Ffh Nes Ii

Thats the point of treachery. Once is enough - no one wants to be the guy that gets 'twice'.

"Fool me once, shame on you. Fool me twice, shame on me."

Or, if you are a certain recently unemployed former president, "Fool me once, shame on you. Fool me tw... ugh, er, ahhh, not gonna fool me again."
 
From: The Kuriotates
To: The Kappa & The Bannor


We encourage you to adopt 'economic stewardship'. Allowing your city's economic councils to govern their own trade affairs will only bring you riches and happiness. We must trade with each and tax that trade- it will fatten our treasuries and help us all develop economically.
 
OOC: When you say that each city gains a trade route, does it mean that the resource that you trade has to be from that city? So if you wanted to trade two resources from the same city, could you?
 
OOC: When you say that each city gains a trade route, does it mean that the resource that you trade has to be from that city?

yes

So if you wanted to trade two resources from the same city, could you?

Yes, but they would have to be different resources (ie- no matter how many silk plantations you have in a province its only gonna produce 1 silk resource). If you have, lets say, ornamental stone and silk produced in a city then you could export them both (if you had two trade routes- ie: a harbour and a market or a market and the stewardship civic, etc).

I hope thats clear.
 
To: The Kuriotates
From: The Bannor High Circle


We thank you for your advise. When the idea of stewardship was first brought to us we discounted it for fear of the consequences of decentralisation. However, now that there is the prospect of trade we may be willing to reconsider.

If we were to open a trade lane with you, what would you be able to sell to our merchants? We have fine Bannor Furs which you may be interested in.

To: the Kappa

Will you also adopt this style of government? If you do so would you be willing and able to trade resources with the Bannor Empire? I think opening trade routes between our people would go a long way towards strengthening the stability of the South-West.
 
To: The Kuriotates
From: The Bannor High Circle


We thank you for your advise. When the idea of stewardship was first brought to us we discounted it for fear of the consequences of decentralisation. However, now that there is the prospect of trade we may be willing to reconsider.

If we were to open a trade lane with you, what would you be able to sell to our merchants? We have fine Bannor Furs which you may be interested in.

Not RIGHT away but we would pay you for the privalege (1 or 2g/turn). With time we would be able to export goods to you.
 
are the public technologies given to everyone who doesn't have them or does it mean they're available for trade?

A public technology means that other nations know that that nations has that technology. Its what is 'public knowledge'. Its not given to anyone. You can trade for it but you can also trade for technologies not on the list.

Some people want to hide their techs though.

do we need trade techs to trade technologies or can we do that already?

You need a technology called 'trade'. Its in the 'exploration and trade' line of techs.
 
Also, important to mention is that you can select techs from the list of publicly known techs to research, instead of just blindly following a tech line, assuming you have the linguism tech.
 
OOC: The Amurite nation would like to announce that they are open to any tech trades, once someone has the prerequisite tech
 
OOC because I'm not allowed IC yet: The Sheaim are open to that same deal. Just as soon I make it to land...
 
A public technology in reference to post #3 is technology which other nations are aware you have (lets say you fielded spear militia then people would know you have basic warfare).

A technology listed in this post (#7) is available for selection through the linguilism tech (which is sort of gamey but works for game balance reasons)
 
OOC: The Amurite nation would like to announce that they are open to any tech trades, once someone has the prerequisite tech

OOC because I'm not allowed IC yet: The Sheaim are open to that same deal. Just as soon I make it to land...

At the end of every update there is a list of new techs and what they do. They also show up in post number 7. 'Trade' has not yet been listed so no one has it yet.
The newest tech is 'social planning and welfare' and before that it was 'shaft mining' and 'camouflage'.

Immac.
 
Grigori Refugee Camp
Classification: city improvement
Required Population: 6
Required Workforce: none
Required Production Capacity: 1
Required Technology: social planning and welfare
Cost: 15 gold
Game Effect: Generates 1 stability and 2 gold per turn.

Well, seriously, we do get escappes from many sources. :)

I think that the Outpost 2 should be called like a Shire or March (like the Spanish March) so if I settle an Outpost then it will be like a small fort, then I upgrade it to a March, which is like a group of close towns. Then I upgrade it to a City, which is a center of government and its outlying populations.
 
To: The Kuriotates
From: The Bannor


As we will be keeing a firm grip on our economy and not exposing our secrets to the rest of the world, I ask for 1 gold per turn in return for Bannor Furs. This agreement will continue until the Kuriotates are ready to trade another resource with the Bannor, which will be more profitable for the both of us.
 
To: The Kuriotates
From: The Bannor


As we will be keeing a firm grip on our economy and not exposing our secrets to the rest of the world, I ask for 1 gold per turn in return for Bannor Furs. This agreement will continue until the Kuriotates are ready to trade another resource with the Bannor, which will be more profitable for the both of us.


TO Bannor
FROM Kuriotates


We agree to your terms and on behalf of our people and merchants, thank you. We hope that our trade relations can continue profitably for all time.


OOC:

Don't forget that the first turn of trade brings you no money as trade routes are set up (this is to avoid trade routes being turned around every turn) so if you adopt stewardship (or build a market or harbour) and send fur this turn its zero money in the pocket but you start making money the turn after.

Also remember that stewardship can cause corruption if you don't build a steward's council (or have a city hall in place) so if you are adopting this civic it may be worth purchasing this building in your second city.
 
Resources and Trade:

Determining Natural Resources:

You will occasionally simply be told that a resource is present in a particular province. The original pre-game update is an excellent example of this occurrence. To determine what resources are present, a player may choose to conduct a ‘resource survey’ which will tell them what resources are present and what capacity that province has for hunting, farming, fishing and mining improvements. A survey of this sort costs 5 gold per province.

New Natural Resources

A province may occasionally develop new natural resources. The White Mist Isle developed a new deer resource over the course of updates 8 and 9. Players have no control over the development of new natural resources.

Resource Generation:

Settling an outpost, march or city in a province with a resource does not provide the resource. One must build the appropriate rural improvement. For example, if the province has a ‘silk worms’ resource, a player building the ‘silk plantation’ would then develop ‘silk’ resource in that province. The same is true of wheat, soybeans, copper, indigo herbs, or any other natural resource.

Resource Distribution:

Once a resource is produced domestically in any single province the entire nation has access to that resource. So if you developed a sandstone mine in one province, every province would then have access to the ‘sandstone’ resource (and because hard rocks provide a building discount for things like combat arenas and make the construction of stone walls possible, any city in the nation would have access to cheaper combat arenas and be able to produce stone walls)

Multiple Resources:

Building more then one resource generation type improvement in a province does not generate more then one ‘copy’ of the resource. If a province has two wheat farms that province still only produces wheat.

If two or more provinces each produce the same resource there is no added effect domestically- the nation still only has access to ‘wheat’, not ‘2x wheat’. However, multiple provinces producing a resource has an added benefit when it comes to trade because now each province can trade away that resource (assuming they have access to a trade route).

Manufactured Resources:

Not all resources are natural. Consider for example the clay and pottery resources. The clay resource occurs naturally and is accessible with the ‘clay quarry’ rural improvement. Doing so provides clay to the entire nation. Any city in that nation can now build a ‘potter’s workshop’, an improvement that requires access to clay to construct. Any city with a ‘potter’s workshop’ in it now produces the ‘pottery’ resource (and each can now export it if they can find a rival nation with no access to pottery yet- see trade section).

All manufactured resources come from city improvements and they usually require access to some natural resource. (Bronze manufacturing requires copper and tin. Linen requires flax. Brick and pottery require clay. Etc)

Trade

Trading requires three things.
  • a trade route
  • a novel resource to trade
  • access to the importer’s market

Trade Routes

A trade route can be provided by an improvement such as a market or a harbour or in some cases by a civic, such as ‘stewardship’. Trade routes are accumulated at the provincial level and are only limited by your access to technologies that allow construction of trade-route generating improvements (harbours, markets, etc) as well as the funds to create them.

Each trade route is also associated with a resource. So if you have the stewardship civic but are not producing any resources in a province, then you don’t get to use that trade route because you have nothing to export from that province. Similarly if you have, lets say, clay and pottery generated in a province (from a clay quarry and potter’s workshop respectively) but only have one trade route (from a market for example), you could only export either the clay or the pottery.

A Novel Resource

When a nation imports a resource, it becomes available to the entire nation; every province of that nation now has access to that resource (just as if it had been developed domestically). If you trade away a source of horses, don’t be surprised that the importing nation begins to produce cavalry. If you export flax to a nation, don’t be surprised if in a few turns they offer you finished linens in return (because they used the flax to build a linen textile mill).

A nation which already has resource X (either because it is already producing it domestically or because it is already importing it from some other nation) is not eligible to import a second ‘copy’ of that resource. (example: If the Bannor are already trading the Ir-O-Kee copper, then the Ir-O-Kee have no need for Hippus copper.) This means that if you have 3 provinces each with a potter’s workshop (each producing the pottery resource), you would need to export your pottery to three different nations (who don’t produce pottery themselves)

Access to the Importer’s Market

You need roads to export your goods to foreign civilization.

If you don’t have roads connecting your civilizations you can use rivers, sea and ocean shore-lanes, open seas or even open oceans depending on the level of naval technology the exporting nation has achieved.

These can be disrupted by bandits and pirates or rival nations.

Importing Goods

Receiving a trade route is a simple thing. You simply have to include in your orders that you are allowing the exporting nation to sell the resource to your people. That trade can be taxed and you will soon begin to collect income from it.

Your nation (and not a particular province) is the importing entity. Your entire nations receives the good being imported. You can use that resource as if you had produced it yourself in a province of your own. With clay imports you can produce bricks or pottery, etc.

If you lose the imported good then all city improvements that are dependent upon that resource can no longer function and cannot generate any resources, wealth or other benefit of their own. If you are importing clay, have no local source of clay and have a potter’s workshop in one of your cities, the loss of clay imports would prevent your potter’s workshop from producing pottery or the associated gold.

The Value of Trade Goods

The value of trade goods is dependent upon the transport infrastructure of the nation. If you have dirt roads connecting all your cities then you will receive either 2 or 3 gold for the trade good’s export or import. If you have reinforced highways you will receive much more. Better ‘caravan’-type technologies will unlock better roads.

An economy is either open (willing to allow foreign merchants unlimited access to their markets) or closed (foreign merchants deal only with domestic merchants in controlled situations). An open economy allows for greater trade but makes enemy spying much easier. A closed economy is the opposite (spying is more difficult, trade produces less gold).

With dirt roads an open economy produces 3 gold per trade resource being imported or exported.
With dirt roads a closed economy produces 2 gold per trade resource being imported or exported.

In all cases the first turn of establishing a trade route results in on gain. Although trade is occuring between the nations, its scale is still relatively small as distribution systems and contacts are put in place. This is primarily a game-balance issue to prevent people moving their trade routes around too much.
 
Ekolite's request for a size 3 max type settlement/city has been implemented. We are using Charles Li's suggested name of 'march'.

the rules are detailed in post #6

Please also note that the minimum population requirements for some rural improvements have been changed to ensure that they are available to marches (or not available). For example, the shaft mine used to have a requisite population of 4 but it is now 3 to allow you to build them in marches.
Marches can also support hamlets, shore-based fisheries and grain farms.
 
Thanks Immy, I think the new marches will work well. Although personally I thought ''trading post'' had a better ring to it.

The trade explanation cleared up some things too.
 
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