RISKY VENTURESCodswallop the mainstays and reflip the hornsprit! 'tis time to engage in RISKY VENTURES.
The good old Motherlands have just realised that, despite their self-evident superiority to everyone else, all the good stuff- sugar, spice, precious metals- somehow wound up in the hands of a bunch of primitive savages. Injustice! Unfortunately, the savages do have some experience harvesting the stuff. So, we'll leave it to them to do that. Our plan: to trade worthless baubles for the stuff, then re-sell it in the Motherlands for vast profits.
A problem presents itself! The primitive savages live way aways. Across the seas. Across oceans! It's a dangerous voyage to those faraway lands. Barges and cogs will not make the voyage intact. We'll need fancy new-fangled ships to make the journey. Expensive ships. Ships which even the richest of us cannot afford alone. We will need to pool our resources to afford them.
Once we have a ship, we can send it on a journey. Where to? Somewhere we know about. Currently, our cartographers are a little bit sketchy on this. The only place other than the Motherlands they know of is the Nearsouthlands. Nothing wrong with that! The Nearsouthlands are filled with sand- precious, precious sand. And it's only a two-month round trip! Word has it, though, that there are other places to be visited- places where more valuable resources can be harvested- though the journey may be longer and more hazardous. Brave explorers are looking for wealthy patrons to fund their expeditions to look for these lands- as time passes, new locations may emerge.
With a ship and a destination, the journey can begin. The ship sets off on a hazardous journey, and hopefully returns in a few months time, filled to the brim with valuables, which can be sold at the markets of the Motherlands, bringing the big profits and funding more voyages.
And then we fill bathtubs with coins and swim around in them. Or something. I dunno.
Preamble over. The game is as follows:
Anyone can join. You will posses three dimes and nothing else.
You can buy ships for ten dimes.
Ships can be sent on journeys to a location of choice. A successful journey will yield ten units of that location's resource.
Ships may sink during a voyage.
Resources can be sold at the market. Prices fluctuate.
New locations and other actions will be unlocked as the game progresses. Funding voyages of exploration, and performing services for the Motherlands may hasten this.
I will (try to) update the thread daily with news of returning ships, changing market prices, and other events. Each update corresponds to a month of in-game time.
Anyone may join at any time. Players are expected to keep track of their own resources, as follows:
NUKLEAR SHIPPING AND SONS INC(TM)
Assets:
3 Dimes
Other:
-
I would like to fund a voyage to the southern hills, where limitless quantities of sand may be purchased, to be resold in the motherland for vast profits. A new ship will be purchased, at the cost of 10 dimes. Income from the sale of the sand will be split based on initial investment.
NUKLEAR SHIPPING AND SONS INC(TM)
Assets:
-1 Dime (on loan from Motherlands)
Ship on journey to Nearsouthlands. Expected return date: 2 months. Expected income: 5 dimes.
Other:
-
Thanks to the generous investments by PLAYER2 and PLAYER3, and a loan from the Motherlands, a ship was purchased and sent to the Nearsouthlands. It is expected to return in two months with ten units of sand. At the current market price of sand- 0.5 dimes- it should make 5 dimes when it returns. It will then be sent back and forth until it sinks.
If this sounds interesting, please indicate. Comments, suggestions, and questions are also welcome. If sufficient interest is monitored, the game will begin.