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The Trade Caravan

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Hi everyone, I'm designing a trading game and the main part of the game involves growing your trade caravan. The game takes place in ancient times in a land of mostly desert. You're limited to wheeled carts, beasts of burden, and items from the bronze age era. These are the 5 main characteristics of the caravan. The game will allow you to be average in all 5 or you can specialize in one or two. It is not possible to become good in all of them. 1. Speed How many miles your caravan can cover in a day? If you're herding sheep you'll want experienced shepherds. Horses are faster than camels. Wheeled carts are faster as well. Remember that the caravan moves at the speed of its slowest member. 2. Survival Can you cross wide expanses of desert? Do you have the right equipment to setup camp? Do you minimize the burn-rate of your supplies? 3. Physical Might Determined by the number of armed men. 4. Mercantilism Merchants, envoys, etc. With the right people you can get better prices from towns, other caravans, and other buyers/sellers. Merchants are market savvy. Other traits include high charisma, for increased social impact, and better bargaining, and making connections. 5. Cargo Affects how large your caravan can be. In addition to larger containers and more beasts of burden this includes the support to handle the larger numbers of people required in a caravan that can haul more cargo. Examples include entertainers, mechanics (those carts always breaking down), logicians, matrons (keep the men happy), etc. QUESTION #1: What do you think of these 5 characteristics? Do they balance each other out well? Are there others? Composition of the caravan. The caravan consists of people, livestock, and equipment. The following is a list. People you - the leader of the caravan husbandry - people who are good at leading animals such as camels shepherds - for herding livestock labourers - for loading/unloading the caravan mechanics - keep the carts in good working order guards - physical prowess to defend and attack merchants - more efficient trading, better prices scouts - advanced warning of enemies, prices from afar, etc cooks - everyone has got to eat priests - can wield some magic in the game, doctors diviners - can help locate water in the desert entertainers - keep the staff happy Livestock horses, camels, sheep, goats, etc. Equipment (does not include the caravan's wares) tents - for camping overnight rugs wheels - spare parts carts - for transport bridles saddlebags weapons armor clay jars - holds water QUESTION #2: Can you think of anything not in the above list that would be useful in the general operation of a caravan?

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this idea actually seems really cool. the items you mentioned would be useful to cross a desert filled with potential threats. one question i have is, is this strategy, like Oregon trails, or is it live action?

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sounds generally cool. Keep it up.

You should add standings with groups in the area so you might have to pay off some warlord to keep his men friendly to you and maybe hire guards from there. And large empires politics (like wars etc) should effect the gameworld and what path is wisest to take.

It sound like something of an "RPG" in that you collect items(persons) and collect wealth. What is the objective? To get rich?

Your suggestion of powers and special members seems kinda fine. Its hard to say muck more at this early stage.

Will you move on a large map and sort of encounter things on the way?

E

[Edited by - suliman on February 15, 2008 2:14:49 AM]

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Quote:
Original post by suliman
What is the objective? To get rich?


Kind of. Taking from the famous parable, the object of the game is to pay off a 10000 talent debt. The way this game will allow you to do that is via trading.

Quote:

Will you move on a large map and sort of encounter things on the way?


Yes, consider the game to be a cross between tradewinds and the old-school Ultimas.

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