Replying to this first as I need to do rather a lot more thought before
replying to Maurice and Shelby.
Brief points:
- I'm broadly looking for a 16-18 company start regardless of
player count. Possibly 20 company starts with 5 players, but not much
more than that.
- I'm also of the mind that privates are not over-powered -- that's
why I didn't give them income tax as we'd previously discussed.
- Disagreed on takeovers. Privates taking over publics MUST be a
money-losing proposition. The game quickly becomes degenerate if it
isn't. Takeovers by publics however should remain money conserving
because they're already fairly inefficient.
- I'm mostly agreeing with you WRT tokens but for rather different
reasons. Mobile tokens increase efficiency and the game already suffers
from being too efficient.
- FLOODS are not intended to be major money earners. The intent is
for the money fountain to shrink and increasingly dry up starting in
brown: the lights start to go out and the game becomes a bit grim. In
this I do not want all players successfully running publics in the
end-game. Ideally I'd like the end-game to only have room for say one
N-1 publics -- so one player sells their about-to-be-money-sucking
public for takeover, possibly at a firesale, probably in/about Red and
uses the money raised to pig out on side-shares.
- So why run a public in the late game? Because if it is a good
public you hold 30 shares of it, while the dividends are crap, the stock
appreciation is fat at the top of the market. The expectation is that
70%+ of scores will be portfolio.
- Yeah, controlling cash into SR2 is a problem. I'd like it to
generally run into SR2 with players with around 75% of starting
capital. Then ~20% goes to future trains, 10% or so goes to lobbies and
70% goes to more companies and their free money, and there's 15% losses
due to 5 share companies -- in toto delivering about 120% inflation.
And that seems about right.
- I don't intend private stock values to represent their values as
companies. Privates are a young man's game and they don't survive
middle age. The early game is the youthful fountain of trains and money
and enthusiasm of the late 1830s and 1840s. Then there's a wave of
crushing recessions, cascading banking collapse (sound familiar?) at the
back half of the 1800s, and the sudden effect of newly efficient
cross-country competition created by ubiquitous railways crushing
remaining profits to nonexistence. Thus the end-game should be rather
starved and even grim: hold on tight, trim the fat and try to survive as
the Great War approaches. Flexible post-Victorian and early Edwardian
grimness mind you due to the massive repeated waves of forced
consolidation that will end in repeated waves of destitute
nationalisation. Or at least that's the idea.
- All the way until brown loans are great. Bloody wonderful. $100
with a $10/OR fee. Take 'em, take lots, splat tokens and track and
trains. Splurge! There is only optimism. They protect from unwelcome
takeovers, increase revenues and control and are easy to pay off...in
brown. Wait too long as the Bank of England stiffens and struggles and
then they're a fairly serious problem. But they're only great in the
days of youth, not rheumatic middle age.
Okay, maybe not so brief.
Also thinking about changing out FLOODs for something else (pause for
Bruce's cheers). Little idea what yet. Getting that money curve right
for the end-game is going to be interesting.
Oh, and I though the train track (thing with all the maintenance costs
etc) was dead brilliant. Kudos to Bruce for the initial idea.
-- JCL
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