(Meng 3+1) With the 2 ducats worth of meat you have been given by the Nahk, and your natural affinity with animals, you're quickly able to tame the bears. By the end of spring the Nahk will have a regiment of bears (Heavy Berserker).
, I was under the impression I was being paid, may this possibly be revised so 1.5 ducats was spent on meat and I recieved a profit of 0.5 ducats please?
Clarification Edit: The Nahk was going to pay me 1 ducat, Iiteum said after 2 ducats were spent thoose war bears would be a heavy beserker regiment, so he already agreed to pay me, there was just changes afterwards
Iituem is a bastard - 2 ducats is the
base cost for a unit of bears because the extra 0.5d comes from not having to use up any manpower to get a powerful unit. Your wages weren't included in that at all - negotiate them separately with the Nahk.
Enjoyed the battle. Only criticisms are that Tactician units give a +2 to Tactics rolls, enemy Tactics scores
negate friendly Tactics bonuses and tactic bonuses from the same units do not stack, only from different units. (Actually, I think the last one was respected, I just got confused because you only gave the Tacticians +1 bonuses.)
Vasir's description said it dealt in Textiles, not that it produced them. If I misread that, DH is free to correct me (this will result in Vasir becoming even more powerful, though) and I'll throw them into the Resources line for Vasir.
Incidentally, I've added Specialist descriptions to the rules at the start of this thread. I've also tweaked the Resources rules for trade so that having a required primary resource for a secondary good in the same province both increases cost for the primary resources and lowers cost for the secondary.
Edit 1: I've also added in rules for Businesses to clarify, see the OP or the spoiler below.
Businesses
The most reliable way to make money aside from trade or land ownership is to invest in a business. Businesses require a fair amount of capital to start up but yield regular income every year thereafter. At year's end, every business receives a number of ducats equal to the business' Size. Be aware that many states can and do tax businesses, so you may well receive less than the full amount you were expecting.
Industrial businesses are based around the production of goods and resources, such as lumber mills, farms, workshops and glassworks. Expanding an industrial business costs 3 ducats per unit of Size.
Commercial businesses are based around trade and money, such as retailers, banks, moneylenders, caravaneers, warehouse and shipping operators. Expanding a commercial business costs 3 ducats per unit of Size.
Service businesses are based around the provision of a professional service, such as doctors, barbers, lawyers, scribes, masons and clergymen. Expanding a service business costs 4 ducats per unit of Size.
The total size of all businesses in a province is limited by that province's Business Potential, split into three types; Industrial Potential, Commercial Potential (distinct from Trade Potential) and Service Potential. When the total sizes of businesses in a sector reaches the Potential Limit, businesses can only expand at the cost of other businesses; i.e. by competition.
During competition, a business owner pays to expand his business by 1 Size as usual. Every business owner in the province rolls a d6. If any business owner rolls less than the expanding businessman, the business with the lowest roll (if tied, the business with the highest Size of those tied) loses 1 Size and the expanding business gains 1 Size.
Monopolies may be granted by province authorities to certain businesses. A monopoly grants an impressive +3 to competition rolls but greatly reduces the efficiency of trade and production. Trade Monopolies reduce the Trade Potential of the region by 2, Service Monopolies reduce the Urban Potential by 2 and Goods Monopolies reduce both Urban and Trade Potential in the region by 2.
Business Abilities
The three different Business types (Industrial, Commercial and Service) have ancillary benefits on top of their guaranteed annual income.
All Industrial businesses are capable of producing trade goods, provided they can afford to meet production costs. A business may produce any trade good that the province has listed as a resource for four increments less than the base price (to a minimum of 1 increment). Businesses may produce as many goods in a season as they have Size (i.e. ducats/year).
Unless goods produced by industrial businesses are stored in a warehouse or shipped elsewhere for sale, they will be sold to the general market at the end of the season (depending on the die roll this may result in a profit, breaking even or in the case of extraordinary circumstances a loss).
Commercial businesses that reach Size 4 can extend credit for up to 1 year. The maximum amount of credit they can extend is equal to the value of their business (i.e. 3 times the Size). Credit allows characters to spend more money than they physically have available. Any credit still outstanding after 1 year must automatically be paid back by the business - liquidating part of the business if necessary to meet the demands of their creditors.
Commercial businesses of Size 8 or above can offer loans of up to 5 years under whatever conditions they deem appropriate. The maximum loan they can extend is four times the value of their business. If loans are not repaid after 5 years (possibly if the debtor goes bankrupt or defaults, or if they agree to an extension) then the business must repay at least one quarter of the loan every year thereafter until the loan is repaid in total. For this reason, such businesses are strongly recommended to demand collateral on loans.
Service businesses of Size 3 or above can sponsor the training of specialists of any kind. Such sponsorship costs 1 Ducat and the business may sponsor a total number of specialists per year as it has Size. The specialists are trained after 1 season.
I'm also going to be scrapping the
Project mechanic, since it wasn't terribly fun (it was just 'keep rolling and hope to luck with no way to inventively change things' - boring) and I'll be changing Skill Training into a 'task completion' affair - Mahtan's tasks are basically completed, so next update he'll get his
Research Complete moment. Jormund's is pretty well defined and the three task thing maps directly - all he has to do is get some slaves and the Tactician Master will reveal the third quest.
Those of you sword training (Manning will probably get a slight advantage since he started it earlier) will get probably the same quest - which will strongly inspire Erik or other Kings to suggest something to assist - a tournament.
Fakedit 2: Before anyone says anything, I've been working for the last 10 hours on my script today. I get to take a break from my break.
Edit 3: By my calculations Manskinner should be up 4 parcels of land total, 5 if you include Jormund's valley. You should have 3.5 manpower left in your lands and 2.5d left in the Treasury (in the Jarl's camp), 2d left in McJohnston's camp and 1d left in Jormund's valley. If you had any towns, the treasury would be centralised there.