The Goal of the game: Be the most prosperous Merchant Guild in the world
Each Player chooses an unclaimed civilization from the list below as "their" civilization.
Game Turns:
Each Sunday by noon (forum time), the next Player in line will be allowed to upload the "latest save file" from the link at the bottom of the page. Once someone posts a link to their save file, the next Player in line can choose to begin their turn early, but if a Player has not been able to post the link of their turn to the board before noon on Sunday of that week, that turn is skipped.
On a Player's first turn, they will have a year counted from the beginnings of the next four seasons to set up their "home base". Players are encouraged to embark with as much stuff as they want, but with the understanding that all non-player caravans during fortress mode are to be ignored. The only caravans that will exist in this game are the ones Players create by traveling in Adventure Mode.
Every new embark (including the first) requires one of the starting seven to have at least a novice level of the "Appraiser" skill and be appointed as the "broker".
In this game, dwarven currency takes the form of crafted gemstone rings. The relative worth and rarity of these rings made from single gems make wealth easily transportable. The relative values of these rings are in units called "dorfbucks"
At any time, a Player may choose to Place a bid for a Caravan
Post a message on to the board for a dorfbuck award in rings and/or coins for specific goods to be delivered to a specific embark. The rings and/or coins that represent the award must be placed in a room with a door leading to the Trade Depot until the bid is completed or the Player chooses to change their bid terms. However, once another Player has chosen to accept that bid by "quoting" it, the terms are locked. ("Quotes" aren't able to be modified by the person who posted a bid, so they're good for keeping all Players relatively honest.)
Trade agreements can include barter items, military aid agreements, loans with interest or any other thing Players can think of. Be creative and have fun!
During their turn, a Player may choose to do one of the following:
1) Create or unretire an adventurer for fourteen (in-game) nights
Each of these turns lasts for fourteen in-game nights using adventure mode ("retiring for awhile" or "giving in to starvation" on the fifteenth day.)
To attempt to collect another Player's bid:
Post your intent to collect on a Caravan bid to the group by "quoting" the bid.
Using the adventurer and whatever companions you can muster from your civilization, attempt to fulfill the order in the bid. Once a bid order is completed, (ie: the requested goods are dropped off at the trade depot), the caravan can enter the payment area next to the depot and receive the rings and/or coins they are owed in payment. Once the adventurer returns back to their home civilization, the rings and/or coins will be transferred to the Player's treasure room and added to that site's wealth.
Players may take as many fourteen night turns as they like to complete a bid, but other Players may also attempt to complete them as well. Players have the option of relieving other Player's adventurers of either the trade goods on the way to their destination, or their rings on the way back either by killing them outright, knocking them unconscious or waiting until they've fallen asleep then taking their stuff), so caravans do pose a bit of a financial risk to those who send them out.
If an adventurer is killed by a non-Player race or creature on the way back from delivering on the bid, the non-player who killed them will be listed as having a 100 dorfbuck bounty placed on their head by the "Mountainhomes Association" per person slain. Anyone who slays that individual will gain that amount of dorfbucks in rings on their next new embark as well as "spoils". If the caravan "gives in to starvation", any treasures they might have carried are probably still on their dead bodies, so someone who finds the place of their demise gains more money as well.
Not all caravans carry goods - some might be used for defense against invading creatures, to counter armies, or other reasons more nefarious still. It's all up to the guild-masters.
2) Create a new embark, then immediately retire it.
New embarks are not allowed to bring anything with them other than seven dwarves of various skills. The embarking seven merely claim a site then immediately retire it, which will allows a caravan in adventure mode to be able to retire there with whatever equipment they've brought with them. The only items that new embarks will begin with will be the ones toted in by the adventurer's caravan and whatever was left there if it was previously abandoned.
3) Unretire a single previously retired embark and play it until the next season begins.
Choose "Prepare carefully" instead of "Play Now" and change the "Group name" to whichever name you've chosen to represent your Merchant Guild.
Players can choose to have the site produce trade-goods and/or be a place to have goods delivered. Embarks are also good for training and outfitting future caravan companions as well. Once the turn is complete and the save file posted to the list, the value of any gem rings on the site plus any bonuses or minus any penalties are added to the total "Wealth" score of each Player.
Wealth Bonuses and Penalties (Counted from the last time the embark was scored):
+1 per infant born or immigrated......................................................-1 per infant newly kidnapped/slain
+3 per new child (from infant or immigration)...................................-3 per child newly kidnapped/slain
+6 per new unmarried individual (from child or immigration)..............-6 per adult newly slain
+20 per new marriage...................................................................-10 per newly widowed individual
+500 for a surviving Sheriff/Captain of the Gaurd.........................-500 per newly dead Sheriff/Captain of the Gaurd
+1,500 for a surviving Baron/Baroness.....................................-1,500 per newly dead Baron/Baroness
+2,500 for a surviving Count/Countess.....................................-2,500 per newly dead Count/Countess
+3,500 for a surviving Duke/Duchess........................................-3,500 per newly dead Duke/Duchess
+5,000 for a surviving King/Queen............................................-5,000 per newly dead King/Queen
+10 if the site has grown from an outpost to a Hamlet
+50 if the site has grown from a hamlet to a Village
+100 if the site has grown from a Village to a Town
+500 if the site has grown from a Town into a City
+1,000 if the site has grown from a City to a Metropolis
The last reported dorfbucks of rings in a site that is either abandoned or conquered, is subtracted from that Player's score at the end of the turn. If a Player's score ever drops to or past zero, they will have one more turn to gain positive wealth before the Guild is declared bankrupt and the civ becomes available for another Player to claim.
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Civilizations: (
Available /
Claimed)
The Permanent ConstructThe Fierce FurnacesThe Violent Anvil Zlob
The Barricade of NamingThe Paddles of CrestingThe Past Guilds Megaman_zx
The Blue Artifact Timeless Bob
The Fierce FurnacesThe Sorcerous PapersThe Greatest FencesThe Labyrinthine EarthThe Tongs of MurderTurn List
Player.............................Guild Name.....................................Total Wealth
Round 1: (Winner = Fishnation)
1) Timeless Bob....................The.Charm.of.Trading................Headquarters: 6,556db
2) Zlob................................The.Hands.of.Gods....................Headquarters: 8,316db
3) Megaman_zx....................Fishnation................................Headquarters: 12,690db
Round 2: (Winner = The Hands of Gods)
4) Timeless Bob...................The.Charm.of.Trading.................New Embark: 6,556db
5) Zlob................................The.Hands.of.Gods....................Headquarters: 26,200db
6) Megaman_zx....................Fishnation................................Skipped turn
Round 3:
7) Timeless Bob...................The.Charm.of.Trading................Headquarters 7,051db
Retired Embark Sites:
............Guild....................................Site Name......................................Site.Wealth
The.Charm.of.Trading.....................Guildhouse.of.Charm...........................6,440db.(+611)
The.Hands.of.Gods.........................Steelwalled.......................................26,200db (+0)
Fishnation.....................................Tradepost.the.Deification.of.Fishes.......12,600db.(+90)
Bids
1) ~Posted on the 5th of Granite, Year 5~
Guildhouse of Charm is requesting solid gold statues. The statues must be in the forms of the deities of your civilization (one of each, please). In payment, a single blue garnet ring (worth 300db) is offered per statue with a bonus blue garnet ring if the full set has been delivered.
2) ~Posted on the 5th of Granite, Year 5~
Guildhouse of Charm is requesting edible plants, seeds and barrels of alcohol. Will pay 1 blue garnet ring (worth 300db) per twenty-five barrels delivered.
Latest save file:
Territory maps
Year 2:
Year 5: