Dave's Old Rules

 

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The economy of the land is based on the one fifth tythe.

One fifth of the income of any person living in the Lands of Cornovii goes to Protector of that land. One fifth of the protector's income which includes all of those fifths goes to the king.

In turn this sets up the condition for profit margins and prices. Anything is sold for cost + One fifth

Making Money

The two main ways of getting income is from the land and by trading. So one of the things needed is the proportions of the income used between these two and a reserve. Unless told otherwise I assume 25% is banked, 5% is kept and spent by the protectors and 35% each is used for trading and development.

Banking

Holds no advantage except knowing the money is safe. The bank charges 1% for transactions of over 100 eyes (old value) and 10% for transactions up to and including 100 eyes (old value). The Bank of Cornovii is run by Yorath and Brk.

Trading

The North coast is open to trading with Erseland (Potatoes, Cattle, Jet, Fine pipes and drums, toys, saffron and yellow colored cloths, saffron dye and a very fine black stout) and the Dragon Lands (various vegetables, sheep, fish, carved wood. silver, iron and tin).

The South coast is open to trading with Lyonesse (Glassware, Metal Armour and Weapons, wines, spices, fine cloths and lace) or the Land of the Moors (Ivory, spices, excellent leather and leatherwork, diamonds, gold).

All lands can trade with caravans from elsewhere in Avalon. (Generic)

Unless factions give specific instructions then trading is generic (i.e. just deal in values not goods). The year is divided into 3 trading periods, Summer - the shortest and follows Mayfest, Autumn - runs from Summer to mid Winter, and Spring which ends at Mayfest.

Method: Roll d6. On 1 loose 25%, on 2 break even but subtract 1 from next roll, on 3 break even and add 1 to next roll, on 4 or 5 make 25% and on 6 make 50% with 1 in 3 chance of gaining a trade enemy. Example given over a one year period: Total 1300 eyes No adjustment to dice from last season. Rolls 3 - still 1300. Rolls 6 this gives 50% gain (there is no 7 roll so the add 1 was wasted) so 1950 eyes (roll 3 so no trade enemy). Rolls 4 this gives a total of 2439 - a profit of 1139.

Development

If no orders are given development has 50% chance of not happening. Otherwise it is a return of one fifth divided by result of d3 roll representing corruption, loss and apathey.

If orders are given development is 20% multiplied by development points.

Development points are given for safety (3), transport (2), religion (1), trade (2), governance (1), resource discovery/attraction (1).

The development points attract population. Once the moderator decides that safety is a settled issue then this will become 2 (the land is considered safe by Avalon standards) and the other goes to discovery/attraction. Population increase = number of settlements times number of development points times migration factor.

The migration factor is dependent upon overall plot and has a minimum of 1. For 2007 and 2008 - due to the unrest in the Summer Lands and the threat of the Greenskins the migration factor is a high 4.

Every 10 people give a 1 in 10 chance of an artisan (Blacksmith, carpenter, boatbuilder, prospector, mason, priest, shaman, healer, mage, etc.) This is not random as the artisan would settle where the skill is wanted, so it is a matter of common sense. If the choice is for prospector then +1 discovery point (up to max), if priest +1 religion, blacksmith, carpenter, etc will give +1 trade, boatbuilder +1 transport and so on. These are recorded for use with the following year.

Investing in barns/warehouses and markets give trade points. Investing in Watch houses, Road patrol towers give safety points, Investing in temples give religion points.

Remember the protector does not get the origional investment back. Instead they get the 20% times development points. So it would take 5 years to break even if there was but 1 development point and they would loose their investment if there were none for that time. Each investment lasts 5 years.

The amount invested the following year is subject to the same variations on development points and migration factor so best case scenario is for an area to have 5 investments running at once. Some years though they will not be able to afford it and others they may not want to.

These then were the guidelines for progression - special orders were worked out given all known factors - these very often either result in a total loss (like a Romanov mission to the Land of the Moors where they barely got back with their ship) or a great success (The expedition and subsequent breeding of horses at Barn and Stable). Such efforts as these demand especial attention and profits/losses are very much up to the person moderating.