Designer's Notes | |
Merchant Adventurer takes its name from the English investors who identified themselves | |
as such starting in the 1400s CE. The game is loosely based on the economics of overseas | |
trade that took place between coastal Europe and the world from the 1300s through the | |
1500s CE. Players are nobles that represent a family that attempts to manipulate business | |
and government in order to gain wealth. The game is meant to cover the economic | |
strategic elements and mood of the many Europeans, often in multinational ventures of | |
both private and public financing, that explored the world, traded, and established | |
businesses outside of Europe, especially around the Mediterranean Sea area. | |
SHARE INVESTING | |
In these times, corporations usually did not exist in the same manner as they do today, | |
though in some cases they did, such as the Bazacle Milling Company in Toulouse. Often | |
in those times, when not owned by an individual or estate, singular ships and mines were | |
owned by shareholders, such as in the case of the Falun copper mine in Sweden (many | |
merchant ships in Venice were owned by the government and auctioned to merchants for a | |
temporary charter). To add to this complexity, commercial arrangements themselves | |
usually had temporary contracts that were probably influenced by the commercial | |
contracts of the Middle East and North Africa. These were often partnerships between a | |
handful of passive and active investors, though it wasn't unusual for many shareholders to | |
be involved. In the case of maritime ventures, these shares would pay dividends at the end | |
of the journey based on revenue. Sometimes an appointed investor in a contract might use | |
its funds to invest in others on behalf of fellow investors; cases like this were more | |
common in Florence. Contracts were also sometimes renewed to the point of lasting | |
beyond the lifetime of the original participants. So rather than corporations themselves | |
owning shares of other ventures similar to how they do in contemporary times, | |
comparable investments were often done through a complex web of contracts and business | |
relationships. However, the earliest documented case I could find of a permanent | |
organization owning shares was the case of the abbey of La Grasse, when a mill share was | |
donated to it in 1095 CE. This probably wasn't the first instance of an organization holding | |
shares, but it probably wasn't common for actual centralized commercial organizations to | |
invest in other commercial endeavours until at least the 1600s CE. I have still included the | |
option of companies holding shares in the game because it was certainly feasible at the | |
time. English merchant companies of the 1400s CE were usually not incorporated but | |
were composed of independent merchants who were licensed with the company and who | |
followed the restrictions and enjoyed the privileges of the company's charter, similar to a | |
regulated guild. Later in the 1500s CE, many of these associations became joint-stock | |
companies in the traditional sense. Considering the lack of standardization of share trading | |
in the medieval and early Renaissance ages, I have opted to use a traditional stockholding | |
mechanic in this game. This will allow players to focus on investment strategies while also | |
considering governmental, trade, and other financial factors of the game. Companies | |
represent the commercial organizations, commercial contracts, and commercial | |
governmental endeavours of the time (which usually had private stakeholders, such as | |
with Portuguese expeditions). This mechanic also provides a practical way to spread risk | |
as well as enabling the potential for profit with limited funds, which are the main reasons | |
for shareholding. I will focus on covering the peculiarities of the financial aspect of | |
investing during this era more in the games Medieval Stakeholder and Merchant | |
Adventurer Sequel. Though in this game, companies will be required to make dividend | |
payments if they have too many coins. This is meant to represent how most investments | |
during this historic era were short-term and the rarity of commercial associations | |
to establish long-term capital. The last important consideration in regard to shares is the | |
shareholders' responsibility to pay debt during these ages. With some exceptions, | |
shareholders could be required to pay debts or pay for necessary operations when funds | |
were needed. | |
DEBT | |
During the late Middle Ages and early Renaissance, regular loans were the most common | |
method of investment. Loans usually came with some type of fee rather than collecting | |
interest to avoid religious usury laws. Christians, Jews, and Muslims all had such religious | |
views. In Christendom, Jews were often the bankers for several reasons, including their | |
barring from certain other industries. But also because, according to Jewish religion, Jews | |
were allowed to profit from lending to gentiles but not fellow Jews. Throughout the age, | |
these rules were slowly overturned or provided loopholes to allow more Christians into the | |
industry. Monarchs would often take advantage of usury laws to avoid paying back debts, | |
to the great detriment of the lenders. This game captures that element by allowing | |
magistrates to banish the moneylenders from their port. The moneylenders act as their own | |
entity with limited funds, so it is possible that they will fail if early debts are not paid | |
back. This situation could be very problematic for players if they need to take out loans. | |
Governments and companies can also issue bonds, as the bond market for government | |
securities was quite active in parts of Europe during the late Middle Ages and early | |
Renaissance. However, the bonds in this game function more as a regular loan than an | |
actual bond, though they can still be traded as such. But that suits companies in this game | |
because I actually couldn't find any details on when private organizations started issuing | |
bonds. But again, as with shares, I am dealing with a compromise to simulate historical | |
elements as best as possible in relevance and proportion to other game features. | |
GOVERNMENT | |
During this era, Europe was ruled mostly by monarchs, but there were a significant | |
amount of plutocratic republics as well. The inner workings of monarchy are beyond the | |
scope of this game, but wealthy players will be more able to take control of local | |
governments. This was often the historic reality of the time, especially in the maritime | |
republics of Italy. During the Renaissance, plutocrats started to gain much power | |
throughout much of Europe, which greatly reduced the power of the monarchs. | |
MAINLAND | |
The Mainland Power is meant to represent the historic excursions into Italy of entities | |
such as the Holy Roman Empire (Germany), France, Castile, Aragon, and, to a lesser | |
extent, England. Though parts of France, Portugal, England, and what is now Spain could | |
be counted among the port cities, just as the Italian republics of the era. | |
NATIVES | |
The Natives are mostly meant to simulate North Africans and the Ottoman Empire, and to | |
a lesser extent, various Asians and Amerinds. The economic and political situation of | |
North Africa and Anatolia at the time would provide an interesting topic as well, but it is | |
much beyond the scope of this particular game. | |
STORMS | |
Storms are a fun mechanic that adds some randomness for players to react to. The storm | |
mechanic is derived from the storm mechanism of the 2010 video game Tactical Overload. | |
Storms in this game serve other purposes too. They simulate settlement and growth quite | |
well for the Natives. Also, they serve as a timer for the game because they continue to | |
discover tiles even if players aren't interested in exploring further. And since they discover | |
tiles, they serve as a sort of NPC explorer that nicely simulates players becoming aware of | |
other lands discovered by unseen characters, so that the entire map does not depend on the | |
players themselves. | |
COMBAT | |
As with most of my games, combat mechanics are minimal but included as an additional | |
tool (or pitfall). It's not that I'm against wargames, but that I want to focus more on | |
economics and interdisciplinary strategies (especially combining political, social, and | |
economic elements). Also, because economic games are severely underrepresented and | |
wargames are relatively popular. This particular game features the applied strategic | |
options of economics, politics, and combat. And though combat in this game is simple, I | |
have added flanking maneuvers to add a bit more strategy to this aspect of the game. The | |
combat mechanics in this game are also very balanced, much more than they seem. | |
Players often think they can get a quick result by having a decisive naval confrontation, | |
but this usually results in a costly, drawn-out conflict. Usually, when players engage in | |
significant levels of combat with themselves, it totally disrupts the economy of the ports | |
and results in the NPC entities gaining a huge advantage in score. | |
PIRATES | |
Pirates can fill the rolls of regular piracy and privateering, as well as those of both | |
European and Berber pirates. The nobles are able to choose what percentage of the pirate | |
campaign they want to fund and then leave the rest up to other players or an undefined | |
force, which could represent unseen connections both in Europe and North Africa. Pirate | |
ships are the only pieces that can be created from a Native village. The financial aspect of | |
pirates in this game is not necessarily accurate, but similar arrangements were probably | |
made. Endeavours of piracy would often be the result of mariners going rogue and | |
upgrading ships through theft, but it was also common for nobles to engage in piracy | |
during times of upheaval. Such was probably the case with Jean de Bethencourt during the | |
Hundred Years' War. The question is, if he took part in this piracy, how was it funded? Did | |
he fund it all himself, or did he have financial partners, as he did with many of his legal | |
business ventures? The history of piracy back then is not well documented, not only | |
because of the lack of surviving documents from those days, but obviously also because it | |
was an illegal activity. Therefore, it is very difficult to know the financial dealings behind | |
much of the piracy and privateering back then. It is known that Berber piracy became | |
more of a commercial business, rather than random groups of privateers and outlaws | |
plundering, starting in at least the late 1500s. This is when even Christian Europeans | |
started investing in the Muslim Berber pirates on a large scale. | |
DEVELOPMENT | |
2018 | |
~1st edition published with 2 expansions (Piracy and Colonial Expansions). | |
2020 | |
~2nd edition published as complete package that included all elements of the previous | |
expansions. | |
MAIN CHANGES IN 2ND EDITION | |
*flanking maneuver added | |
*storms can create villages and increase their economies | |
*natives now attack vessels when at war with a company | |
2022 | |
~Development of a computer version begins with GOBLA Studio. | |
~3rd edition is published. | |
MAIN CHANGES IN 3RD EDITION | |
*villages are almost always found when discovering land | |
*indebted companies can require payments from shareholders | |
*companies are limited in how many coins they can accumulate | |
2023 | |
~Development of computer version with GOBLA Studio is suspended. | |