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Survival Guide - Dust Settles: Neutral Exchange Camp
The Neutral Exchange Camp is actually a small town that happened to survive
the apocalypse in some semblance of normality. As such, the leaders and those
who stepped forward to take charge in the new and strange world as things around
them began to clear, decided that their town would act as a center of trade
and commerce for the survivors that they hoped would emerge from the rubble.
They began their planning quickly and set themselves up to handle trades and
exchanges between groups and to provide messaging services for those who wanted
to create their own camps. This camp also provides the ability to invest
pre-apocalyptic money for CEPs and provides
certain specially trained workers for hire. This service allows you to trade in excess
food, disposables or building supplies
for Common Exchange Pieces (CEP). These are
the monetary units created by the Neutral Exchange Camp to act as a standard
for exchange between all camps and even within a camp. You will need at least
1 messenger to use this feature and
will also be limited by your current Marketing research.
The current exchange rate for this exchange is 100 food (67 building supplies)
for 1 CEP. In this exchange, you can assign a messenger
from your camp to trade a specified amount of a resource
for CEPs or CEPs for a resource each turn.
This command will be carried out automatically and will only stop if you stop
it or have none of the assigned resource for trade left (basically if you assign
a trade of 5,000 food for CEPs, and you only have 2,500 one turn, the trade
will still be carried out, but with the amount you have.) The AutoExchange rates
are rather skewed in the Neutral Exchange Camp's favor. You can trade in 100
food or disposables or 67 building supplies for 1 CEP or 1 CEP for 20 food/disposables
or 30 building supplies. The Trade Market is a particularly useful
exchange center where you and other camps can place excess resources,
weapons, ores,
and even satellites up for sale or buy the
ones on the market. Each item has a minimum and maximum price that you can assign,
but that range allows for capitalism to prevail since you can sell your goods
for a better price than either party could really achieve through the exchanges.
There are four main streets that you can look through for available items. You
will need at least one messenger for
each purchase that you make. You will not be able to buy from yourself or from
a member of your alliance. Use alliance aid
or the merchant system for those exchanges.
The Neutral Exchange Camp created the CEP
during planning while the dust from the apocalypse was settling. This is the
unit used to buy items off the Trade Market,
construct 3rd level weaponry, and pay your
people. The Neutral Exchange Camp knows that
having the ability to mint your own money
as a camp might be very useful, especially as a camp looking towards a major
economy. Keeping this in mind the trade camp has created the dies other camps
will need to coin their own money and the license requirements to gain these
permissions. For a fee of 2,500 CEP, your camp can purchase this license at
the expense of forfeiting your ability to make offensive weaponry from your
own camp (long range weapons, vehicles,
and cruise missiles). Because other camps
can still attack you, you will be able to create defensive weapons and may be
able to buy offensive weapons off the Trade Market. The Neutral Exchange Camp will sell business
licenses to established camps so that they can become merchants in their
own right and provide services that the Trade Market cannot. By buying a license
you will gain the ability to create allow and disallow lists, sell to allies,
and even create packages, though you will have to provide the storage and pay
taxes on your business. When buying
from a merchant you will be able to do a search through all merchants for a
specific item or search for a specific merchant to buy from. |
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