While We Wait: Writer's Block & Other Lame Excuses

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Hey Lord of Elves, you were one to get a letter to the Governor's School of North Carolina, right?
 
Hey Lord of Elves, you were one to get a letter to the Governor's School of North Carolina, right?

Yup. 5char
 
Yeah, pretty. It had nothing to do with Keynes and a lot to do with the rather simple observation that banks have huge returns to scale.* The end and logical economic result being a move towards consolidation of the banking industry.** So freeing up the market more would see even more consolidation paid out of the massive Fed financed cash buffers the banks have built up.

* The larger a bank is, the cheaper it can borrow money at. There's other stuff like the fact that big banks tend to compete on non-price factors like a shiny internet banking platform and 'ossim credit card bonuses etc. But that single observation really does most of the lifting.
** I don't think consolidation is bad in of itself, so long as there is a good regulatory framework. Australia and New Zealand after-all have four/five banks which account for like 80% of our banking system. But we regulate them to hell at least in our domestic markets. I'm getting a wee bit worried that they might have slipped the noose by investing in banks overseas. But I'll trust that our regulators will crush that show of independence eventually.
 
I'd like to state, in case some people don't check the #nes thread, that Till has got warrensofthought.com back online, so that is where you can currently find our IRC chatroom.
 
If anyone is interested, I am planning on running a fun little ChatNES in #nes on Saturday afternoon. Updates every 20-30 minutes or so, depending on playerbase.

The tentative name is ChatNES IX: Heroes of Hoshijomata. The setting is the unification wars of an 1860's-1880's era East Asian-style island archipelago.

I will use my own adapted A+A-based dicerolling system to manually resolve battles, but it's not greatly different from the sort that Daft or Crezth have used in the past.
 
Just wanted to say thanks for the discussion RE economics. My substantive question, if I have one, would be regarding how banks are able to make such huge profits (and payout massive bonuses), instead of having the action of competition reduce their profits to bare minimum (banks being intermediaries)?

@Thlayli, that chatNES sounds interesting. It will be evening here in GMT land, hopefully catch some of it!
 
Market structure, basically. Libertarians assumptions about how the market ought to work rely on the dubious assumption that the natural state of the market is perfect competition and that governments regulations are responsible for everything else: monopolies, oligopolies, monopsonies etc. The problem is that perfect competition doesn't exist, never has, and never will because perfect competition is a thought experiment - nothing more, nothing less.
 
Gravity was a groovy movie, you should all watch it posthaste
 
ChatNES IX: Heroes of Hoshijomata - Game Rules

Introduction: For the first time in hundreds of years, the Shogun lies dead without an heir. Modern weapons and technology now give the ancient clans of the land a platform to secure the Empire for their own, and establish a new Shogunate, a modern Republic, or an expansionist Empire. Will you be the one to unify the Six Celestial Islands once and for all?

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This is the ninth (I think) iteration of the super-fun board games that I run as a light-NES on #nes. I look forward to having fun with you and/or shattering your fragile dreams of strategic dominance!

Please refer to this as a reference in the event of confusion during the #nes game.

UNITS:

Name, $Cost, (Attack/Defense) [Special]

LAND:

Rifleman Company $1 (1/2)
Cavalry Company $2 (3/1)
Artillery Company $3 (2/2) [Special: Raises attack power of 1 infantry to 2.] [Special: Defends on 3 in Mountain terrain.]
Gatling Gun Company $4 (3/3) [Special: Can roll two hit dice once per battle.]
Airship $7 (4/1) [Special: Has range of 3 provinces (each way) per turn; must return to base or spend entire turn performing rebase.]
Leadership Corps $10 (*/*) [Special: Boosts attack of one unit and nullifies one direct hit per battle; this can improve with experience]

SEA:

Junk $1 (0/1) [Special: Does not require Port to build] [Special: Cannot damage Cruisers or Dreadnoughts] [Special: Can transport troops]
Gunboat $5 (2/2) [Special: Can carry out bombardment action; low effectiveness]
Cruiser $8 (3/3) [Special: Can carry out bombardment action; medium effectiveness]
Dreadnought $15 (4/4) [Special: Can carry out bombardment action, high effectiveness] [Special: Requires 2 hits to destroy, can repair damage]

IMPROVEMENTS:

Railroad $5 [Increases income by $1. Allows double movement through provinces containing railroad. Can only be built in City or Coastal.]
Mine $5 [Increases income by $2. Can only be built in Mountain.]
Port $7 [Increases income by $2; required to build naval units larger than Junks. Can only be built in City (on coast)]

RULES:

Province Rules:

-There are three province types: City, Coastal, and Mountain. City grants $3, Coastal grants $2, and Mountain grants $1.
-Railroads cannot pass through Mountains.
-Factions begin with $10 to spend, and an income of $4.

Army Rules:

-Troops on any given turn can be ordered to Move, Attack, or Defend. Units not given Move or Attack orders will automatically Defend.
-If troops are ordered to Move into a friendly province which is attacked that turn, and the province is overrun, they will not move there. [Exception: If a railroad is present, the Moved troops will be able to participate in the battle.]
-Railroads allow troops to Move and then Attack, as long as the initial Move follows the course of the Railroad.
-Newly built troops are placed in a province at the end of the turn; if the province where they wished to build them is overrun, the player is compensated 50% of the lost funds.
-If two players from province A and B attack each other simultaneously, the *attacker* will be determined to be the one with a larger number of troops, as measured in unit cost. An exception exists if this would be disadvantageous for the player with the larger number of troops; in that case they will be the defender.

Naval Rules:

-Naval units can move at a rate of 2 inches per turn, since I'm too lazy to make sea zones. :p
-Naval Bombardment can be used for two things: It can be used to bombard Cities, reducing their economic output by $2 per turn, or it can be used to support troops engaging in an amphibious assault or a battle in an adjacent Coastal or City province. This grants each bombarding ship one first-strike roll at the beginning of the battle.
-Bombardment cannot occur if enemy naval units are present.
-Moving troops onto a naval transport (Junk) ends their turn. Troops can load onto ships and the ships can then Move themselves, but they cannot land their troops (another Move action or an Attack) until the next turn.
-A Junk can transport 1 infantry and 1 other unit type, or 2 infantry.
-Airships can participate in Naval battles, but suffer a -1 penalty.
 
9pYOH17.png


The squares on the upper left hand corner are magnification boxes. If there are too many units to fit into a province on the map, I'll put them there instead.

For those interested in playing, we will begin (in #nes) in 1.5-2 hours. (Between 2:30 and 3 CST, 3:30 and 4 EST, etc.) I can probably take a maximum of around 8 players, and anyone else can be a reserve since we usually have dropouts. If we can't achieve a winner and/or a bunch of people need to leave, we will reconvene on Sunday.

I need:

Faction Name (Japanese-sounding and nothing super dumb, please)
Preferred Color
Preferred Starting Location (Mountain/City/Coastal)
Initial Spending (10$)

You can post this here or PCMW me in #nes.

All factions will start with at least 2 provinces. I may adjust starting income totals slightly, but almost everyone will have $4.
 
Name: Kita
Preferred Color: C1900B (bronze)
Preferred location: Mountain
Initial Spending: Mine, Artillery, and Riflemen x2
 
Two small clarifications:

You can build a Junk from any province on the coast, regardless of the terrain type.

Building one railroad is considered a connection between two provinces. So you don't need to build 2 railroads to get from Province A to Province B.
 
Name: Kaiju
Preferred Color: Darkblue
Preferred Location: City
Initial Spending (If Relatively Isolated): Port, 2 Riflemen, A Piece of Junk
Initial Spending (If Not): 3 Cavalry, 4 Riflemen

Note: If Kaiju isn't acceptable, I'll go with Ransu or Hamijo
 
Faction Name: Iji
Preferred Color: Dark Crimson
Preferred Starting Location: Northeastern City on the Primary Island
Initial Spending (10$): Mine, Artillery, Rifleman x2
 
Name: Saijan-Ryo
Preferred Color: Imperial Purple (if not, Gold)
Preferred location: Mountain
Initial Spending (if mountain has): Mine, Artillery, and Riflemen x2 (actually this is staying the same)
Initial Spending (if no mountain): Cavalry x2, Riflemen x3, Artillery x1
 
Update 0 - The Go Board

"If two men clap at different times, the effect is twice as great as if they had clapped in unison."

-Daisuke Iji

SE5oP62.png


Ruki - 5$ to spend (+2$ banked)
Iji - 6$ to spend
Kaiju - 5$ to spend
Kita - 5$ to spend
Saijan-Ryo - 5$ to spend

Random Event - During the building of a road to establish your new mine, the Iji soldiers come upon an abandoned monastery. It contains an ancient golden statue of the Great Sage. Do you choose to loot this statue or leave it in place?

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I still have plenty of space for new factions. If you would like to join, send your application and starting 10$ build orders as usual, and then add your movement orders for turn 1 on top of that.

Daft, your mine is there. I just didn't upload the most recent version after I added it. So pretend it's there.
 
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