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BRAHMIN


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A while ago, I tried to think of what might be a good mod to make Fallout 3 use more caps and be kind of fun at the same time. It turned out to be really complicated, and the more I think about it, the more complicated it gets. I'm not sure it's worth the bother, but I'll go ahead and post this in case anyone's interested:

 

BRAHMIN (Better Revenue And Housing Model for Indispensable Neighborhoods)

 

- Summary

 

A system of controlled timing for bidding and auction of properties, as agreed to by the following parties:

 

Tenpenny

Bannon

Uncle Roe

Eulogy

Moriarty

 

- Roles

 

You may participate in auctions, although a one-time fee of 5,000 caps is required.

 

Tenpenny is a non-participating participant. That is to say, he has claimed his one plot and will not trade shares nor take offered land.

 

Moriarty is considered a neutral party in all trades, and is also the mediator for any trade disputes. In the event that any one of the major participants die, trade is suspended indefinitely.

 

Because Moriarty is considered the house trader, he will always sell whatever shares he has or buy any shares you offer, but you will not likely find his prices to be anywhere near reasonable. Moriarty will usually have plenty of shares to sell because of the profit he makes in land auctions.

 

The other participants will trade or withhold trade of particular shares depending on the circumstances. Generally speaking, the value of a commodity to a particular trader depends on how much they need subtracted from the amount they have. The greater this total, the lower the value, and vice versa. Bear in mind that this value will change over the course of the auction, depending on whether they have already traded with some other participant. This is why it's important for you to show up on time to the auctions.

 

- Trade

 

All trades are conducted in Megaton under the supervision of Moriarty. Auctions are held once a week. Depending on when you arrive, you may find yourself ahead or behind the trades of the other participants. So, the earlier you arrive, the more likely you are to find a good deal. Trading starts at 9am, so be ready to arrive at that time.

 

Participants in trade buy and sell shares in increments worth roughly 1,000 caps each. Shares represent the following products:

 

Arms: Weapons, armor, ammo, etc.

Food: Food, drink, drugs, etc.

Gems: Rare metals, jewelry, ornaments, etc.

Iron: Metal, stone, wood, plastic, glass, etc.

Mech: Machinery, computers, robots, batteries, generators, etc.

 

- Commodity Pros and Cons

 

Arms: Arms are always in demand, can be costly to keep up supply

Food: Essential for labor, supply is somewhat unreliable

Gems: Never low in value, highly variable in value

Iron: Essential for Arms and Mech, tends to be low value

Mech: Essential for production, tends to be low value

 

Note that Tenpenny never buys or sells shares. Moriarty never sells Gems, and he never sells more than 10 Arms per week, as he has an outside buyer for those. This is the main reason that Moriarty is the house trader.

 

- Land

 

Parties to this trade have recently agreed to begin holding auctions for land. Although anyone else can participate, the lines defining regions have been agreed to and will no longer be moved.

 

There are 9 regions, and each region is further divided into 9 plots (or a total of 81 plots). Every week, each participant receives 1 plot for free. Grants are given out to the first person who makes the request, and disputes over who requested first are decided by Moriarty. Only one plot per region is offered each week, and any plots not given out in a grant are sold by Moriarty. Thus, there are only 9 weeks of land grants/auctions, and 1 week has already passed.

 

Land grants and auctions start at noon on the designated day. If you arrive after 3pm or you voluntarily waive your grant, your land grant will be offered for sale till 5pm.

 

Plots that are sold start at 5,000 caps. Participants may accept the offer or raise by 1,000 caps. They may also raise the bid by 5,000 or 10,000, but are not allowed to raise the bid more than 3 times. The auction continues until everyone has either passed bidding, has been forced to pass (because they've used their raises), or only one has accepted or raised the bid.

 

Bannon can bid up to about 25,000 caps, although he would much prefer to keep the bidding under 10,000. Uncle Roe and Eulogy can typically only bid up to about 10,000, but they generally prefer not having to pay more than 6,000 or 7,000. Plots that do not sell will be marked as "no man's land," and will be considered off-limits for production.

 

At the point where you can start, each major participant has already been granted 1 plot, and may have purchased some plots:

 

Tenpenny: 1 plot

Bannon: 3 plots

Uncle Roe: 2 plots

Eulogy: 2 plots

Moriarty: 1 plot

 

Note that Moriarty is only interested in his 1 plot (Megaton), and will not participate in any other land grant or auction. Additionally, he has agreed to donate 70% of the profit he makes in land sales to the other participants (divided equally among them). In return, Moriarty is the designated initial owner of those plots.

 

Tenpenny is also only interested in his 1 plot (Tenpenny Tower), so you can expect to receive 1 free plot and then bid on 5 plots. In total, you will be granted 8 plots, and have the opportunity to buy up to 40 more plots.

 

- Production

 

Land provides the owner with products, assuming the owner can supply that land with all the necessary products to achieve that output.

 

For example, if you buy a plot in Canterbury region, you can justly expect it to be highly productive in "Food" items. It will, however, require an initial investment, plus a certain number of shares per week to keep running.

 

For each type of product, there is a different type of outfit you will need to construct in order to get production:

 

Arms: 3 Arms, 8 Iron, 4 Mech, + 3 Food, 2 Iron, 2 Mech per week

Food: 1 Arms, 3 Iron, 2 Mech, + 1 Mech per week

Gems: 5 Arms, 4 Iron, 8 Mech, + 1 Arms, 5 Food, 3 Mech per week

Iron: 3 Arms, 6 Iron, 6 Mech, + 3 Food, 2 Mech per week

Mech: 3 Arms, 4 Iron, 8 Mech, + 3 Food, 2 Iron per week

 

Each type of outfit also has a start-up time before it hits full production:

 

Arms: 3 weeks, output = 5 to 10 per week

Food: 4 weeks, output = 2 to 10 per week

Gems: 6 weeks, output = 5 to 20 per week

Iron: 2 weeks, output = 2 to 10 per week

Mech: 2 weeks, output = 2 to 10 per week

 

- Regions

 

Each plot is in or near a well-known landmark. The codes in parentheses indicate how productive that plot is (on a scale of 1 to 4) for the indicated commodity. Arms production starts at a 1 rating and gradually improves with time. Gems are rated randomly, so you will have to have an assay to determine Gem rating.

 

Generally speaking, the flatter the ground, the greater Food rating the plot will have. Iron rating depends mostly on how isolated the plot is. Power stations, SatCom arrays, and other technical facilities will have a 4 Mech rating. Military installations will have a 3 Mech rating, and most other plots with buildings will have a 2 Mech rating.

 

Each region also has its own bonuses and penalties.

 

Northwest Region:

 

Bonus: +20% Mech production, Penalty: 5% chance of losing outfit to the Enclave

 

MDPL-05 Power Station (1F 4I 4M) - Owned by Bannon

SatCom Array NW-05a (1F 4I 4M)

Fort Constantine (1F 4I 3M)

SatCom Array NW-07c (1F 4I 4M)

Mount Mabel Camp Ground (2F 3I 1M)

Dickerson Tabernacle Chapel (2F 2I 2M)

WKML Broadcast Station (1F 2I 2M)

Faded Pomp Estates (2F 2I 2M)

Roosevelt Academy (2F 3I 2M)

 

Paradise Falls Region:

 

Bonus: +30% Mech production, Penalty: 5% chance losing outfit to Slavers

Note: Eulogy has a 2% chance of losing outfit to Regulators instead of Slavers

 

SatCom Array NN-03d (1F 4I 4M)

MDPL-21 Power Station (1F 4I 4M)

Montgomery County Reservoir (1F 4I 4M)

Mason Dixon Salvage (2F 3I 2M)

Drowned Devil's Crossing (2F 3I 1M)

Paradise Falls (4F 4I 2M) - Owned by Eulogy

Reclining Groves Resort Homes (2F 4I 2M)

MDPL-13 Power Station (1F 3I 4M)

Germantown Police HQ (2F 4I 2M)

 

Old Olney Region:

 

Bonus: +30% Food production, Penalty: 5% chance losing outfit to Deathclaws

 

Vault 92 (3F 3I 1M)

Old Olney (1F 3I 2M)

Republic of Dave (3F 4I 2M)

Chaste Acres Dairy Farm (4F 4I 2M)

MDPL-15 Power Station (2F 4I 4M) - Owned by Bannon

Greener Pastures Disposal Site (1F 4I 3M)

Relay Tower KX-B8-11 (2F 3I 4M)

Grisly Diner (3F 3I 2M)

Temple of the Union (4F 4I 2M)

 

Shalebridge Region:

 

Bonus: +20% Iron production, Penalty: 5% chance losing outfit to Super Mutants

 

Abandoned Car Fort (1F 3I 1M)

Shalebridge (2F 3I 1M)

Five Axles Rest Stop (2F 3I 1M)

Broadcast Tower KT8 (1F 3I 4M)

Rockbreaker's Last Gas (2F 3I 1M)

MDPL Mass Relay Station (2F 3I 4M) - Owned by Eulogy

Everglow National Campground (2F 4I 1M)

Little Lamplight (2F 4I 2M)

Jalbert Brothers Waste Disposal (1F 4I 2M)

 

Central Region:

 

Bonus: +10% Gems production, Penalty: 5% chance losing outfit to Mirelurks

 

Northwest Seneca Station (2F 3I 2M)

Hallowed Moors Cemetary (3F 3I 2M)

Arefu (1F 1I 2M)

Hamilton's Hideaway (1F 2I 1M)

Meresti Trainyard (2F 2I 2M)

Fordham Flash Memorial Field (3F 1I 1M)

Big Town (2F 3I 2M)

VAPL-58 Power Station (3F 3I 4M) - Owned by Uncle Roe

Kaelyn's Bed & Breakfast (2F 2I 2M)

 

Canterbury Region:

 

Bonus: +20% Food production, Penalty: 5% chance losing outfit to Radscorpions

Note: Uncle Roe has 2% chance of losing outfit to Ants or Robots instead of Radscorpions

 

Antagonizer Lair (1F 2I 1M)

Canterbury Commons (2F 1I 2M) - Owned by Uncle Roe

Robot Repair Center (2F 2I 4M)

Scrapyard (2F 3I 1M)

Wheaton Armory (3F 3I 3M)

Vault 108 (4F 2I 1M)

Corvega Factory (3F 3I 4M)

Bethesda Ruins (2F 3I 2M)

Chryslus Building (2F 3I 2M)

 

Evergreen Mills Region:

 

Bonus: +30% Iron production, Penalty: 5% chance losing outfit to Yao Guai

 

Fort Bannister (2F 4I 3M)

Charnel House (3F 4I 2M)

Evergreen Mills (2F 4I 2M)

Jacko's Pop & Gas Stop (3F 4I 2M)

F. Scott Key Trail & Compound (2F 3I 1M)

Dunwich Building (1F 3I 2M)

RobCo Facility (2F 3I 4M)

Tenpenny Tower (2F 2I 2M) - Owned by Tenpenny

Warrington Station (2F 3I 2M)

 

Megaton Region:

 

Bonus: +10% Arms production, Penalty: 5% chance losing outfit to Raiders

Note: Player has 2% chance of losing outfit to Raiders, Eulogy has 5% of Regulators

 

Jury Street Metro Station (3F 4I 2M)

Springvale (2F 3I 2M)

Megaton (2F 2I 2M) - Owned by Moriarty

Fort Independence (3F 2I 3M)

Fairfax Ruins (2F 2I 2M)

Cliffside Cavern (1F 3I 1M)

Overlook Drive-in (2F 2I 1M)

Andale (3F 2I 2M)

Nuka-Cola Plant (2F 2I 4M)

 

Downtown Region:

 

Bonus: +20% Gems production, Penalty: 5% chance losing outfit to Talon Mercs

Note: Bannon has 2% chance of losing outfit to Feral Ghouls instead of Talon Mercs

 

Grayditch (2F 3I 2M)

Anchorage Memorial (1F 3I 2M)

Rock Creek Caverns (1F 3I 1M)

Irradiated Metro (1F 2I 2M)

Flooded Metro (1F 2I 2M)

Arlington Library (1F 2I 2M)

Jefferson Memorial (2F 2I 2M)

Anacostia Crossing (1F 1I 2M)

Rivet City (1F 1I 3M) - Owned by Bannon

 

I've been thinking about depreciation and diminishing returns, etc. but I think I just need to put this idea to bed.

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