The Bund: Tycoons of China

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More mechanics:

  • You will get "day in the life" events, very much like 7 Grand Steps.
  • The ruling game is based off the Bronze Age game.
  • Other events are dependent on the locations and the characters.

Consider using Clarus Victoria's mechanics........

AGain......

Let's not forget, this is a business/empire building sim. Your task is to build up large piles of cash, and then live like the average Chinaman. So how does it work?

  • You collect Contraband and Goods. The buildings of Age of Darkness - Foundries, Sawmills, Granaries, Oil Refineries, Colliers, all create all manner of resources which can then be either turned into Goods, or Contraband.

I wanna keep it looking like Rise of Nations/Age of Darkness somewhat. So your first task always is to build up your resources, then build your warehouses. Without warehouses you can have no wealth.

  • Warehouses help buy Goods. They can be toggled to convert items into goods, dependent on local rates.
  • Markets help sell your garbage for Cash. They function like the Markets of Rise of Nations, and can also create merchants and pickup men. The pickup men are vital for moving your stuff around. The merchants are required to collect rsources from the many points of the city, ie tea factories, silk factories, machinists, and so forth.

Therefore

  • the basis is build up your economy, and solve dilemmas.
  • Use credits to buy licences, and bribe or blackmail officials. You can obtain positions in the municipal government by completing quests, or by building enough religious buildings to affirm your position.
  • You may build certain buildings and technologies onlly if you have te right rank. For instance, being charged with Public Works ensures that you can research new techs at your buildings (see Age of Darkness Wiki, ie Deforestation, Paper Milling, Polymers for wood).
  • Police commissioner, Public Safety Director: you can build military buildings and train military units

Units

  • Coolies, Merchants, Drivers, Mercenaries, Swordsmen, Enforcers.
  • Military units: Armoured cars, Rifled Guns, Tanks, Infantry.

If things get bad enough or people resist you, expect invasion forces to come in. Warships and air cover are provided only by acquiring government favour, ie gaining sufficient power with one or more factionbs (Japan, Germany, Russia, Italy, USA, France, Britain, China, Netherlands, Siam)

  • Beware of invasions - the Japanese, Russians, USA, France, Britain, and the Dutch can lay some serious hurt on you. Piss them off, and they will send advanced military forces against you.

factions

  • Chinese government, gangster clans and Commies. Make friends with them to get military hardware if you can afford them - mainly planes, cannon, tanks (FT-17).
  • several factions also exist, being Japan, Dutch, Russia, Italy, USA, France, Britain, China, Netherlands, Siam. they usually are either invading armies, or major powers ruling over either part of a city or most of the infrastructure. Piss them off, and you are in deep trouble.
  • Some factions can be made friends with, ie
    • Soviets - lower city unrest, food bonus bonus. Can buy T26 and BA27 armored car tank cards from them.
    • USA - merchandise bonus. More efficient trains. Higher army growth.
    • Germany - machinery bonus. Access to some special German army cards - Stormtroopers, Panzer I, Pak 36.
    • Britain - money bonus. More efficient shipping.
    • France - metal, timber bonus
    • Italy - no benefits, but has access to Italian army cards - L3/35, Fiat 3k, Cannone 47/32
    • Japan - faster Renown and contraband gain
    • Triads - lower diplomatic penalty from illicit actions against foreign governments, faster Army gain.

Major characters/families

The three main families of the game are the Gu, Fang and Ye. To progress, you must complete at least one mission of each, although completion of each storyline affects the game map and the world (spread between China, Southeast Asia/Australia and America).

Completing at least two of each group allows for the playing of an "interlude" mission which affects your game map.

Ancillaries

  • These are the "bonus cards" of Rise of Nations and represent peoole you met during your trvels and you work in China and abroad. Bring them with you to a new locale to aid you in your quest to obtain something.

Economic activity

  • Rent collection: Place workers in your own buildings to generate wealth over time.
  • Sundry trading: A worker will generate a small trickle of wealth. The amounts you acquire will be higher if the territory belongs to you (not recommended, this is Egypt: Old Kingdom style trading)
  • Farming: A worker will collect a small trickle of food over time.
  • Extract resource: A worker will consume some food and wealth in order to extract a resource from a farm or a mine. The combo varies.
  • Fish: Vast tracts of water can be fished if near the sea. You will collect food.
  • businesses: Workers can attempt to sell food, commodities, luxuries, or contraband to housing estates and so forth (the amounts generated vary and will depend on many factors - city prosperity, unrest, other players, - a city that is richer will demand more luxuries than consumer goods, for instance)
  • Sell rare resources - timber and metals can be sold overseas for a higher profit. similarly, overseas natons - especially the western ones - sell lots of stuff for vast amounts of wealth, domestic cities in China sell only low amounts at low transfer rates. The price per import can change depending on many factors.
    • This rate of exchange is meant to be ruinous in some cases, so as a result Chinese cities will import only small amounts, while foreign colonial powers will buy vast quantities.
    • Foreign trade is especially problematic and will result in some domestic backlash against you if certain requirements are met, ie high poverty and unrest. But foreign powers are the only producers of machinery that you can expect to have.
  • Oil refineries - each turn consumes wood and metal for upkeep, but provides a steady stream of income. Owning an oil refinery will reduce your building time by 1. Only 1 refinery can be built per city.

"economic" activities

  • Building temples and churches (and mosques) requires vast amounts of materials. When complete, there will be an effect similar to as if you had been worshipping or working the church/mosque area for 3 turns.
  • Housing areas can be bought upfront for sums of cash, or be intimidated into being sold to you (damages the property though).
  • Enemy facilities and neutral housing can be raided for resources, damages the area, increases unrest, incurs diplomatic penalties.
  • Once a certain tech is researched (Triad connections) you can simply gamble your workers to raze plots of land (commit Arson). Workers will die if the act is carried out - keep your army as high as possible (if it is higher than your opponents' stock, the greaer the chances of survival).
    • Arson cannot be committed against town centres.

Diplomacy

Uses the same system as MArble Age, but emissaries are not required. Instead, renown is the main currency used to get players to do something. You should be able to give or acquire sites, goods and so forth.

Rise of Peace

Original tract by Super7700