I think we should make provinces have industries, yet not have the raw resources or not enough of them in the province. So selling to them would be great. This however should take in tradition and culture of the province. I don't know if this is possible, but one should be able to buy to increase price and sell to lower price, this however would need huge micro-management to run by the GM.
I'm going to have to ask that we never, ever do this. Merchant rolls are already possibly the most time-intensive portion of any GM post, I think we can sacrifice a little bit of realism to avoid making it even worse.
Agreed. And the +1/-1 cost alterations for having a used resource in a province that produce a secondary resource partially adjusts for that anyway. Let's minimise our micromanagement aspects - if I could automate this completely, I would, but I don't know how to set up an interwebs program that would work it out for us without the need of an arbiter to do the rolls.
Of course, if I could do
that, I would probably just automate large portions of this as a multiplayer online game. I just don't know how I would code anything like that (but if anyone has suggestions, I'll hear them).
Can I assume Amarillys has received the letter Kain sent her and has contacted me, or do I have to wait for... Something?
Unless there is a race that would change the outcome somehow,
assume all travelling and messenger posts succeed automatically. No need to make extra work for the GMs or extra delay for yourself.
Sorry my posting has been low this weekend, (Was spending it with the gf) but I'm hoping to actually make an action. I think the most pressing matters for Preston are:
- Get missionaries to covert it to Cyclicism, I'm thinking 3 ducats will bring in 2 missionaries from the temple and they can make some rolls
- Raise a regiment or two, possible one with Scout and have them start searching for the vanishing catapults.
- Scout out the northern border of Preston and see what sort of parties lie in Eastern Weyland and their stance to Elbreth and King Erik.
I have now clarified by rulings on hiring specialists; You may only hire as many specialists
of a specific type per year as you have owned provinces, so in one year Elbreth could hire 3 spies, 3 engineers and 3 missionaries. Sailors are exempt - 1 sailor is produced per year per port, but they do not need to be hired.
It costs 2d to hire a specialist if you want him to turn up next season, or 3d if you want him there immediately. The best way to guarantee more specialists than your province limit is to set up academies to train them.
Service businesses have an additional advantage. If they are Size 3 or more, they can spend 1 ducat to sponsor the training of a specialist and get him immediately - a business may do this as many times per year as it has Size (in other words, they can spend their entire income on sponsorships).
The other two business types have had some improvements as well (see the OP) including the ability for large commercial businesses to offer loans (rather than just extend credit).
The thing is, Vasir is a center of trade. It had made sure most of the goods in the region go through its ports and markets.
It specializes in the trade of various fabrics and cloths (and to a lesser extent, HQ Wood and Dyes), but those are far from the only things going through it. But there are no rules of trade hubs in the game as far as I know. Grain isn't even produced that largely - it's only the surplus that's sold. I haven't said anything because you've used grain as one of Vasir's main resources for ages already. It doesn't need to be changed, but I needed to point that out.
True. I have however been planning for Vasir to be the home city of the Storm Coast Traders' Guild.