player instead of the town. If the demand of the town is less than what is offered for sale then a BUY 10 WOO 10 might get a player some wood at a bargain price. To protect the seller, an additional minimum price parameter could be added to SELL so that the order is: SELL 10 WOO 20 where 20 is the minimum acceptable price. These changes would keep more of the produced items in the game, open additional markets for items (including magic items and advanced items not currently bought by towns), and institute an auction. It would also simplify sales that are currently made with GIVE orders. Prices for items could then be advertised in unit descriptions: - Trader X (8325), nomad, 10 crossbows; Sell 10 XBO 100. The SELL 10 XBO 100 order could be placed every turn and when a buyer submitted a BUY 10 XBO 100 order the transaction would be automatic. Let me know what you think. Ward - Severe Trade (164) ---------------------------------------------------------- Date: Sun, 8 Oct 1995 14:33:45 -0700 From: ward@jeeves.ucsd.edu Subject: Atl: Trade suggestions Since banking could be considered an integral part of trade activities, I think that pure trade factions should be able to use an UNCLAIM order. Trade factions already need to transport items to towns for sale, which I'm not complaining about. But then we need to transport silver back to producing units. An UNCLAIM order would really be beneficial for supporting producers. It should require banking skill (maybe level 3). It would also be another service that trade factions could offer to the other factions. Needing to have a banker along on explorations is not so realistic ... maybe we should call the skill something else. Let me know what you think. Ward - Severe Trade (164) ---------------------------------------------------------- Subject: Atl: Trade suggestions Date: Sun, 08 Oct 1995 23:02:13 -0700 From: Anson Winsor <apwinsor@magic.CS.UNLV.EDU> This is a very good idea. True, we should not need a banker to claim money. That could stay the same as currently we have it. But we should need a banker to unclaim money. A skill 3 or higher is ok. Perhaps at level 3 there is a 10% transaction fee and at level 5 there is a 5% fee. Or something like this. Perhaps a PURE trade faction, at level 5, can even unclaim silver for other factions. For an additional fee , of course. Another reason to have a pure trade faction around. Of course, trade is what does these things in the real world too. ------- Forwarded Message Received: from tango.rahul.net by JIMI.CS.UNLV.EDU id aa10846; 8 Oct 95 14:49 PDT Received: by tango.rahul.net id AA02803 (5.67b8/IDA-1.5 for real-atl-design); Sun, 8 Oct 1995 14:33:48 -0700 Received: from jeeves.ucsd.edu by tango.rahul.net with SMTP id AA02799 (5.67b8/IDA-1.5 for <atl-design@tango.rahul.net>); Sun, 8 Oct 1995 14:33:47 -0700 Received: from [132.239.144.56] ([132.239.144.56]) by jeeves.ucsd.edu (8.6.12/8.6.12) with SMTP id OAA19950 for <atl-design@tango.rahul.net>; Sun, 8 Oct 1995 14:33:45 -0700 Date: Sun, 8 Oct 1995 14:33:45 -0700 Message-Id: <199510082133.OAA19950@jeeves.ucsd.edu> To: atl-design@tango.rahul.net From: ward@jeeves.ucsd.edu Subject: Atl: Trade suggestions Since banking could be considered an integral part of trade activities, I think that pure trade factions should be able to use an UNCLAIM order. Trade factions already need to transport items to towns for sale, which I'm not complaining about. But then we need to transport silver back to producing units. An UNCLAIM order would really be beneficial for supporting producers. It should require banking skill (maybe level 3). It would also be another service that trade factions could offer to the other factions. Needing to have a banker along on explorations is not so realistic ... maybe we should call the skill something else. Let me know what you think. Ward - Severe Trade (164) ------- End of Forwarded Message ---------------------------------------------------------- Date: Mon, 9 Oct 1995 08:44:10 -0500 From: jobollin@iumsc4.chem.indiana.edu (John Bollinger) Subject: Re: Atl: Trade suggestions > Since banking could be considered an integral part of trade activities, I >think that pure trade factions should be able to use an UNCLAIM order. >Trade factions already need to transport items to towns for sale, which I'm >not complaining about. But then we need to transport silver back to >producing units. An UNCLAIM order would really be beneficial for >supporting producers. It should require banking skill (maybe level 3). It >would also be another service that trade factions could offer to the other >factions. Needing to have a banker along on explorations is not so >realistic ... maybe we should call the skill something else. The ability to transfer money over indefinite distances in short times would be EXTREMELY powerful. I do not think it is appropriate. Bringing money back along a caravan route is realistic, if inconvenient. However, consider the application of an UNCLAIM order to a war faction. Given sufficient income from ANY collection of regions, a war faction could support enormous armies _anywhere_, without any logistical problems to speak of. Making the ability require a certain skill level is not a sufficient restriction to this kind of ability. Indeed, I do not see any sufficient restrictions that do not involve modifying the CLAIM order in ways that I do not favor. John Bollinger Melvin's Marauders (105) ---------------------------------------------------------- Date: Mon, 09 Oct 1995 11:09:47 -0500 (CDT) From: ThorC@UH.EDU (Thor Christensen) Subject: Re: Atl: Trade suggestions >This is a very good idea. > >True, we should not need a banker to claim money. That could stay the >same as currently we have it. > >But we should need a banker to unclaim money. A skill 3 or higher >is ok. Perhaps at level 3 there is a 10% transaction fee and at >level 5 there is a 5% fee. Or something like this. > >Perhaps a PURE trade faction, at level 5, can even unclaim silver >for other factions. For an additional fee , of course. Another >reason to have a pure trade faction around. > >Of course, trade is what does these things in the real world too. > I too like this. Perhaps another restriction could be the number of "banker" units you could have - similar to mages. This would havbe the effect of centralizing your banking operations. Banking units would be placed within the wealthiest and safest regions. Units could carry cash to them and convert it to unclaimed at the discount rates mentioned above. A true merchant house class could develop and be a real power in the game, rather than the production milk cow that they are currently for the war factions. Unleash the forces of capitalism! Thor Christensen thorc@uh.edu phone (713) 743-3975 fax: (713) 743-3978 ---------------------------------------------------------- Date: Mon, 9 Oct 1995 22:18:05 -0500 (CDT) From: Lazarus <llong@io.com> Subject: Re: Atl: Trade suggestions Transferring silver this way would be no more powerful that being able to have a mage transfer silver and troops via the portal spell. Reserve this for a high level banker and the game is better balanced. LL On Mon, 9 Oct 1995, John Bollinger wrote: > > > Since banking could be considered an integral part of trade activities, I > >think that pure trade factions should be able to use an UNCLAIM order. > >Trade factions already need to transport items to towns for sale, which I'm > >not complaining about. But then we need to transport silver back to > >producing units. An UNCLAIM order would really be beneficial for > >supporting producers. It should require banking skill (maybe level 3). It > >would also be another service that trade factions could offer to the other > >factions. Needing to have a banker along on explorations is not so > >realistic ... maybe we should call the skill something else. > > The ability to transfer money over indefinite distances in short times would > be EXTREMELY powerful. I do not think it is appropriate. Bringing money > back along a caravan route is realistic, if inconvenient. However, consider > the application of an UNCLAIM order to a war faction. Given sufficient > income from ANY collection of regions, a war faction could support enormous > armies _anywhere_, without any logistical problems to speak of. > > Making the ability require a certain skill level is not a sufficient > restriction to this kind of ability. Indeed, I do not see any sufficient > restrictions that do not involve modifying the CLAIM order in ways that > I do not favor. > > > John Bollinger > Melvin's Marauders (105) > ---------------------------------------------------------- Date: Tue, 10 Oct 1995 09:21:51 -0500 From: jobollin@iumsc4.chem.indiana.edu (John Bollinger) Subject: Re: Atl: Trade suggestions With regard to a potential UNCLAIM order, llong@io.com wrote: >Transferring silver this way would be no more powerful that being able to >have a mage transfer silver and troops via the portal spell. >Reserve this for a high level banker and the game is better balanced. Note: some people object to spell spoilers, for which the above qualifies. I presume that by better balanced you mean that non-magic factions would have an ability similar to an ability of (some) magic factions. That is not necessarilly balance. Indeed, I claim that the entire faction system is useless if all faction types are to be able to do all the same things, even if they must use different methods. In this context, balance means that different faction types are (potentially, at least) equally powerful. I think that the balance in the current game is somewhat off, but not too bad. I also disagree that an UNCLAIM order would be comparable in power to the abilities of some mages, but if it were then there would be no problem in the first place. If you wish to transport your gold quickly, then find or train someone to Portal Jump you. The remainder of this is devoted to a comparison of the Portal Spell and an UNCLAIM order. Those who do not want (more) spell spoilers should read no further. A mage must spend an entire turn to transport units via the Portal Jump spell. He must have a Portal, and a friendly unit in the target region must also have a Portal. The total weight of the items to be transferred is restricted (although this doesn't affect silver, since it's weightless). A mage may only cast one Portal Jump per turn. Even a pure magic faction is limited to 5 mages altogether, and cross-breed factions have fewer. These restrictions on Portal Jump are considerable. Granted, Portal Jump is still a powerful spell, but if a faction is willing to devote valuable mages to doing nothing but Portal Jumping people and their equipment around, then I say let them do it. An UNCLAIM order, however, would be very different. Even if only a Banker could execute it, after it was done, any number of units of that faction, anywhere, could access the money. Unlike a mage considering Portal Jumping, a Banker would have nothing substantially better to do, unless you want to build up a whole hierarchy of abilities for this type of unit. The proposal did not include any limit on the number of Bankers a faction could possess. Also, putting money in the unclaimed account makes it inaccessible to thieves or bandits -- a nice-sounding ability, but totally out of sunc with the way everything else in the game works. You _should_ have to worry about getting money back from the market to your producers. If you are still not convinced, then I suggest that you post a detailed proposal for how you think such an UNCLAIM order should work. Include any and all effects and restrictions. I will reserve further comment until I see such. John Bollinger Melvin's Marauders (105) ---------------------------------------------------------- From: Josh_Higham@nmh.northfield.ma.us (Josh Higham) Subject: Trade Suggestions Date: 11 Oct 1995 03:02:17 GMT Maybe we could do something that would link the unclaimed silver with a specific building. This way it would be relatively safe, but it couldn't be transferred without time and risk. Have a banker DEPOSIT silve - which would increase that building's balance of silver. The banker could then also WITHDRAW silver. ****************************************************************** Sent via Northfield Mount Hermon School-Wide Information System First Class Internet Gateway firstname_lastname@nmh.northfield.ma.us Up