Lets play it.MiniGame.
Turn 1Imperials (Warhammer)
4 lands
no special unit0 Units
Rebels (Taricus)
4 lands
no special unit0 units
Spearclan (Inteuniso)
1 land
spearmen(2xdmg against cavalry)0 units
Cavalryclan1 land
cavalry(2xdmg against archers)0 units
Archerclan1 land
archers(2xdmg against spearmen)0 units
Moneylenderclan (Criptfeind)
Operating in[
]
0 land
0 gold in vaults
[Depositors
-]
0 paper money
Special money lender rules
Starting gold income is made from investment from factions. Investment allows the faction to request a loan from the bank at a later date, of such an amount to be discussed with the lenders. This investment is a deposit of gold(money/income) to the bank allowing them to print paper money and create credit. Investment money is a deposit of gold into the vault. This money can be withdrawn in gold at any time after the turn of deposit/investment. You cannot however turn borrowed paper money into gold; only factions receiving paper money as payment can cash this in, or ones who deposited gold to the vault. Investment can be given with strings attached, such as you must lend credit to me within 2 turns of twice my investment. The moneylenders may or may not refuse.
You will from this have access to borrow from them, if they decide you will be able to pay it back.
Repayments are made in whatever sum both parties agree.(Example, lenders lend 5 gold in return for 7 in 2 turns) If you default on your loans and do not pay them back, they will no doubt vacate your land and withdraw access to their coffers.
Paper money
Income for factions is usually gold coin, however moneylenders can print paper money and loan it for a profit(interest). Paper money is essentially an IOU for the same amount of gold in the vault, however you can use this in itself as cash.
The moneylender may create as much of this as they wish at the rate of up to 4 per turn(The printing time). However , if a person wishes to withdraw their money in gold from a received paper note or deposit(maybe they don't trust the banks ability to pay up?), and such funds are not in the vault, the bank will collapse unless the depositor will write off that gold and loose it, or the bank gets investment from another faction to stay afloat.
Paper money is not stored at the money lenders building, it is only loaned out as usable money.
Repayments made to the money lenders can be either in paper money or gold, It is recommended however the bank usually requests gold to increase its strength/safety from collapse. this is open to negotiation by both parties.
A deposit/investment and a withdrawl/loan cannot be made to/by the same person in the same turn.
Key elements
-If you have more paper money in your possession than you have borrowed, you may withdraw that number in gold. (IE, have borrowed 1 paper money, have obtained 2 more. 2 gold could be withdrawn from the vault, if the faction wishes)
-Invested gold is lent to the bank, you still can withdraw this as gold at any time, although this will prevent you requesting further paper money from the bank.
-While withdrawing gold may seem reasonable, the paper money is perfectly useful as it is, infact withdrawing the gold may put any paper money in your possession at risk by weakening he moneylenders.
The benefits
All of this means essentially that the moneylenders can create extra money free, and as long as people trust the money lenders and do not all withdraw their gold from the vault at once.
The risks
To stay afloat, the moneylenders must ensure the people they lend their money to will pay it back on time, and for a profit.
If the bank collapses, all paper money becomes worthless and the moneylenders start from the beginning again. This makes them a formidable economic force, a source of money and a liability at the same time.
Regulation
All factions can pass regulation on the money lenders with a majority(51% or more) vote. Regulation could be such as, the moneylenders must maintain gold equivilent to a 1:1 ratio of paper money they lend out(I.E. 5 gold for 5 paper money lended), and print no more above that ratio.
Yes, you can behead them and/or raid their coffers. No they will not re spawn. You cannot kill/raid them if they do not operate in your lands.
The money lenders cannot buy units, however they are able to intrigue with factions.....[/i]
Naming
You can name your paper currency anything you wish.
World Statistics:
Inflationary price of using
?? paper money: 0%
Gold to paper money ratio: 1(rounded up to the nearest whole number)
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-1 land = 1 income
-1 new unit costs 1 income
-Expanding land costs 3 income for every 1 land.
hiring a faction to fight for you? whatever they demand.
-Payment, gifts, bribes, loans between factions can be made in either gold or paper money form.
-Inflation. For every
1*(gold storage in bank vault/(ratio of paper money to gold in general circulation) paper money printed, inflation will rise the price of all goods(buying a unit) by 25%, but inflation will drop globally by 5% each turn. If the amount of gold to paper is so low it doesn't even increase, this is disregarded as normal inflation and results in no rise in the inflation amount.
To print more, they must have the blessing of a majority the places they are operating in.
Of course if you pay in gold the price is always the original.
This does not effect land expansion
Land expansion will always have to be paid for with gold.-Moneylenders can buy another Money Printing Machine for 8 Gold, this will increase their capacity for increasing money by +4.
Example:
Moneylender A gets permission from the majority factions it operates in to print 4 paper money and has 4 gold in the vault. This increases the price of a unit from 1 to 1(25% rounded up is no noticeable inflation level). 8 would however raise the price of a unit from 1 to 2.
The math, 1*4(gold in the vault)/1(Paper money in circulation is equal to or less than the amount of gold in circulation)= 4, 4 paper money printed this turn will cause inflation increases of 25% due to the sheer number of new bills.
-Conquering a military faction (archer, spear or cavalry) will mean you gain their services for free, as well as their lands. However the player still exists, and can betray you or be bribed/incited against you. You may reward them or punish them or arm them as you see fit, with internal lands, soldiers or money for example.
-1 Unit = 1 dice, 5 or 6 kills. If neither side looses any units in a combat round, die are rerolled. The person with the smallest army after the combat retreats. If the defender retreats he looses 1 land, if the army is utterly destroyed up to 3 land(reducing the enemy to 1 land is the maximum in one attack). If a unit has a specialty against a troop, he rolls 2 die. Specialist armies will always target their easiest enemy first for damage.
-Warriorclans also have a 2 dice bonus against the civilised nations, this is negated if said warrior clan is enslaved by the civilised faction, or their target bonus faction.
-All negotiation and diplomacy can be done in public or private, your choice.
-You can rename your clans if you wish.
-You can start as a custom clan with 1 land and a random specialty if all are taken already. This is applicable once the game has started too.
-You can also start as a civilised clan(no speciality) and 2 land if all are taken already.
-The same applies for new moneylenders.
Anyone want to play?