Difference between revisions of "Trading"

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=Trade Mechanics=
 
=Trade Mechanics=
  
==For generic goods==
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== Classes of Goods ==
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===Common Goods===
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I think that this are boring, no-extra-mechanics goods.
 +
===Luxury Goods===
 +
Gems, jewelry, rarer spices.
 +
===Bulk Goods===
 +
I only know that this category exists.
 +
===Rare Goods===
 +
I only know that this category exists.
  
Friction pushes profits down.  Barriers crossed pushes profits up.
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==Mechanics Discoveries==
There was "friction" on the Butterfly-> Arcade move.
+
*"Friction" pushes profits down.   
There was no "barrier" on the Butterfly-> Arcade move.
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*There was "friction" on the Butterfly-> Arcade move.
 +
*"Barriers" crossed pushes profits up.
 +
*There was no "barrier" on the Butterfly-> Arcade move.
 +
*Clever insights into the market can result in extra successes.
  
  
 
===Amounts >50 li but <100 li===
 
===Amounts >50 li but <100 li===
3 successes on each roll needed for buy/sell to break even.
+
====Common Goods====
Moving to a "bordering" country counts as three successes on sell roll.
+
*3 successes on each roll needed for buy/sell to break even.
 +
*Moving to a "bordering" country counts as three successes on sell roll.
  
 
===Amounts >100li but <250li===
 
===Amounts >100li but <250li===
5 successes on both rolls needed for buy/sell to break even.
+
====Common Goods====
Moving to a "bordering" country counts as two successes on sell roll.
+
*5 successes on both rolls needed for buy/sell to break even.
 +
*Moving to a "bordering" country counts as two successes on sell roll.
 +
====Luxury Goods====
 +
*5+1d3 successes needed to buy and 5-1d3 successes needed to sell to break even.
  
 
===Amounts >250li but <500===
 
===Amounts >250li but <500===
7 successes on both rolls needed for buy/sell to break even.
+
====Common Goods====
Moving to a "bordering" country counts as one success on sell roll.
+
*7 successes on both rolls needed for buy/sell to break even.
 +
*Moving to a "bordering" country counts as one success on sell roll.
 +
====Luxury Goods====
 +
*5+1d4 successes needed to buy and 5-1d4 successes needed to sell to break even.
  
  
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== Cities ==
 
== Cities ==
  
Daizhou is only a tier three city.  When your sell
+
*Daizhou is only a tier three city.  When your sell transaction produced a value greater than 500li, you went over its cap, leading to an automatic level of friction.
transaction produced a value greater than 500li, you went over its
+
cap, leading to an automatic level of friction.
+
  
For the in-run buy roll in the Port of Auspicious Voyage, Li Merit took a -1 situation modifier for some reason. ?
+
*For the in-run buy roll in the Port of Auspicious Voyage, Li Merit took a -1 situation modifier for some reason. Possibly a lack of understanding of the local market?

Revision as of 16:39, 6 December 2010

Contents

Trade Mechanics

Classes of Goods

Common Goods

I think that this are boring, no-extra-mechanics goods.

Luxury Goods

Gems, jewelry, rarer spices.

Bulk Goods

I only know that this category exists.

Rare Goods

I only know that this category exists.

Mechanics Discoveries

  • "Friction" pushes profits down.
  • There was "friction" on the Butterfly-> Arcade move.
  • "Barriers" crossed pushes profits up.
  • There was no "barrier" on the Butterfly-> Arcade move.
  • Clever insights into the market can result in extra successes.


Amounts >50 li but <100 li

Common Goods

  • 3 successes on each roll needed for buy/sell to break even.
  • Moving to a "bordering" country counts as three successes on sell roll.

Amounts >100li but <250li

Common Goods

  • 5 successes on both rolls needed for buy/sell to break even.
  • Moving to a "bordering" country counts as two successes on sell roll.

Luxury Goods

  • 5+1d3 successes needed to buy and 5-1d3 successes needed to sell to break even.

Amounts >250li but <500

Common Goods

  • 7 successes on both rolls needed for buy/sell to break even.
  • Moving to a "bordering" country counts as one success on sell roll.

Luxury Goods

  • 5+1d4 successes needed to buy and 5-1d4 successes needed to sell to break even.


Cities

  • Daizhou is only a tier three city. When your sell transaction produced a value greater than 500li, you went over its cap, leading to an automatic level of friction.
  • For the in-run buy roll in the Port of Auspicious Voyage, Li Merit took a -1 situation modifier for some reason. Possibly a lack of understanding of the local market?