Market limit?

Mike -- what turn are you on -- also -- how many nations are out -- these
are two things I notice make a difference in Nation sells !! In game 118 -- we
are on turn 68 and can sell well over 60k in a single or combined sell order
!! I have even stolen over 100k with a single 690 order and one agent !!
Another game went all the way in the 90's on turns and could sell well over 100k
in stuff not to mention the selling prices of even food was like a 9 !!

Mike Welsch

OK. I know that the market limit goes up as the game goes on, but I just
had a nation sell 68000 gold worth of a single commodity in a single
order. Clearly the limit goes up further than I had thought possible.

Anyone else experience this kind of severely inflated limit?

Mike Mulka

[Non-text portions of this message have been removed]

I'm in a game with a runaway market, nations with hundreds of thousands of gold, one nation has many hundreds... Prices are resultingly high. I've seen single commodity sells (single 325 order) net in the 50,000's. This has been ongoing since the beginning of the game.

I do not believe anything regarding the market is static. Normal market conditions will show results within a normal range that move between an apparent maximum and minimum. Move the range around and you move the limits around.

Brad

nypdblue19@aol.com wrote:

Mike -- what turn are you on -- also -- how many nations are out -- these
are two things I notice make a difference in Nation sells !! In game 118 -- we
are on turn 68 and can sell well over 60k in a single or combined sell order
!! I have even stolen over 100k with a single 690 order and one agent !!
Another game went all the way in the 90's on turns and could sell well over 100k
in stuff not to mention the selling prices of even food was like a 9 !!

Mike Welsch

OK. I know that the market limit goes up as the game goes on, but I just
had a nation sell 68000 gold worth of a single commodity in a single
order. Clearly the limit goes up further than I had thought possible.

Anyone else experience this kind of severely inflated limit?

Mike Mulka

[Non-text portions of this message have been removed]

Middle Earth PBM - hit reply to send to everyone
To Unsubscribe: http://www.yahoogroups.com
Website: http://www.MiddleEarthGames.com

Yahoo! Groups Links

[Non-text portions of this message have been removed]

Bah, 100k is a mere pittance... :slight_smile: I have been in a game where there were very few nations remaining, the turn number was in the 60s and 70s, an I had one turn where I got almost 500k from the market, and most turns the limit was around 400k. I was the FK in game 3 of 1650 by GSI and had over 2.5 million gold in reserves at the end of the game...and there were only about 4 or 5 players left in the game when it ended as the last FP (the Dwarves) had their last big army and several characters with lots of artifacts get overrun by one of my massive hordes, and as a result decided to hang it up. Anyway, the situation was such that you could hit the market limit every turn just selling a single product, and not managing to sell all of it. At the end of the game I was making steel armor and putting it on all my troops, even archers, with whatever was left over going on hordes -- when you can sell half your bronze or timber and get 400k, and all the heavier troops already have steel armor, might as well put what is left on the light troops rather than just let it sit in pop center accumulating. (And the heavy troops were still better off than the light, as I was also making mithril armor and putting that on the HC and HI...)

One factor is money supply -- the more gold total in nation reserves, or maybe just in active nation reserves, the more you can get from the market. When there are still a lot of players this usually doesn't get too out of control, but as fewer nations control more pop centers each and as the prices edge up while production and tax revenue also increase, inflation occurs.

And it is self-sustaining too. More money in reserves means prices are higher, as well as market limit increasing. Nations have plenty of stuff so they sell to the max. Even more money in reserves, prices go higher still and so does the market limit. I have been there in both 1650 and 4th Age -- the latter doesn't see it as often because the game has a natural turn limit and also if/when too many nations are gone the rest of the losing side(s) drop and the game is over. Anyway, the market spirals up eventually.

And it is not necessarily detached from the price of food -- in game 3 food was selling in double digits and the price of mithril was four digits...basically all the prices were an order of magnitude higher than the "normal" market.

The major flaw in the program as far as inflation goes is that "wages and support" -- i.e. maintenance costs for characters, troops, etc. -- do not also increase (and it would be a nightmare to figure stuff out if they did, so I am not complaining). So in a heavily inflated market, your poor HC trooper is still relying on a mere 6 gp per fortnight to keep himself in gear, even when food to feed him and his mount costs 20 gold each, leather for the tack and harness costs 40 gold, the mounts cost over 100 and steel for equipment costs over 100 per unit as well... (It is a wonder that you don't see desertion en masse as the troopers sell their mounts and gear and retire...) So maintenance costs stay static, which makes it tough in a depressed market but trivial to support stuff in an inflated market.

Anyway, games that end early, which seems to be the trend in "grudge" and "almost grudge" games, almost never inflate that much simply because too many nations remain active and most of them do not accumulate huge reserves since the money is better spent paying for stuff to defeat the enemy with. When only a few nations are left, the problem is that they cannot (or will not) spend the money fast enough to counter the accumulation of reserves... :slight_smile:

-- Ernie III

···

-----Original Message-----
From: Brad Brunet <bbrunec296@rogers.com>
To: mepbmlist@yahoogroups.com
Sent: Wed, 13 Jul 2005 15:28:00 -0400 (EDT)
Subject: Re: [mepbmlist] Market limit?

I'm in a game with a runaway market, nations with hundreds of thousands of gold,
one nation has many hundreds... Prices are resultingly high. I've seen single
commodity sells (single 325 order) net in the 50,000's. This has been ongoing
since the beginning of the game.

I do not believe anything regarding the market is static. Normal market
conditions will show results within a normal range that move between an apparent
maximum and minimum. Move the range around and you move the limits around.

Brad

nypdblue19@aol.com wrote:

Mike -- what turn are you on -- also -- how many nations are out -- these
are two things I notice make a difference in Nation sells !! In game 118 -- we
are on turn 68 and can sell well over 60k in a single or combined sell order
!! I have even stolen over 100k with a single 690 order and one agent !!
Another game went all the way in the 90's on turns and could sell well over 100k

in stuff not to mention the selling prices of even food was like a 9 !!

Mike Welsch

OK. I know that the market limit goes up as the game goes on, but I just
had a nation sell 68000 gold worth of a single commodity in a single
order. Clearly the limit goes up further than I had thought possible.

Anyone else experience this kind of severely inflated limit?

Mike Mulka

[Non-text portions of this message have been removed]

Middle Earth PBM - hit reply to send to everyone
To Unsubscribe: http://www.yahoogroups.com
Website: http://www.MiddleEarthGames.com

Yahoo! Groups Links

[Non-text portions of this message have been removed]

Middle Earth PBM - hit reply to send to everyone
To Unsubscribe: http://www.yahoogroups.com
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[Non-text portions of this message have been removed]

90s? that's a 4 year game !

JB

···

--- nypdblue19@aol.com wrote:

Mike -- what turn are you on -- also -- how many
nations are out -- these
are two things I notice make a difference in Nation
sells !! In game 118 -- we
are on turn 68 and can sell well over 60k in a
single or combined sell order
!! I have even stolen over 100k with a single 690
order and one agent !!
Another game went all the way in the 90's on turns
and could sell well over 100k
in stuff not to mention the selling prices of even
food was like a 9 !!

Mike Welsch

OK. I know that the market limit goes up as the
game goes on, but I just
had a nation sell 68000 gold worth of a single
commodity in a single
order. Clearly the limit goes up further than I had
thought possible.

Anyone else experience this kind of severely
inflated limit?

Mike Mulka

[Non-text portions of this message have been
removed]

______________________

john_h_briggs@yahoo.com

____________________________________________________
Start your day with Yahoo! - make it your home page
http://www.yahoo.com/r/hs

This would explain it. In the 10ish years of playing,
I've never gone past 32 I think. Helps playing with
skilled players on your side.

JB

···

--- DrakaraGM@aol.com wrote:

Bah, 100k is a mere pittance... :slight_smile: I have been in
a game where there were very few nations remaining,
the turn number was in the 60s and 70s, an I had one
turn where I got almost 500k from the market, and
most turns the limit was around 400k. I was the FK
in game 3 of 1650 by GSI and had over 2.5 million
gold in reserves at the end of the game...and there
were only about 4 or 5 players left in the game when
it ended as the last FP (the Dwarves) had their last
big army and several characters with lots of
artifacts get overrun by one of my massive hordes,
and as a result decided to hang it up. Anyway, the
situation was such that you could hit the market
limit every turn just selling a single product, and
not managing to sell all of it. At the end of the
game I was making steel armor and putting it on all
my troops, even archers, with whatever was left over
going on hordes -- when you can sell half your
bronze or timber and get 400k, and all the heavier
troops already have steel armor, might as well put
what is left on the light troops rather than just
let it sit in pop center accumulating. (And the
heavy troops were still better off than the light,
as I was also making mithril armor and putting that
on the HC and HI...)

One factor is money supply -- the more gold total in
nation reserves, or maybe just in active nation
reserves, the more you can get from the market.
When there are still a lot of players this usually
doesn't get too out of control, but as fewer nations
control more pop centers each and as the prices edge
up while production and tax revenue also increase,
inflation occurs.

And it is self-sustaining too. More money in
reserves means prices are higher, as well as market
limit increasing. Nations have plenty of stuff so
they sell to the max. Even more money in reserves,
prices go higher still and so does the market limit.
I have been there in both 1650 and 4th Age -- the
latter doesn't see it as often because the game has
a natural turn limit and also if/when too many
nations are gone the rest of the losing side(s) drop
and the game is over. Anyway, the market spirals up
eventually.

And it is not necessarily detached from the price of
food -- in game 3 food was selling in double digits
and the price of mithril was four digits...basically
all the prices were an order of magnitude higher
than the "normal" market.

The major flaw in the program as far as inflation
goes is that "wages and support" -- i.e. maintenance
costs for characters, troops, etc. -- do not also
increase (and it would be a nightmare to figure
stuff out if they did, so I am not complaining). So
in a heavily inflated market, your poor HC trooper
is still relying on a mere 6 gp per fortnight to
keep himself in gear, even when food to feed him and
his mount costs 20 gold each, leather for the tack
and harness costs 40 gold, the mounts cost over 100
and steel for equipment costs over 100 per unit as
well... (It is a wonder that you don't see
desertion en masse as the troopers sell their mounts
and gear and retire...) So maintenance costs stay
static, which makes it tough in a depressed market
but trivial to support stuff in an inflated market.

Anyway, games that end early, which seems to be the
trend in "grudge" and "almost grudge" games, almost
never inflate that much simply because too many
nations remain active and most of them do not
accumulate huge reserves since the money is better
spent paying for stuff to defeat the enemy with.
When only a few nations are left, the problem is
that they cannot (or will not) spend the money fast
enough to counter the accumulation of reserves...
:slight_smile:

-- Ernie III

-----Original Message-----
From: Brad Brunet <bbrunec296@rogers.com>
To: mepbmlist@yahoogroups.com
Sent: Wed, 13 Jul 2005 15:28:00 -0400 (EDT)
Subject: Re: [mepbmlist] Market limit?

I'm in a game with a runaway market, nations with
hundreds of thousands of gold,
one nation has many hundreds... Prices are
resultingly high. I've seen single
commodity sells (single 325 order) net in the
50,000's. This has been ongoing
since the beginning of the game.

I do not believe anything regarding the market is
static. Normal market
conditions will show results within a normal range
that move between an apparent
maximum and minimum. Move the range around and you
move the limits around.

Brad

nypdblue19@aol.com wrote:

Mike -- what turn are you on -- also -- how many
nations are out -- these
are two things I notice make a difference in Nation
sells !! In game 118 -- we
are on turn 68 and can sell well over 60k in a
single or combined sell order
!! I have even stolen over 100k with a single 690
order and one agent !!
Another game went all the way in the 90's on turns
and could sell well over 100k

in stuff not to mention the selling prices of even
food was like a 9 !!

Mike Welsch

OK. I know that the market limit goes up as the game
goes on, but I just
had a nation sell 68000 gold worth of a single
commodity in a single
order. Clearly the limit goes up further than I had
thought possible.

Anyone else experience this kind of severely
inflated limit?

Mike Mulka

[Non-text portions of this message have been
removed]

Middle Earth PBM - hit reply to send to everyone
To Unsubscribe: http://www.yahoogroups.com
Website: http://www.MiddleEarthGames.com

Yahoo! Groups Links

[Non-text portions of this message have been
removed]

Middle Earth PBM - hit reply to send to everyone
To Unsubscribe: http://www.yahoogroups.com
Website: http://www.MiddleEarthGames.com

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[Non-text portions of this message have been
removed]

______________________

john_h_briggs@yahoo.com

__________________________________
Yahoo! Mail for Mobile
Take Yahoo! Mail with you! Check email on your mobile phone.
http://mobile.yahoo.com/learn/mail

DrakaraGM@aol.com wrote:

Bah, 100k is a mere pittance... :slight_smile: I have been in a game where there were very few nations remaining, the turn number was in the 60s and 70s, an I had one turn where I got almost 500k from the market, and most turns the limit was around 400k. I was the FK in game 3 of 1650 by GSI and had over 2.5 million gold in reserves at the end of the game...and there were only about 4 or 5 players left in the game when it ended as the last FP (the Dwarves) had their last big army and several characters with lots of artifacts get overrun by one of my massive hordes, and as a result decided to hang it up. Anyway, the situation was such that you could hit the market limit every turn just selling a single product, and not managing to sell all of it. At the end of the game I was making steel armor and putting it on all my troops, even archers, with whatever was left over going on hordes -- when you can sell half your bronze or timber and get 400k, and all the heavier troops already have steel armor, might as well put what is left on the light troops rather than just let it sit in pop center accumulating. (And the heavy troops were still better off than the light, as I was also making mithril armor and putting that on the HC and HI...)

One factor is money supply -- the more gold total in nation reserves, or maybe just in active nation reserves, the more you can get from the market. When there are still a lot of players this usually doesn't get too out of control, but as fewer nations control more pop centers each and as the prices edge up while production and tax revenue also increase, inflation occurs.

And it is self-sustaining too. More money in reserves means prices are higher, as well as market limit increasing. Nations have plenty of stuff so they sell to the max. Even more money in reserves, prices go higher still and so does the market limit. I have been there in both 1650 and 4th Age -- the latter doesn't see it as often because the game has a natural turn limit and also if/when too many nations are gone the rest of the losing side(s) drop and the game is over. Anyway, the market spirals up eventually.

And it is not necessarily detached from the price of food -- in game 3 food was selling in double digits and the price of mithril was four digits...basically all the prices were an order of magnitude higher than the "normal" market.

Actually, it was speculated by other "antediluvian" types (who were around for GSI play-testing) that the food "decoupling" was a "change" that occurred after many of the early games (not exactly sure when in the game sequence). The speculation is that food is "decoupled" from the rest of the market in that the units available are adjusted separately from production, buying, and selling by markets. It is a "hard" theory in that it is based on observed FO availability levels that were _confirmed_ (by seeing all nations' .pdfs after the game) to be not a function of specific turn (or ordered) activity. This would obviously have an impact on cash reserves, and therefore overall market levels, as you've elaborated elsewhere. I just wanted to follow up on this point.

Hth.

b

The major flaw in the program as far as inflation goes is that "wages and support" -- i.e. maintenance costs for characters, troops, etc. -- do not also increase (and it would be a nightmare to figure stuff out if they did, so I am not complaining). So in a heavily inflated market, your poor HC trooper is still relying on a mere 6 gp per fortnight to keep himself in gear, even when food to feed him and his mount costs 20 gold each, leather for the tack and harness costs 40 gold, the mounts cost over 100 and steel for equipment costs over 100 per unit as well... (It is a wonder that you don't see desertion en masse as the troopers sell their mounts and gear and retire...) So maintenance costs stay static, which makes it tough in a depressed market but trivial to support stuff in an inflated market.

ps Agree this is a "flaw" but, hey, it's just a game. As long as it's the same for everyone, I'm fine with it. The _interesting_ thing to me is the implications that this stuff _should_ have for team-wide economic activity, but which in fact only gets partially implemented (usually by the DS, out of immediate necessity - whereas the FP side of things, which isn't a "must" to keep the game going, rarely gets put into play).

···

Anyway, games that end early, which seems to be the trend in "grudge" and "almost grudge" games, almost never inflate that much simply because too many nations remain active and most of them do not accumulate huge reserves since the money is better spent paying for stuff to defeat the enemy with. When only a few nations are left, the problem is that they cannot (or will not) spend the money fast enough to counter the accumulation of reserves... :slight_smile:

-- Ernie III

-----Original Message-----
From: Brad Brunet <bbrunec296@rogers.com>
To: mepbmlist@yahoogroups.com
Sent: Wed, 13 Jul 2005 15:28:00 -0400 (EDT)
Subject: Re: [mepbmlist] Market limit?

I'm in a game with a runaway market, nations with hundreds of thousands of gold, one nation has many hundreds... Prices are resultingly high. I've seen single commodity sells (single 325 order) net in the 50,000's. This has been ongoing since the beginning of the game.

I do not believe anything regarding the market is static. Normal market conditions will show results within a normal range that move between an apparent maximum and minimum. Move the range around and you move the limits around.

Brad

nypdblue19@aol.com wrote:

Mike -- what turn are you on -- also -- how many nations are out -- these are two things I notice make a difference in Nation sells !! In game 118 -- we are on turn 68 and can sell well over 60k in a single or combined sell order !! I have even stolen over 100k with a single 690 order and one agent !! Another game went all the way in the 90's on turns and could sell well over 100k

in stuff not to mention the selling prices of even food was like a 9 !!

Mike Welsch

OK. I know that the market limit goes up as the game goes on, but I just
had a nation sell 68000 gold worth of a single commodity in a single
order. Clearly the limit goes up further than I had thought possible.

Anyone else experience this kind of severely inflated limit?

Mike Mulka

[Non-text portions of this message have been removed]

Middle Earth PBM - hit reply to send to everyone
To Unsubscribe: http://www.yahoogroups.com
Website: http://www.MiddleEarthGames.com

Yahoo! Groups Links

[Non-text portions of this message have been removed]

Middle Earth PBM - hit reply to send to everyone
To Unsubscribe: http://www.yahoogroups.com
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[Non-text portions of this message have been removed]

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The inflated market limit is something I thought was changed in the
programming. I was also in very early games and had 1 million gold in
reserves and extreme market prices. However, I thought the runaway
market was supposedly "fixed" a while back. I know I haven't had ANY
experience with these things since the program "fixes".

For those who asked, I'd rather not say which game this is from, nor
specify too many exacts, (for 'national security' reasons). Suffice it
to say that we are somewhat below turn 30, and there are still more than
half the nations alive. I haven't noticed an incredibly large PC base,
though there are a few well developed nations. Also, at least one nation
has a six-figure treasury.

Still, given this, and the supposed "fix" of the market coding a while
back, 68,000 was a big surprise.

Mike Mulka

I think I know what game...but I'm not saying either! Anyway, had similar results for myself... :slight_smile: -- E3

···

-----Original Message-----
From: Urzahil <urzahil@darkfortress.us>
To: mepbmlist@yahoogroups.com
Sent: Wed, 13 Jul 2005 21:46:08 -0500
Subject: RE: [mepbmlist] Market limit?

The inflated market limit is something I thought was changed in the
programming. I was also in very early games and had 1 million gold in
reserves and extreme market prices. However, I thought the runaway
market was supposedly "fixed" a while back. I know I haven't had ANY
experience with these things since the program "fixes".

For those who asked, I'd rather not say which game this is from, nor
specify too many exacts, (for 'national security' reasons). Suffice it
to say that we are somewhat below turn 30, and there are still more than
half the nations alive. I haven't noticed an incredibly large PC base,
though there are a few well developed nations. Also, at least one nation
has a six-figure treasury.

Still, given this, and the supposed "fix" of the market coding a while
back, 68,000 was a big surprise.

Mike Mulka

Middle Earth PBM - hit reply to send to everyone
To Unsubscribe: http://www.yahoogroups.com
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[Non-text portions of this message have been removed]

John,
Game 118 (to which Mike Welsch refers) is in its FIFTH year and still going strong; it's a three week deadline game. That was back in the 'good old days' -- we didn't even get XML files when that started, much less have Automagic and mapping programs.
Drew

90s? that's a 4 year game !

JB

···

John Briggs <john_h_briggs@yahoo.com> wrote:

--- nypdblue19@aol.com wrote:

Mike -- what turn are you on -- also -- how many
nations are out -- these
are two things I notice make a difference in Nation
sells !! In game 118 -- we
are on turn 68 and can sell well over 60k in a
single or combined sell order
!! I have even stolen over 100k with a single 690
order and one agent !!
Another game went all the way in the 90's on turns
and could sell well over 100k
in stuff not to mention the selling prices of even
food was like a 9 !!

Mike Welsch

OK. I know that the market limit goes up as the
game goes on, but I just
had a nation sell 68000 gold worth of a single
commodity in a single
order. Clearly the limit goes up further than I had
thought possible.

Anyone else experience this kind of severely
inflated limit?

Mike Mulka

[Non-text portions of this message have been
removed]

______________________

john_h_briggs@yahoo.com

____________________________________________________
Start your day with Yahoo! - make it your home page
http://www.yahoo.com/r/hs

Middle Earth PBM - hit reply to send to everyone
To Unsubscribe: http://www.yahoogroups.com
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[Non-text portions of this message have been removed]

I just formally did the math, I've been playing for
well on 8 years. But never a game close to that long.
I got lucky and ended up with good teams that I
regularly played (and still play) with.

JB

···

--- Drukarzun <drukarzun@yahoo.com> wrote:

John,
Game 118 (to which Mike Welsch refers) is in its
FIFTH year and still going strong; it's a three week
deadline game. That was back in the 'good old days'
-- we didn't even get XML files when that started,
much less have Automagic and mapping programs.
Drew

John Briggs <john_h_briggs@yahoo.com> wrote:
90s? that's a 4 year game !

JB

--- nypdblue19@aol.com wrote:

>
> Mike -- what turn are you on -- also -- how many
> nations are out -- these
> are two things I notice make a difference in
Nation
> sells !! In game 118 -- we
> are on turn 68 and can sell well over 60k in a
> single or combined sell order
> !! I have even stolen over 100k with a single 690
> order and one agent !!
> Another game went all the way in the 90's on
turns
> and could sell well over 100k
> in stuff not to mention the selling prices of
even
> food was like a 9 !!
>
> Mike Welsch
>
> OK. I know that the market limit goes up as the
> game goes on, but I just
> had a nation sell 68000 gold worth of a single
> commodity in a single
> order. Clearly the limit goes up further than I
had
> thought possible.
>
> Anyone else experience this kind of severely
> inflated limit?
>
> Mike Mulka
>
>
>
>
>
>
>
> [Non-text portions of this message have been
> removed]
>
>

______________________

john_h_briggs@yahoo.com

____________________________________________________
Start your day with Yahoo! - make it your home page
http://www.yahoo.com/r/hs

Middle Earth PBM - hit reply to send to everyone
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Start your day with Yahoo! - make it your home page
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You've mentioned this twice now in this thread. Are you implying that long games is a reflection of poor players, poor play, poor teams, etc?

Brad

···

John Briggs <john_h_briggs@yahoo.com> wrote:

I got lucky and ended up with good teams that I
regularly played (and still play) with.

[Non-text portions of this message have been removed]

118 was one of those oft-reviled 'open' games. We had at least 3 absolute-first timers on our side, one of whom submitted only one of the first 4 turns before we found out and got him replaced, and another who bankrupted a major Mordor power-position before T10. We had a QA player who attacked the Corsairs on turn 2 or 3; also had two prisoners to add to the disjointed coordination. It was actually a lot of fun to deal with all that <as most of you groan as you read this>. Granted, it operates more like a team game now though.
Drew

I just formally did the math, I've been playing for
well on 8 years. But never a game close to that long.
I got lucky and ended up with good teams that I
regularly played (and still play) with.

JB

···

John Briggs <john_h_briggs@yahoo.com> wrote:

--- Drukarzun <drukarzun@yahoo.com> wrote:

John,
Game 118 (to which Mike Welsch refers) is in its
FIFTH year and still going strong; it's a three week
deadline game. That was back in the 'good old days'
-- we didn't even get XML files when that started,
much less have Automagic and mapping programs.
Drew

John Briggs <john_h_briggs@yahoo.com> wrote:
90s? that's a 4 year game !

JB

--- nypdblue19@aol.com wrote:

>
> Mike -- what turn are you on -- also -- how many
> nations are out -- these
> are two things I notice make a difference in
Nation
> sells !! In game 118 -- we
> are on turn 68 and can sell well over 60k in a
> single or combined sell order
> !! I have even stolen over 100k with a single 690
> order and one agent !!
> Another game went all the way in the 90's on
turns
> and could sell well over 100k
> in stuff not to mention the selling prices of
even
> food was like a 9 !!
>
> Mike Welsch
>
> OK. I know that the market limit goes up as the
> game goes on, but I just
> had a nation sell 68000 gold worth of a single
> commodity in a single
> order. Clearly the limit goes up further than I
had
> thought possible.
>
> Anyone else experience this kind of severely
> inflated limit?
>
> Mike Mulka
>
>
>
>
>
>
>
> [Non-text portions of this message have been
> removed]
>
>

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It probably ought to after FIVE YEARS :wink: Found your team photo
:wink: : http://wtv-zone.com/rhudas/HALLOWEENGIFS/skeletons.gif

[]
   Laurence G.Tilley http://www.lgtilley.freeserve.co.uk

<http://www.buav.org/campaigns/primates/index.html>
Zero Option - end the use of primates in research

http://www.buav.org

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···

At 15:46 14/07/2005, Drukarzun wrote:

118 was one of those oft-reviled 'open' games. We had at least 3
absolute-first timers on our side, one of whom submitted only one of
the first 4 turns before we found out and got him replaced, and
another who bankrupted a major Mordor power-position before T10. We
had a QA player who attacked the Corsairs on turn 2 or 3; also had
two prisoners to add to the disjointed coordination. It was
actually a lot of fun to deal with all that <as most of you groan as
you read this>. Granted, it operates more like a team game now though.

No I think that's a photo of 3 of the FP characters I've held hostage for four years. <g>

···

"Laurence G. Tilley" <lgtilley@morespeed.net> wrote:At 15:46 14/07/2005, Drukarzun wrote:

118 was one of those oft-reviled 'open' games. We had at least 3
absolute-first timers on our side, one of whom submitted only one of
the first 4 turns before we found out and got him replaced, and
another who bankrupted a major Mordor power-position before T10. We
had a QA player who attacked the Corsairs on turn 2 or 3; also had
two prisoners to add to the disjointed coordination. It was
actually a lot of fun to deal with all that <as most of you groan as
you read this>. Granted, it operates more like a team game now though.

It probably ought to after FIVE YEARS :wink: Found your team photo
:wink: : http://wtv-zone.com/rhudas/HALLOWEENGIFS/skeletons.gif

Middle Earth PBM - hit reply to send to everyone
To Unsubscribe: http://www.yahoogroups.com
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