Other Wise

A failure of noodles and limited touching

1839 has been lurching forward somewhat like a dyspeptic hedonist.

Privates

In May I attacked the privates:

    • Cost: $20
    • Revenue: $5 (or $0?)
    • Blocks: One side of Amsterdam.
    • Power: Player can build an additional yellow track tile for $20 from their personal cash for any company of which they’re the president (any terrain costs must be paid by the company treasury), during that company’s operation and in addition to that company’s normal track build.
    • Notes: Closed if sold to a public company or if power used. Power can be used in yellow phase.
  1. 1
    • Cost: $40
    • Revenue: $5+
    • Blocks: ?
    • Power: Gets additional revenue of %20 of any terrain costs (rounded up) paid by any company. Terrain costs range from $80 – $120. Terrain tends to be where track wants to go.
    • Cost: $60
    • Revenue: $5+
    • Blocks: ?
    • Power: Additional revenue of $5 for every train certificate bought by any company. When owned by a company, can mark a train as obsoleting rather than rusting ala the VdL in 1843.
    • Note: Closes when its power is used.
    • Cost: $80
    • Revenue: $5+
    • Blocks: ?
    • Power: 18OH-style revenue of $5 for every revenue location connected to a token for the first time.
    • Cost: $100
    • Revenue: $20
    • Blocks: The teleport locations
    • Power: D&H style teleport for the cost of terrain at the target (one of which is $free but out of the way, other $120 and highly desirable).
    • Note: Can be bought in yellow for face value. Closes as soon as its power is used.
    • Cost: $120
    • Revenue: $20
    • Blocks: Connectivity to Rotterdam
    • Power: Either a 30% discount on a train purchase OR (exclusive) a token that can be placed under one of its station markers or on a dit. Every company that runs a train to/through that location pays half (rounded up) revenue of that location to the owning company’s treasury from the bank OR (exclusive, 3/4 player game only) may teleport/place a token in a space reserved/blocked by the discarded company for free.
    • Note: Closes when the power is used. Revenue token is removed in brown phase.
    • Cost: $150
    • Revenue: $25
    • Blocks: Blocks Afsluitdijk.
    • Power: Comes with a random %10 share (cf VdL/M&H). Owning company can place a station marker for free, or can place an additional/extra station marker (one more than normal for the company) for $100 (may be done out of order?).
    • Note: Closes when the power is used. Afsluitdijk is built when private closes.
    • Cost: $220
    • Revenue: $35
    • Blocks: Flevoland bypass.
    • Power: Comes with a random 20% presidency which is parred at $94 (cf PLM).
    • Note: Closes when that company buys a train. May not be bought by a public company. Flevoland bypass is built when it closes.

These are auctioned in an 1830-style auction. Everything, including the trigger, will block something of importance. Purchase price by a major can be from $1 to 200%. The random share allocations, as well as which company is out of the game in a 3 or 4 player game, are determined during game setup before the auction. All privates close in brown.

After that is done one 10% share of each of the 8 off-board companies is auctioned in an 18Neb-style auction with a starting price of $60, with the extension that when all players pass all bid items are bought for their bids and everything remaining gets $5 cheaper. Repeat ad absurdum, must “buy” if $free. Note: The off-boards are parred at the highest then-legal par the first time a train is run to them. Until then their shares are not liquid. Off-board shares do not count as paper.

Summary: 16 things are auctioned before the ISR.

Priority is then sorted in order of ascending cash for the ISR (not sure about this?). At the end of all subsequent SRs priority sorts in order of descending cash (cf ’43 and ’44).

Trains

In June I went to work on the trains, which as-expected, changed everything. I should have known better than to touch anything else first.

First, all of a company’s train-routes must intersect, and at least one of them must end in an off-board. But additionally, each revenue location may be counted only once, no matter how many trains included it as part of their run (ala 1873)2. This of course will require all the station marker counts to be revisited.

Additionally presidents may buy up to 60% from the IPO but may buy past 60% from the Open Market. If they reach 80% their paper limit goes up by one each time. 80% of a company may be in the pool, but no more than 50% may be sold in a single sale. Share distribution is identical to 1849 with the second 20% share always being heavy.

But back to the trains:

Colour Type Count Cost Rusted Est. Run Cost/Run
yellow 2 x5 $125 by blue $40 0.32
orange 2+1×2 x5 $200 by purple $70 0.35
green 3/5×2 x5 $500 by brown $160 0.32
lime 4×2 x5 $600 by red $210 0.35
blue 4/6×2 x5 $700 by red $220 0.31
purple 5×2 x5 $800 by gray $270 0.34
brown 5Ex2 x9 $1,000 by gray $360 0.36
red 6ED x9 $1,200 by black $360 – $480 0.35?
gray Double-D x9 $1,400 $500? 0.36?
black Flood x9 $1,600 $750?? 0.46??

In short the lower train ranks are split Poseidon-style with the last trains of the rank (eg orange after yellow) being over-sized and more expensive, but rusting one rank later than the first trains of the rank. Unlike Poseidon I’m thinking of not making the rust-later trains a choice: the half-new technology is the only thing available.

The definitions and prices of the upper trains are uncertain. I’m modestly happy up to red with maybe a $25 adjustment here and there on the prices. I suspect the big trains might get a bit more expensive(!).

Given the smallness of the map and the large number of tokens, a diesel-equivalent train seems a weak idea. Other notions are welcomed. I like the simplicity of running a Flood for the late game.

The estimated runs for the big trains are atrociously bad. They depend intimately on track development and I’ve a hard time predicting that far into the game. The lower estimates are fairly reasonable if a bit optimistic.

The train counts are likely also poor. The intent is that with trains running for a ~third of their purchase price and with no cheap single trains ala 1843, that trains will move quickly enough that the players are always under capital pressure.

It is also assumed that companies will run out of capital and that presidents will need to pay out of pocket for trains starting fairly early and likely 2-3 times per game for some companies. As trains are not cheap and revenues are not high until the end-game (when they can be huge) this is hoped to be interesting. In partial support of this I’m tempted to use 18India-style dividends of anything between $0 and $INCOME/10 with the stock price falling to the left if the total dividend is smaller than 50% of the stock price or rising if the total dividend is equal to or more than 50% of the stock price.

Game End

The intent is that the brown trains might be permanent (not often, but might be), the red trains will usually be permanent, and the gray trains will always be permanent (if they come out).

Stations

The new trains are causing the station marker counts to be re-examined. If some train types explicitly reward stations, then the total number of stations per company should not be as disparate as they are now (currently between 2 and 4 inclusive). The temptation:

Footnotes
  1. Since May I’ve become convinced that #2 is both overly powerful and excessively fiddly. A flat $20 per terrain built (or likely $15) would be simpler and as effective for the game.
  2. The primary effect of this is to reduce early revenues and the importance of big-city tokens.

Instantiated aliens

Introduction to the foreigners

Many of the Double O games have a concept of “foreigners” who buy trains at the end of sets of Operating Rounds. This not only keeps the trains moving in the presence of timid train buyers, but makes the distribution of available trains in a given game uncertain. I borrowed this idea in 1843, extending it so that the foreigners would not just buy a train at the end of every set of Operating Rounds, but if they bought the last train of a rank they would also buy the first train of the next rank as well, thus lurching the game forward and shortening the train distribution and speeding the train rush even more.

Extending the system

1843′s extension worked well, accomplishing most of what I expected in providing an addition tool for players to affect the rate of the train rush1. But for 1839 the abstract and infinitely well-funded foreigners didn’t sit well. I want a way to represent the hurdy gurdy jolting of how the Netherlands was tossed about on the technological and political waves of its geographic neighbours. Additionally, the 1843 model seemed as if the game were providing a control knob for only one half of the control system and that it would be inherently more interesting if player controls for both ends were somehow implemented, thus providing some level of tension between the two in influencing the train rush.

The specific thought is for:

  1. The foreigners to be limited in their train-buying by their capitalisation.
  2. Players to directly affect the rate at which the foreigners can buy trains by affecting the foreigner’s capitalisation.
  3. Company operations to affect the train rush rate in the normal manner through their train buying, but also by affecting the foreigner’s capitalisation.
  4. A lumpy rush/dawdle train-buying pattern by the foreigners which is yet deftermiistic and player-predictable.
  5. An implicit brake on the system such that if the foreigner’s train buying did rush and suddenly buy many trains, it would then slow down and some provide respite.

Proposal

First order effects

The general expectation is that some off-boards would be more popular in the early game, as they are (generally) the highest revenue locations on the board and route development to them could be shared, thus accentuating early revenue generaton. Additionally, the constraint of running at least one train to an off-board would encourage route and revenue generation near the off-boards first, and then moving inland as train lengths grew and the map developed.

The capitalisation of the off-boards should scale fairly directly with company activities. In the early game the off-board shares are severe under-performers and thus unattractive for player investments. However players could trash off-board stock prices, in the process marginally capitalising the off-board for the delta between the purchase price and the re-purchase price, and further reducing the off-board’s capital raising from future share sales.

Conversely, in the later game the off-boards become prime investment opportunities. Public shares are starting to become significant liabilities, and some off-boards may well have 4+ public companies running to them, lifting their average dividends above the average dividend of the public companies. And of course the off-board shares would not count against certificate limit — making them extremely attractive for increasingly flush and potentially paper-tight players.

The flight of capital from the public companies to the off-boards would initially accelerate the train rush due to the increased capitalisation from the share purchases (making public company shares even less attractive), but once the initial burst of trains have been bought, the capitalisation rate of the off-boards should slow due to the loss of the dividends from the purchased shares.

Train buying models

Assuming N operating companies, the off-board capitalisation should approximate 8, distributed across the participating off-boards. Assuming each company has 2.5 trains (reasonable after the first tranch), and that trains run for an average of one third their T purchase price, the rate of off-board capitalisation in terms of train purchase cost approximates . Or more directly, if 3 companies are operating, each with 2.5 trains, and are each running to the same off-board, then that off-board will raise ~enough capital in each OR to buy one train.

What about a late game scenario of 8 operating companies each with 2 trains, collectively running to all 6 off-boards, 4 of the companies are running to 2 off-boards, 5 companies are running to the Ruhr off-board (as it is the most valuable), and all of the off-board shares have sold out?

First let’s look at the Ruhr’s income (where T is the purchase price of a train): In other words, ignoring escalating train pricing, the Ruhr will be purchasing a train every other Operating Round, and two trains every third Operating Round. Ooof, train rush!

What about the ~three other off-boards with only one such active company? They’ll be buying one train every seven and a half Operating Rounds.

And the ~three off-boards being run by two companies? They’ll be buying a train every 3.75 Operating Rounds.

Summing the above: That’s just a smidge (13.34%) under an average of two trains being bought by the off-boards per Operating Round. But of course train-prices are not constant. The unpopular off-boards are going to lag and buy and lag.

The result should be that that train cost progressions should make the off-board’s purchases bursty. As rusting events progress, the base train-cost will rise faster than revenues and companies will run out of capital and be replacing their trains under the Emergency Train Buying Rules, and thus only running a single train rather than the two trains modeled above. At the crudest level this should not merely halve the train-buying rate of the off-boards to just under one train per Operating Round, but to somewhat less as the unpopular off-boards will tend to chase and miss the ever-rising train prices, thus delaying their purchases.

The actual train buying rate will be the sum of a number of wave functions with each off-board running on its own cycle, decelerating as the train prices rise and accelerating as the companies fill with and run fresh trains. When the trains rush quickly, the off-boards will lose their source of capitalisation and slow their purchases. However the accumulation of capital in their treasuries injects latency into this system, even as the revenues fall due to train rusting events, the marginal off-boards will increment over a purchase price threshold and buy a train. The result, I hope, should be an unstably punctuated equilibrium!

Footnotes
  1. Specifically: the doubled trains gave players the ability to exchange capital for increased revenue, and single trains the ability to exchange train rush for train movement flexibility and lower capital expenditure.
  2. Shares would bought and sold for current market value with purchase prices paid to the company treasury and and un-bought shares paying dividends into the off-board company’s treasury. All the public companies however would be standard 1830-style with full capitalisation at 60%.
  3. This fits thematically with the Netherlands transit/port role for its neighbours.
  4. In this way a company’s routes as an evaluation function of a company’s network would somewhat model the Netherlands role as a transit port for raw materials and finished goods moving among the neighboring countries.
  5. Rounded up to an even multiple of 10 for easier arithmetic.
  6. This may be an unnecessary optimisation.
  7. Thematically they would be members of foreign stock markets and thus not subject to domestic restrictions. However players would still be limited in their total holding of a single property.
  8. Yes, part of the reason for this post was to play with the LaTeX module for WordPress.