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THE RULEBOOK                                          REFERENCE

GOODS AND TRADE

Goods are determined by location, climate and Culture. In general, the more advanced the Culture, the more valuable the goods it produces. Feudal and civilized lands are able to produce goods that Barbaric nations cannot, while the primitive Savage societies can only produce raw materials that require no manufacturing.

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Some goods require the ability to produce more basic materials, such as Weapons & Armor from Ores or Ships from Timber & Furs. These are indicated by arrows in the table.

Ships as a trade good are any type of small fishing or trade vessel used by the civilian populace. At the most, barques, knorrs and lateeners. Larger ships of war may be built and sold to other kingdoms as the ruler sees fit.

See below for a list of goods by kingdom and region.

TRADE AGREEMENTS
Trade Revenue
A kingdom that brings in 16,000 crowns a year in revenue, trading a good with a 10% value, makes an additional 1,600 crowns - or a total of 17,600 crowns. If the kingdom then makes another trade agreement for a good valued at 5%, the added revenue is (16,000 x .05 =) 800 crowns, for a total of (16,000 + 1,600 + 800 =) 18,400 ... If the King raises taxes from modest to high (16,000 to 32,000 crowns annually), the trade values are recalculated for the new tax rate - 10% of 32,000 instead of 16,000, etc.

Required Materials
Kingdom A produces Timber & Furs and Horses and is able to produce ships and mounted troops. Kingdom B produces Ores and Weapons & Armor, allowing it to produce armored troops. A trade agreement is signed, trading Timber & Furs and Horses for Weapons & Armor. Kingdom A can now add 10% revenue (for the Timber and Horses) to the Treasury and produce armored troops, while Kingdom B adds 10% (for the Weapons & Armor) and can now produce mounted troops and ships (if it has a port).


STARTING GOODS AND TRADE
Player Kingdoms have the following Goods and Trade Agreements to start:

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