Nando wrote:In other words, float a sell order. How about floating contracts instead?
The problem, as I see it, is one of representation ... notoriously hard to actually pull off in a simple way without adding a lot of components...
I was thinking just have contract cards in the slot on the caravan. You put your offer at the top of the card where it says "Offer:" and you put what you want on the one or two lines labeled "Price:" If your price is, "Don't attack me," this will indeed be difficult to represent.
Upon reflection, I think the more direct approach is probably best: the caravan controller chooses the slot and states the price, gives the city owner right of first refusal with one counteroffer, a deal is made or refused. If refused, he hears one counteroffer each from all other eligible and interested parties, chooses among the offers simultaneously, and a deal is made or refused.jwarrend wrote:I'm not sure how this would originate; who is the "caravan controller"?
I must be misunderstanding. I thought the active player would get to *move* the caravan. You originally said, "...when [the caravan] comes to another city, the owner of that city can buy [the item] from you." So I saw that meaning he'd move it to his own city to add stuff, and move it to other players' cities to sell stuff. If he rolls it into a foreign city on his turn, he's looking to deal. The "chooses the slot" phrase in the quote above is code for "among the slots holding his stinkin' crapola for sale," (assuming he can use as many slots as he likes -- limited maybe to one "loading" per turn). I suppose this all gets very confused if everyone has their own fleet of caravans.
FIFO? No comprendo.
First In First Out. If I've had a dud for sale forever (nobody wants it or I'm being unreasonable), and other players are placing their items too, the caravan fills up. When there's no more room, you expel the oldest item. Players should probably have to pay a token fee to reclaim their stuff (or else it "falls off the caboose" or gets "stolen", "lost", "disseminated", or whatever). Players should also have to wait a while until they could put their stuff back on the wagon and give it another whirl. (Achieved by requiring they be in their own city to put items in the caravan. It clearly would not be in their own city if their stuff was getting booted, unless they had changed their mind and were booting their own stuff.) I also think this "shove off" behaviour should preclude players removing their stuff in a "pull off" (at will) way. It seems like it would encourage better deal-making overall because it might suppress fickle on-again, off-again offers.
Anyway, the end result of all that should be to nudge players to be reasonable in what they accept in trade without getting a backlog of bad deals or a flutter of fickle ones.
Just to save you some thinking about at least one issue, I'm likely to not use a programmed caravan as a first pass. For now, I'm going to go with "if the caravan is in a space you control, you must move it", and probably an extra (fiddly) rule that it can't go into a space it was just in. However, you've come up with a lot of good ideas, so certainly I'll keep thinking about it, but for now, it seems perhaps a bit too complex; just having each player move it is easier, though not necessarily better.
Had another thought about trading. How about, there are 5 bins on the caravan, one for each type of item that can be sold: a Resource, Chronicle cards, Achievement tokens, Advances, and Structures. BUT, the caravan can only hold one of each at any given time. So, if you really want to sell your Chronicle card, you may need to buy the one that's already there.
There's another concern I have, and it's this: a player who wants to sell one of his Advances can just keep selling the same advance over and over. Since Advance ownership is conferred via holding that card, doing so could deplete the Advance decks artificially.
Maybe instead, the "FIFO" model is indeed a good one. Something must be placed on passed-over items to sweeten them up a bit. My thinking was that whenever an item is bought, if it isn't in the first slot, all items to the left (ie, that were placed earlier) get a "caravan token" placed on them.
The "caravan tokens" also are received:
(a) when the caravan enters a City, everyone present gets one.
(b) when you sell an Advance or Structure, you get one.
Caravan tokens represent the recognition that your culture is becoming diffused through the known world. There would be a corresponding Chronicle card that would reward you based on your caravan tokens.
The nice thing about this caravan system is that it's pretty self-contained. It feels like an expansion to me, but for now, I'll probably make it part of the game and leave it as such until it either doesn't work or a publisher tells me to drop it out...
Thanks for continuing to help brainstorm with this!
-Jeff