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Subject: Market Prices rss

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Joseph Courtight
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All the value a products start at 4 for 1 every time someone buys the a product the price goes up by one each time 3+ of the same resource is sold the price decrees by one. I use dice to mark the price.
 
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ŁṲÎS̈
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F*** it! Do it LIVE!
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Didn't know what to spend all this sweet GG on, so I bought the overtext.
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I like it.

How do you handle ports?
 
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For ports, how about you always have a +1 advantage for the 3:1 and a +2 advantage for specialist ports if buying the specific resource?

If you use dice to take note of the price, I take it the price can not be higher than 6? And it can get as low as 1? I might possibly try using chips for this variation. That way the price can be higher than 6 though it might make it tough. But it makes it easy to manage. You mainly just move a chip off one resource and put it on another.

Does this price change only after the end of a person's turn or for each deal? This would be important.

So, I'll give an example of what I think you mean. Tell me if I've got it wrong.

We start with all resources equal 4.

Now, a player makes a 4:1 by exchanging 4 lumber for 1 brick.

So now lumber=3 and brick=5. Is that right?

So if I want lumber I can do a 3:1 exchange but if I want more brick, I must do a 5:1 exchange. Is this correct?



 
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Travis Hall
Australia
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Rusty Gamer wrote:
For ports, how about you always have a +1 advantage for the 3:1 and a +2 advantage for specialist ports if buying the specific resource?

Standard port rules give an advantage when selling the given type of resource, not when buying it. This reverses that advantage, which causes a major shift in game strategy. (2:1 ports will now be sought by those without access to a give resource, not by those who produce excess of it. There would now be no means of turning excessive production in useful resources, but deficiencies would occur more rarely. I suspect that would place even more emphasis on dice rolls over strategy than is usually the case.)

Making 2:1 ports reduce the cost when trading away a specific resource would strongly de-power ports. Port users are relying on bank trades more heavily than other players. Their trades will drive the prices for similar trades they want to do in the future up. As they use bank trade more than non-port traders, their opponents won't generally counter the increase in trade prices, so over time the port users will render their own ports almost useless.

Really, a similar effect occurs with 3:1 ports.

What's the aim of the variant, anyway? It's an extra complication to the rules, but I don't see much in the way of interesting additions to the strategy of the game. How is the extra complication supposed to improve the game experience?
 
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Oops, I got mixed up with the specialist ports - I meant the other way round.

Anyway, I've been thinking about it, and with using the poker chips instead, this gives me a variation on this whole idea.

Forget about the needing 3+ in trading to affect the market.

Instead, you use 20 poker chips only. You start off with 4 on each resource. This represents 4:1. Now say you trade 4 lumber for a brick. Then a chip is moved from the lumber to the brick. To trade for lumber is now 3:1 and to trade for brick is now 5:1.

This makes it simply. The formula is:

Trade A x PriceB to get B. Then move one chip from A to B.
There must always be at least 1 chip on a resource (representing 1:1) so when there is only 1 chip on A, there is no market change.

For the 3:1 port, you trade with A x Maximum(PriceB-1,1) to get B. This still affects the market in the same way.

For specialist ports, you trade A x Maximum(PriceB-2,1) to get B, where A is the specialised resource. Trading with specialised resources DOES NOT AFFECT THE MARKET.

The aim of the variant would be a strategy in market manipulation. Whatever you calculate to trade, the market may have changed by your turn. I think it would be a fun variation to play, even if it ends up a little strange.

The point of these weird and wild variations is to have fun and not to take the game too seriously, even if it is tried just once to say what would happen.
 
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Travis Hall
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Rusty Gamer wrote:
The point of these weird and wild variations is to have fun and not to take the game too seriously, even if it is tried just once to say what would happen.

Eh. I don't need to play variants like this to know what sort of effect they have on the game. Working it out from analysis is pretty simple. I'd rather spend my time playing a game that presents some interesting game experience.
 
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