Editing
Related to XP
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
[[The Wilderlands of Absalom]] ==Merchants and Mule Trains (Trade Goods and XP)== No one seems to be that into a game of Merchants and Mule Trains, so here is what I propose. All trade goods you bring into civilization grants you XP equal to the base cost, but no gold value until it sells, regardless if you sell it at a profit or loss. If you sell it at a *profit* Brinas, your Venturer factor, gets the overage as XP. *Or* you can consider it automatically sold at a price equal to the base value times .50%. Either way you get XP equal to the base price and you can decide at any point if you want to sell it (essentially, liquidate it at 50% profit) or try to play the market. You guys have the storage space in Junction, so unless you're hard up for cash it should be something you can store and wait for it to sell, or maybe even try exporting once/if you ever open up new trade routes.
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information