Trade Event Trial Format/New Rules : READ
But its certainly not a bad thing, its time for some slight tweaks and modernizations to our beloved trade event system. This is a combination of a new table (to be unvieled with coming events) done by our precious cuddly pommie, JG and some accompanying rules and procedures that i've tossed about. Nothing is permanent, and this is trial, so breathe easy if your first impulse is to scream and make people cry. I should also add, that much of what is below was already considered in just such a light when figuring trade result modifiers and is really not new, just simply being stated for all to view.
NEW TABLE: The new table is actually a combination of the old major and minor events table, while also keeping some more nasty surprises in its lower reaches. Majors and minors are not completely removed however and i'll explain this below.
MAJOR AND MINOR EVENTS:: Certain countries will stay retain an advantage and major status. Countries given major status are those that have for an appreciable amount of time dedicated themselves strongly to economic improvement, the creation of solid trade ties and practices, have natural inherent advantages (access to valuable resources, major trade routes, etc.), and continue to work toward keeping all these as established norms. Major event countries will recieve a bonus of +1 to their decided upon modifier and have no choice but to recieve a trade event if they are played. NOTE: Major trading countries shall also be rougly considered on region (think EU2 CoT), with only one major per region (if deserving). This to limit the number at the top and increase competition. Following may be a list of regions, i'm also toying with the idea when such regions are clearly defined of allowing one country with bordering influence to occupy two or more regions therefore reducing competition.
Permanent Presence:: Some countries are so economically important and influential that they will be given a straight roll regardless of player choice at event time on the table. This straight roll will be unmodified and their trading actions will be not be put into consideration. War, event and inflation modifiers will effect these rolls. NOTE: Permanents that wish for full consideration need register like everyone else.
Registering: For all countries not deemed Permanent or Major they have the choice whether or not their realm will be included in the trade events. Upon joining a player will be asked via pm if they wish to take part in the trading system and therefore obligate themselves to a certain level of rp to lessen the chances of recieving bad modifiers. This is a choice that can be altered at any time by a PM to N Katsyev's box. For people already registered, a cancellation of registration shall become effective AFTER the next trade event result.
Rolling: Rolling will be done on a number spread from 1 to 12 for reasons of increasing the chance for a bit of luck to seep in. Rolls of 11 will be re-rolled with a -1 modifier, while rolls of 12 shall be re-rolled with a +1 modifier. 11 and 12 modifiers may cancel each other out, but will never go beyond -1/+1.
Trade Summaries: Trade summaries are vitally important if one chooses to register to recieve trade events. Trade summaries give myself as the trade mod a unique view into the workings of your country, your's. Send them via email to nkatsyev@yahoo.com (Please include the words "Trade Summary" in your email subject line for filter reasons - and NOT my pm box). If you feel in the end that something was mis-represented or not included come the results and you didn't send a trade summary, its nobody's fault but your own. Dishonesty or mis-representation shall also be strictly punished. As my predecessor in this role so often said, use your common sense!
Inflation: Event induced inflation is a serious state of affairs and has harsh mechanical effects that make it necessary for them also to be represented in the trade events. If a country is at the time of the trade event experiencing inflation they will recieve an automatic -2 modifier. If a country is at the time of the trade event having experienced inflation in the preceding year, but not currently, there will be an automatic -1 modifier.
War: Depending upon the circumstances war could have a definite and powerful, often negative impact upon one's economy. For countries with sea access and without a navy or allies navies of size or strength for instance to guarantee safety of merchant shipping this could be a terrible time. War modifiers will range from +1 to -2, the longer the war goes on, the more chance of a worse modifier.
Events: When requesting events, consider trade event modifiers as possible results. Likewise, they can be handed out in negative circumstances as well. NOTE: To be implemented only by decision of our event mod
Role-Play: And finally the modifier that you as the player have the most control over and that can have the most effect! For countries choosing to play the trade game, role play is very necessary to continue recieving positive modifiers. Whether this be through signed treaties, a particularly good story about the acitivities of merchants or other economic activity, the choice is really yours. Lack of role-play over time will reduce the positive effects you used to enjoy and may eventually result in negative modifiers for continued neglect and attention.
Modifier Note: Nothing is completely set in stone (or really hard stone anyway) and all modifiers will ultimately be more of a guideline than a definite depending upon special circumstances and considerations.
It had to happen...
But its certainly not a bad thing, its time for some slight tweaks and modernizations to our beloved trade event system. This is a combination of a new table (to be unvieled with coming events) done by our precious cuddly pommie, JG and some accompanying rules and procedures that i've tossed about. Nothing is permanent, and this is trial, so breathe easy if your first impulse is to scream and make people cry. I should also add, that much of what is below was already considered in just such a light when figuring trade result modifiers and is really not new, just simply being stated for all to view.
NEW TABLE: The new table is actually a combination of the old major and minor events table, while also keeping some more nasty surprises in its lower reaches. Majors and minors are not completely removed however and i'll explain this below.
MAJOR AND MINOR EVENTS:: Certain countries will stay retain an advantage and major status. Countries given major status are those that have for an appreciable amount of time dedicated themselves strongly to economic improvement, the creation of solid trade ties and practices, have natural inherent advantages (access to valuable resources, major trade routes, etc.), and continue to work toward keeping all these as established norms. Major event countries will recieve a bonus of +1 to their decided upon modifier and have no choice but to recieve a trade event if they are played. NOTE: Major trading countries shall also be rougly considered on region (think EU2 CoT), with only one major per region (if deserving). This to limit the number at the top and increase competition. Following may be a list of regions, i'm also toying with the idea when such regions are clearly defined of allowing one country with bordering influence to occupy two or more regions therefore reducing competition.
Permanent Presence:: Some countries are so economically important and influential that they will be given a straight roll regardless of player choice at event time on the table. This straight roll will be unmodified and their trading actions will be not be put into consideration. War, event and inflation modifiers will effect these rolls. NOTE: Permanents that wish for full consideration need register like everyone else.
Registering: For all countries not deemed Permanent or Major they have the choice whether or not their realm will be included in the trade events. Upon joining a player will be asked via pm if they wish to take part in the trading system and therefore obligate themselves to a certain level of rp to lessen the chances of recieving bad modifiers. This is a choice that can be altered at any time by a PM to N Katsyev's box. For people already registered, a cancellation of registration shall become effective AFTER the next trade event result.
Rolling: Rolling will be done on a number spread from 1 to 12 for reasons of increasing the chance for a bit of luck to seep in. Rolls of 11 will be re-rolled with a -1 modifier, while rolls of 12 shall be re-rolled with a +1 modifier. 11 and 12 modifiers may cancel each other out, but will never go beyond -1/+1.
Trade Summaries: Trade summaries are vitally important if one chooses to register to recieve trade events. Trade summaries give myself as the trade mod a unique view into the workings of your country, your's. Send them via email to nkatsyev@yahoo.com (Please include the words "Trade Summary" in your email subject line for filter reasons - and NOT my pm box). If you feel in the end that something was mis-represented or not included come the results and you didn't send a trade summary, its nobody's fault but your own. Dishonesty or mis-representation shall also be strictly punished. As my predecessor in this role so often said, use your common sense!
Inflation: Event induced inflation is a serious state of affairs and has harsh mechanical effects that make it necessary for them also to be represented in the trade events. If a country is at the time of the trade event experiencing inflation they will recieve an automatic -2 modifier. If a country is at the time of the trade event having experienced inflation in the preceding year, but not currently, there will be an automatic -1 modifier.
War: Depending upon the circumstances war could have a definite and powerful, often negative impact upon one's economy. For countries with sea access and without a navy or allies navies of size or strength for instance to guarantee safety of merchant shipping this could be a terrible time. War modifiers will range from +1 to -2, the longer the war goes on, the more chance of a worse modifier.
Events: When requesting events, consider trade event modifiers as possible results. Likewise, they can be handed out in negative circumstances as well. NOTE: To be implemented only by decision of our event mod
Role-Play: And finally the modifier that you as the player have the most control over and that can have the most effect! For countries choosing to play the trade game, role play is very necessary to continue recieving positive modifiers. Whether this be through signed treaties, a particularly good story about the acitivities of merchants or other economic activity, the choice is really yours. Lack of role-play over time will reduce the positive effects you used to enjoy and may eventually result in negative modifiers for continued neglect and attention.
Modifier Note: Nothing is completely set in stone (or really hard stone anyway) and all modifiers will ultimately be more of a guideline than a definite depending upon special circumstances and considerations.
Remember, I operate GMT + 8
DO NOT SPAM THIS THREAD OR THE POWERS OF MOD INDUCED FIRE AND BRIMSTONE SHALL RAIN DOWN UPON YOUR PEASANT HEADS! PM to mods, particularly me with questions or comments.
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