ACKS Demand Modifiers

Demand modifiers in ACKS take some getting used to. There are 31 flavors of market good and four environmental modifiers (market age, source of water, biome, and terrain steepness), cross-listed on a Wall-of-Text table. As a side note, that table should really, really be alphabetized. Yeesh.

For each flavor, you roll 1d3–1d3, then work your way across the table applying the individual modifiers. You do this for every market! When you are done, you begin pairwise comparisons between markets, starting with the largest by population and working your way down until you are either finished or blind.

So as a first pass at something simpler but still workable, I boiled those down into ten flavors, and re-worked the Wall-of-Text table into a sub-listing under each flavor of only the relevant modifiers for that flavor. Some flavors (like Alcohol) still have all four modifiers, but others have fewer.

While this does not entirely eliminate complexity, it does reduce the combinatorial aspect from 124 to 34, and thirds the pair-wise comparisons that must be made. It also makes the sheer number of modifiers easier to fit on a single sheet of paper in a vertical list—just being able to see the whole list at once was helpful for me.

Alcohol
Fermented fire water of all kinds. Demand is 1d3–1d3, plus the following modifiers:

Market Age. +0.5 for under 20 years, –0.5 otherwise.
Water Source. –0.5 for a significant nearby source of water.
Biome. +1 for rainforest, savannah, desert, steppes, taiga, and tundra.
Terrain. –0.5 for hills and mountains.

Typical loads:

Beer, 10 barrels. 80 stone, 100 gold.
Wine, 1 barrel. 16 stone, 200 gold.

Animals, Farmed
Pigs, goats, horses, cattle, sheep, jerky, leather, wool, and other animal products. Demand is 1d3–1d3, plus the following modifiers:

Market Age. +0.5 for under 20 years and over 2,000 years, –0.5 otherwise.
Biome. +1 rainforest, desert, taiga, and tundra, –1 for scrub, grassland, and forest.
Terrain. +0.5 for hills, +1 for mountains.

 Typical loads:

Hens or rabbits, 200. 100 stone, 60 gold.
Sheep, 30. 180 stone, 60 gold.
Pigs or goats, 20. 240 stone, 60 gold.
Cattle, 5. 250 stone, 50 gold.
Horses or yaks, 2. 300 stone, 80 gold.
Warhorses, 2. 400 stone, 500 gold.
Elephant, 1. 1,000 stone, 1,500 gold. Requires 4× as much fodder.

Jerky, 10 barrels. 80 stone, 200 gold.
Wool, 20 rolls. 80 stone, 200 gold.
Ivory, 1 tusk. 8 stone, 800 gold.
Silk, 5 rolls. 20 stone, 2,000 gold.

Animals, Fished
Preserved fish, lamp oil, perfumes, and other fish products. Demand is 1d3–1d3, plus the following modifiers:

Market Age. +0.5 if under 20 years or over 2,000 years old. –0.5 otherwise.
Water Source. –0.5 for a nearby significant water source.
Biome. +1 for desert, +0.5 for savannah, steppe, grassland, and –0.5 for rainforest, scrub, forest, taiga.
Terrain. +0.5 for plains and mountains.

 Typical loads:

Pickled fish, 10 barrels. 80 stone, 50 gold.
Lamp oil, 5 jars. 30 stone, 100 gold.
Ambergris or perfumes, 1 jar. 6 stone, 800 gold.

Animals, Hunted
Hides and furs, ivory, monster parts. Demand is 1d3–1d3, plus the following modifiers:

Market Age. –0.5 if under 100 years, +0.5 if over 1,000 years, +1.5 if over 2,000 years.

Typical loads:

Furs, 10 bundles. 30 stone, 150 gold.
Rare furs, 1 bundle. 5 stone, 500 gold.
Monster parts, 1 crate of bits. 5 stone, 300 gold.
Ivory, 1 tusk. 8 stone, 800 gold.

Coffee and Tea
Just that. Demand is 1d3–1d3, plus the following modifiers:

Market Age. –1 if under 20 years, –0.5 if under 100 years, +0.5 if over 1,000 years, and +1 if over 2,000 years.
Biome. –1 for rainforest, –0.5 for savannah or desert, +0.5 for forest, +1 for taiga or tundra.
Terrain. –0.5 for hills or mountains.

Typical loads:

Coffee or tea, 2 bags. 10 stone, 150 gold.

Crafts
Armor, weapons, tools, pottery, ceramics, glassware, rare books, textiles, and the like. Demand is 1d3–1d3, plus the following modifiers:

Market Age. +1 for under 20 years, +0.5 for under 100 years, –0.5 for over 1,000 years, –1 for over 2,000 years.
Water Source. –0.5 for any nearby significant water source.
Biome. +1 for rainforest or savannah, +0.5 for desert, steppe, taiga, or tundra, –0.5 for scrub or forest.
Terrain. –0.5 for hills.

Typical loads:

Textiles, 4 bags. 20 stone, 100 gold.
Pottery, 2 crates. 10 stone, 200 gold.
Tools, 1 crate. 10 stone, 200 gold.
Armor or weapons, 1 crate. 10 stone, 225 gold.
Dyes, 5 jars. 25 stone, 250 gold.
Glassware, 2 crates. 10 stone,  400 gold.
Fine porcelain, 2 crates. 10 stone, 1,000 gold.
Rare books, 1 box. 3 stone, 1,000 gold.

Horticulture
Grain, vegetables, cotton, pigments and dyes, and spices. Demand is 1d3–1d3, plus the following modifiers:

Market Age. +0.5 if over 1,000 years, +1 if over 2,000 years.
Water Source. –0.5 for a river.
Biome. –0.5 for rainforest, scrub, or grasslands, +0.5 for desert, +1 for taiga or tundra.
Terrain. –0.5 for plains, +0.5 for mountains.

Typical loads:

Grain or vegetables, 20 bags. 80 stone, 10 gold.
Cotton, 20 rolls. 80 stone, 200 gold.
Pigments, 5 jars. 25 stone, 250 gold.
Spices, 1 jar. 1 stone, 800 gold.

Mines
Metal ores, building stone, and gems. Demand is 1d3–1d3, plus the following modifiers:

Market Age. –1.5 if under 20 years, –0.5 if under 100 years, +0.5 if over 1,000 years, +1 if over 2,000 years.
Biome. –0.5 for rainforest, desert, scrub, taiga, or tundra.
Terrain. –0.5 for hills or mountains.

Typical loads:

Common metals, 200 ingots. 100 stone, 200 gold.
Precious metals, 2 ingots. 4 stone, 600 gold.
Semi-precious stones, 1 box. 1 stone, 1,000 gold.
Gems, 1 box. 1 stone, 3,000 gold.
Common building stone, 10 slabs. 2,000 stone, 1,000 gold.
Rare building stone, 1 slab. 200 stone, 1,000 gold.

Salt

Just that. Demand is 1d3–1d3, plus the following modifiers:

Market Age. –1 if under 20 years, –0.5 if under 100 years, +0.5 if over 1,000 years, +1 if over 2,000 years.
Water Source. –0.5 for any nearby significant source of water.
Biome. +1 for a desert, –0.5 for desert or steppe.
Terrain. –0.5 for plains.

Typical loads:

Salt, 150 bricks. 80 stone, 100 gold.

Wood
Woods, both common and rare. Demand is 1d3–1d3, plus the following modifiers:

Market Age. –1.5 if under 20 years, –0.5 if under 100 years, +1 if over 1,000 years, +2 if over 2,000 years.
Biome. –1 for rainforest, forest, and taiga, +0.5 for stepp and grasslands, +1 for desert and tundra.
Terrain. –0.5 for plains, +0.5 for mountains.

Typical loads:

Common wood, 5 cords. 80 stone, 50 gold.
Rare woods, 1 cord. 16 stone, 500 gold.

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About Unworthy Cudgel

OSR
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