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Trade MRCA form

The old Monthly Raiding and Commerce Action (MRCA) from Era I is now called the Trade MRCA in Era II. It enables you to sail the seas -- alone or in groups -- to trade at various ports of call, escort friendly traders, patrol the seas for your enemies, or go prey on the innocent!

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THE BASICS

Movement

The Era II Trade MRCA map has some slight changes from Era I. This is the map as of November 617.

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See the current MRCA sign-up thread for an up-to-date map and table of settlement locations and trade values.

In Era I a vessel had unlimited range. Now in Era II, with the new ship stats, a vessel may only travel through a number of zones up to its range rating + 1 (including starting and ending zones). So, for example, a ship with a range of 3 could travel from Nova Terelli (in zone 2) to Breshaun (in zone 10), but it could not reach ports in Corrington (in zone 9). A vessel with a range of 6 could sail from ports in Oleon (zone 14) all the way to Astrapi (zone 23), but could not reach Lavalette (zone 28). A ship with a range of 1 in Kings Port (zone 3) could only sail to Prinport (zone 4) or one of the settlements on the island of Nelissa, such as Nova Terreli or Pontelli (in zone 2). A ship with a range of 0 could only travel to ports in its own sea zone.

NEW: Patrol/predator routes:

When a trade ship enters its route in the web form, it is pretty straightforward. For example, a ship travelling from Arlinsport to Nova Terelli (with a range rating of at least 3) would enter "8,7,3,2" for the four zones it will travel through.

A ship on a patrol or predator mission may want to end its trip at the same port it started. So, for example, a ship based in Bastion with a range rating of 4 that wants to hunt for prey near Astrapi and return home would enter "38,1,23,1,38". Note that it lists zones 1 and 38 twice because it passes through them twice. Furthermore, if that same ship wanted to hunt near Puerto Alijo, it could enter "38,1,1,1,38". The shorter distance to its target zone allows it to spend more time in the target zone rather than moving through other zones, and thus gives it a better chance of intercepting prey there.

Starting and Stopping

In the Era II Trade MRCA, a ship must start the next MRCA from the port it ended the previous MRCA. So, if a vessel sails from Breshaun to Astrapi in October, it must begin the November MRCA from Astrapi. For the first Trade MRCA we run with the new rules, ships can start anywhere. But after that first MRCA, the new starting location rules will apply.

Ports of Call

In Era I, the number of ports a ship could visit in a single MRCA were determined by its speed, and visiting 3 or even 4 ports was possible. Now a ship can only travel to one port each MRCA. Ships with a greater range stat will be able to reach ports farther away from their starting point than ships with a shorter range, but each ship will only be able to stop at one port.

Dangers

There are dangers to traveling across several sea zones. For each zone a ship enters, there is a small chance it will “sink.” If this occurs in a zone with settlements, the ship will try to head to the settlement. If there are multiple settlements, the ship will first attempt to arrive at a friendly, then neutral, and finally hostile settlement. If there are multiple settlements fitting the criteria, it will then arrive at the settlement with the largest trade value. If a ship sinks in a zone with no settlements, it will be lost.

Convoys

Trade ships and escorts may sail together in groups as before, as can pirate-hunting groups and faction navies, but now there are considerations for managing such large fleets. Ships may travel together in packs of up to 5 ships without restrictions. For larger fleets, specialized leaders are required. These leaders cost DBs and PIPs to employ for each MCRA they are active.

-A commodore may command a group of 6-9 ships at a cost of 100 DBs and 100 PIPs per MRCA.

-An admiral may command a group of 10-15 ships at a cost of 200 DBs and 200 PIPs per MRCA.

-A national hero may command a fleet of 16-25 ships at a cost of 500 DBs and 500 PIPs per MRCA.

NEW: Please post the name of the commander in this thread, along with a picture. Additionally, if you want to add a link to a vignette that tells us more about the commander or how he gained this assignment, even better!

 

TRADE VALUES

Trade values for settlements in the Brick Seas as of September 28, 617 (see the current MRCA sign-up thread for an up-to-date list):

Settlement

Faction

Zone

Trade value

Acropolis

OL

22

18

Aden

CAR

5

54

Alexport

PRI

29

32

Arlinsport

COR

8

209

Astrapi

OL

23

115

Bardo

ESL

13

151

Baskers Island

MAR

8

31

Bastion

SR

38

163

Belson

COR

9

272

Breshaun

OL

10

487

Cecropia

OL

24

41

Charlatan Bay

SR

22

174

Dragonstone

OL

1

18

Elizabethville

COR

24

114

Eltina

OL

10

166

Elysabethtown

ESL

1

115

Fatu Hiva

OL

35

80

Fortaleza Victoria

ESL

32

5

Fuerte Unido

ESL

32

148

Granoleon

OL

14

272

Haven

SR

21

23

Hojaroja

ESL

32

33

Hussar’s Isle

COR

22

9

Jameston

COR

35

66

Kieg

GAR

6

181

King’s Harbour

COR

22

199

Kings Port

TER

3

171

La Puebloto

ESL

32

5

Lavalette

OL

28

108

Londa

MAR

5

181

Mehit

ESL

32

5

Mesabi Landing

COR

35

32

Montario

ESL

2

92

Mooreton Bay

COR

22

177

Moray’s Den

SR

21

18

Myzectlan

COR

35

52

New Haven

COR

22

48

Nova Malto

ESL

32

86

Nova Terreli

ESL

2

448

Pontelli

ESL

2

169

Port Raleigh

COR

1

66

Port Woodhouse

COR

35

44

Prinport

GAR

4

204

Puerto Alijo

ESL

1

5

Puerto Desafio

ESL

32

96

Quinnsville

COR

22

113

Rassilon

SR

38

116

Salida Este

ESL

23

99

Stedor

ESL

6

91

Stormhaven

COR

24

44

Takashii

SR

38

18

Terreli

ESL

6

272

Tortuga

SR

32

63

Trador

ESL

32

214

Weelond

ESL

13

275

Westface

TER

3

114

Windfall Island

OL

28

9

 

TRADE SPECIFICS

Various factors can now influence the payoff for a trade run.

Oversupply

A port can support cargo equal to 10% of its trade value. A port with a trade value of 300 can support a total of 30 incoming cargo points. For each cargo point over the port's limit, the trade value falls by a small amount. If enough cargo is delivered to a port in a given MRCA, the port’s effective trade value can be drastically reduced.

Undersupply

If the total cargo entering a port is less than 5% of its trade value, the port’s effective trade value is doubled. This mechanism is designed to reward smaller ships visiting smaller ports.

Origin Rarity

If the total cargo leaving a port is less than 10% of the port's trade value, the port of origin's effective trade value is increased for departing ships. For arriving ships, the trade value is unaffected. This is independent of over- or undersupply.

Trade Earnings

For calculating how many DBs a ship earns on a trade run, both its port of origin and its destination port are considered.

Distance Modifier

For each zone traveled, the ship’s MCRA trade income increases by a small amount. A ship that travels through four zones gets a bonus of twice that of a ship that travels through two zones.

Arrival Modifier

The first ship to arrive at a port each month gets a bonus to its trade run earnings. For each subsequent arrival the bonus is reduced. The modifier can go negative for ships arriving later than several other ships, but the effective trade value of the port will not dip below 75% of the port’s listed trade value.

 

COMBAT

Combat essentially happens as before. For those of you interested in some of the mechanics, and what effect your ship stats will have, see below.

Interception

As in Era I, players are required to specify which factions their ship will attack as well as how much stronger of an opponent they are willing to engage. The gamemaster will review which zones vessels travel through and will establish which fleets will attempt to engage one another.

Weather Gauge

Once an interception occurs, a D6 is rolled and added to the maneuver rating of the least maneuverable ship in a squadron. It is then compared to the results for the opposing squadron. The victor determines the battle method and, if their victory is sufficient, gets a slight bonus to their combat rolls. In case of a tie, the weather gauge goes to the defender.

Battle Method

There are three battle methods, line of battle (based on hull rating), guns (based on gun rating), and boarding (based on crew rating). The winner of the weather gauge uses the battle method most advantageous to them.

Combat is comprised of three ranged engagements and up to two boarding actions. Boarding actions are based strictly on crew rating regardless of the original battle method. The first side to win three engagements is the victor. For each engagement, the applicable battle method rating (hull, gun, or crew) is summed for each ship in the squadron. A D10 is then added to the sum and compared against the result for the opposing squadron. The victor is the side with the higher value, and ties go to the defender.

Results

After the combat’s victor is determined, the fate of each individual ship is established. In most cases the victor’s ships are unharmed, although there is a small chance of damage requiring DBs to repair, or of a ship sinking even in victory. For the loser of the engagement, results include sinking, escape, damage, or capture.

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This looks great! I think you forgot to add Mesabi Landing to the map though, and I can't even see Argentia on there.

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1 hour ago, Capt Wolf said:

. A ship with a range of 0 could only travel to ports in its own sea zone

There are no ship classes that can have a range of 0. All require at least 1 per the present stats on the new ship classes. 

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Just now, SilentWolf said:

There are no ship classes that can have a range of 0. All require at least 1 per the present stats on the new ship classes. 

I think we might allow ships with a range of 0, but we will get back to you on this.

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31 minutes ago, Mesabi said:

This looks great! I think you forgot to add Mesabi Landing to the map though, and I can't even see Argentia on there.

A few of the recent new settlements aren't on the map yet, but they will be available in the MRCA. When we announce the signup deadline for the MRCA, we'll include a chart with all the settlements listed, including their map zone and their trade value.

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I have a granular question regarding the mechanics for Interception (no surprise to anyone I am sure).  Can the departure and destination port be set as the same in this case?  Curious as it will affect my eventual ship builds.

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Just now, Kwatchi said:

I have a granular question regarding the mechanics for Interception (no surprise to anyone I am sure).  Can the departure and destination port be set as the same in this case?  Curious as it will affect my eventual ship builds.

Yes, as I understand it. You could plot a course from a port out to a specific zone and back to the original port.

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Guest Mike S

How is arrival order determined? 

Also, if you are hunting in a zone how will prey be determined if there are multiple targets?

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Just now, Guest Mike S said:

How is arrival order determined? 

Also, if you are hunting in a zone how will prey be determined if there are multiple targets?

@Captain Genaro or @SkaForHire will have to step in here.

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Quick thought: Combat rules sound like an entertaining way for the game masters, but unneccessary for all players, because there really is no way to interact and actively influence them during the encounter, right?

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2 hours ago, Elostirion said:

Quick thought: Combat rules sound like an entertaining way for the game masters, but unneccessary for all players, because there really is no way to interact and actively influence them during the encounter, right?

Correct. The main reason I ran through them here in brief was so that players could understand what impact the individual ship stats may have on outcomes, and that might influence someone to design their ship(s) a bit differently than they were considering.

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3 hours ago, Elostirion said:

Quick thought: Combat rules sound like an entertaining way for the game masters, but unneccessary for all players, because there really is no way to interact and actively influence them during the encounter, right?

Several steps also makes the outcome less predictable, which makes for a more interesting MRCA. :)

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You have these examples:

Quote

In Era I a vessel had unlimited range. Now in Era II, with the new ship stats, a vessel may only travel through a number of zones up to its range rating + 1 (including starting and ending zones). So, for example, a ship with a range of 3 could travel from Nova Terelli (in zone 2) to Breshaun (in zone 10), but it could not reach ports in Corrington (in zone 9). A vessel with a range of 6 could sail from ports in Oleon (zone 14) all the way to Astrapi (zone 23), but could not reach Lavalette (zone 28). A ship with a range of 1 in Kings Port (zone 3) could only sail to Prinport (zone 4) or one of the settlements on the island of Nelissa, such as Nova Terreli or Pontelli (in zone 2). A ship with a range of 0 could only travel to ports in its own sea zone.

But the new rule of each ship getting +1 to their range means they need to be updated.

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Just now, MKJoshA said:

But the new rule of each ship getting +1 to their range means they need to be updated.

The ship stat doesn't change, but if a ship has a range of 4, it can move through 5 zones in the MRCA (including its starting zone). It's just how the ship stat is applied in the MRCA, not a change to the stat itself. If it helps to think of a ship's range in the MRCA as it's starting zone + plus it's range stat, think of it that way. Same result.

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A quick update, just so you all know what's happening, and to keep the pressure on us in leadership to get things done :pir-grin: : We are working on the new web forms needed to sign up for the Trade MRCA (and the Adventure MRCA). Once the web forms are ready, we will be able to announce a date for the new MRCA. Coming soon; stay tuned!

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Is fishing going to be an option in this version as well?  And if it is, how could I go about home porting some fishing smacks on the North Oleon coast, since we can now licence builds in the Old World? I asume the risk of pirates up north is less but the weather is worse and the income less.

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Hey, has the map been updated yet? Mesabi Landing and all the Cascadia settlements aren't on either of the maps.

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Just now, Mesabi said:

Hey, has the map been updated yet? Mesabi Landing and all the Cascadia settlements aren't on either of the maps.

The map hasn't, but all the settlements and their zone on the map, along with their trade values, are listed in the chart that has been added to the first post in this thread.

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Just now, Capt Wolf said:

The map hasn't, but all the settlements and their zone on the map, along with their trade values, are listed in the chart that has been added to the first post in this thread.

Thanks man, I saw after I posted:wall:

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On 9/18/2017 at 3:41 PM, Capt Wolf said:

The ship stat doesn't change, but if a ship has a range of 4, it can move through 5 zones in the MRCA (including its starting zone). It's just how the ship stat is applied in the MRCA, not a change to the stat itself. If it helps to think of a ship's range in the MRCA as it's starting zone + plus it's range stat, think of it that way. Same result.

On 9/11/2017 at 10:43 AM, Capt Wolf said:

 

In Era I a vessel had unlimited range. Now in Era II, with the new ship stats, a vessel may only travel through a number of zones up to its range rating + 1 (including starting and ending zones). So, for example, a ship with a range of 3 could travel from Nova Terelli (in zone 2) to Breshaun (in zone 10), but it could not reach ports in Corrington (in zone 9). A vessel with a range of 6 could sail from ports in Oleon (zone 14) all the way to Astrapi (zone 23), but could not reach Lavalette (zone 28). A ship with a range of 1 in Kings Port (zone 3) could only sail to Prinport (zone 4) or one of the settlements on the island of Nelissa, such as Nova Terreli or Pontelli (in zone 2). A ship with a range of 0 could only travel to ports in its own sea zone.

I'm still not seeing how this is accurate. If a ship has a range rating of 1, and we look at the last example, because of the range rating +1 it should be able to travel past zones 2 or 4 and back into zone 3 or on into zone 5 or 1. That would match with what you say here:

On 9/11/2017 at 10:43 AM, Capt Wolf said:

A ship on a patrol or predator mission may want to end its trip at the same port it started. So, for example, a ship based in Bastion with a range rating of 4 that wants to hunt for prey near Astrapi and return home would enter "38,1,23,1,38". Note that it lists zones 1 and 38 twice because it passes through them twice. Furthermore, if that same ship wanted to hunt near Puerto Alijo, it could enter "38,1,1,1,38". The shorter distance to its target zone allows it to spend more time in the target zone rather than moving through other zones, and thus gives it a better chance of intercepting prey there.

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Think of the Range stat this way: your starting zone is zero, and your range stat is how far outside that zone you can travel. For the form purposes you have to list your starting zone for your point of origin, but in plotting concerns it is zero. That is why a zero range ship can only move about between ports in the same zone.

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Just now, MKJoshA said:

I'm still not seeing how this is accurate. If a ship has a range rating of 1, and we look at the last example, because of the range rating +1 it should be able to travel past zones 2 or 4 and back into zone 3 or on into zone 5 or 1.

A ship starting in zone 3 with a range rating of 1 can move through 2 zones (range rating +1 = 2). Starting in zone 3 (first zone), it could move to a destination in zone 2 or a destination in zone 4 (second zone).

1 minute ago, MKJoshA said:

That would match with what you say here:

The example given for patrolling ships is a special case where instead of moving through multiple zones, we're letting it spend multiple segments of its movement in a single zone thus giving it an increased chance of intercepting prey in that zone. The language used doesn't match exactly that used to describe the normal trade route because we weren't sure if we were going to be able to accommodate the predator rules as I described.

 

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2 hours ago, gedren_y said:

Think of the Range stat this way: your starting zone is zero, and your range stat is how far outside that zone you can travel. For the form purposes you have to list your starting zone for your point of origin, but in plotting concerns it is zero. That is why a zero range ship can only move about between ports in the same zone.

 

2 hours ago, Capt Wolf said:

A ship starting in zone 3 with a range rating of 1 can move through 2 zones (range rating +1 = 2). Starting in zone 3 (first zone), it could move to a destination in zone 2 or a destination in zone 4 (second zone).

The example given for patrolling ships is a special case where instead of moving through multiple zones, we're letting it spend multiple segments of its movement in a single zone thus giving it an increased chance of intercepting prey in that zone. The language used doesn't match exactly that used to describe the normal trade route because we weren't sure if we were going to be able to accommodate the predator rules as I described.

 

Thank you both, now I understand.

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