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Month Index: November, 1994
From: Michael Sandy <mehawk@?????.?????.com> Date: Tue, 1 Nov 94 22:42 PST Subject: Re: Groundlings using spelljammers
I'd like to address some of the sillier reasons against groundlings using Spelljammers. Someone suggested it would be cheaper to get control of the source area for a product than to build a Spelljammer fleet to transport it. That is like saying it would've been cheaper for France to 'buy' the empire of China than build clipper ships to trade with it. High value intercontinental trade is going to be in _finished_ products. Like magic items. Like luxury goods. Also, a Spelljammer ship costing 300,000 gold could transport, say 10 tons, 1,000 miles, every other day. Assume luxury goods of a modest nature, spices. Spices of a moderately rare sort are listed at 2 gp a pound. So, 20,000 in cargo, every other day. Assume 10,000 gp profit, in two _months_ you've paid off the cost of the ship, in a little more and the operating expenses dissappear. The East India Company considered it a _profit_ if even one in _four_ trading voyages was a success. Spelljammers spell the end for small kingdoms. To deal with someone who has a spelljammer you either need one or be able to put extreme pressure on anyone who does. If a kingdom _does_ start major trading, he is more likely to buy off his enemies in order to profit from higher trade. Merchant guilds will _not_ kill the golden goose, and will finance expeditions to get rid of pirates, dragons, and other rivals of the air. The weirdest comment I saw was how a Spelljammer fleet couldn't interdict and underground supply line! If my possession of a fleet requires my enemy to build an underground supply line, _and_ garrison his home depots, I consider that an excellant military investment in a device that pays for itself in peacetime as well! Why would merchants boycott a kingdom which used Spelljammers, anyway? As to kingdom not being able to spend 500,000 on one ship, if that is so they couldn't spend 50,000 on one Galleon! Or however much it takes to build a castle. If they _don't_ spend that money, they will be taken over by, or forced to trade through someone who did. The first groundling empire to dabble in Spelljamming will become so rich and powerd powerful that everybody else will have to become Spelljamming powers too. Also, assassins guilds can't do anything about a military expansionist policy. Killing the ruler won't stop the merchant adventurers from raiding your naval commerce at will, or forcing you to commit so much force to protecting your fleet that it may as well be sunk. Besides, assassins fail, and get caught, and get hired by people who suddenly have a lot more moeny than you do!!!! Michael Sandy ps: There is no way of controlling the source of a Spelljammers' supply with a measley 10 million gold. If you control the supply of pepper, he'll trade in ivory, or rugs, or china, or gems.... If you could control supplies over 1,000's of miles you have a politcal entity capable of controlling that area, or he simply deals with other suppliers of the stuff.
Previous Message: Re: 3D maps, travel times & Nilespace
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Month Index: November, 1994
| Subject | From | Date (UTC) | ||
|---|---|---|---|---|
| Groundlings using spelljammers | Martin Anthony Laxton | |||
| Re: Groundlings using spelljammers | Joseph Delisle | |||
| Re: Groundlings using spelljammers | Pascal Gaudette | |||
| Re: Groundlings using spelljammers | Skreyn@???.com | |||
| Re: Groundlings using spelljammers | Michael Sandy | |||
| Re: Groundlings using spelljammers | Michael Sandy | |||
| Re: Groundlings using spelljammers | brian gute | |||
| Re: Groundlings using spelljammers | Joseph Delisle | |||
| Re: Groundlings using spelljammers | Michael Sandy |