Difference between revisions of "Trading"

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(Mechanics Discoveries)
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*Clever insights into the market can result in extra successes.
 
*Clever insights into the market can result in extra successes.
 
*Bungles or hurried transactions can result in negative successes.
 
*Bungles or hurried transactions can result in negative successes.
 +
*You can invest in multiple classes of goods simultaneously, but must make a different trading roll for each class (so it's harder to use Fortune, but you need fewer successes).
  
  

Revision as of 14:29, 10 December 2010

Contents

Trade Mechanics

Classes of Goods

Common Goods

I think that these 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.
    • Barriers are things that keep the locals at the selling location from easily getting goods from elsewhere. The blockade of an island is a significant barrier. The hassle that used to surround the Port of Propitious Voyage when the Dragon army was there, probably counted as a barrier. Geographic features, like the Mountains of Heaven, can also count as a barrier. Barriers have levels depending upon their size. Each level of barrier crossed by a trader adds the equivalent of a negative friction level to a transaction.
  • There was no "barrier" on the Butterfly-> Arcade move.
  • Clever insights into the market can result in extra successes.
  • Bungles or hurried transactions can result in negative successes.
  • You can invest in multiple classes of goods simultaneously, but must make a different trading roll for each class (so it's harder to use Fortune, but you need fewer 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 his hurried transaction.