Time value of minors in 1822
I’ve been thinking about this for 1822(MX, PNW, etc): How much is running your minor for an extra Operating Round (at the beginning of the game) worth?
For simplicity — Let’s assume that all the minors are identical1. They will run for $30 (20+10) with an ‘L’ train and $40 (20+20) with a ‘2’. So getting your minor in an earlier stock round is worth at least $15 more. After all, you will get one extra round of payment ($15), plus the company will also pocket $15 more. Additionally you will also make the jump from $15 to $20 one OR earlier; but as Barbie says “Discount rates are hard, let’s go shopping for rolling stock.”
Any company requires 3 ORs to convert it’s ‘L’ to a ‘2’ (The company has $40 after purchasing a train, and keeps $15, so $55 after 1 OR, $70 after 2 ORs, and $85 after 3 ORs, which lets it convert). But that assumes that you have time before the L-trains rust. Starting in SR 1 will be fine, SR 2 should be fine, SR 3 is a bit touchy and depends how many trains are exported. But we can safely say the longer you wait, the bigger the risk of losing the ‘L’, which is presumably catastrophic and (at a minimum) a waste of money.
(Minors started after the first ‘2’ comes out can keep extra money over the $100 minimum bid, which mitigates the risk, but also costs the president extra money anyway).
Other benefits:
- The extra OR means one extra track build (or building cube) to head towards a concession/associated minor/destination/anything of interest. This build could also be aimed at annoying other nearby minors before they start, but we’ll focus on positive goals.
- Minor companies always move up in stock price, which means they will be worth more when absorbed. This seems more like a positive than negative, but I’d have to think about ’22 MX vs ’22 PNW more concretely.
- Your strategy is more “concrete” and crystalized. (This could be a downside as well, but it often isn’t).
- You could snap up the concession you want cheaply because its speculative for anyone else.
- You might be able to use a private company instantly instead of simply keeping it as potentially useful (you could have a ‘2’ that could attach a pullman, or run an permanent L trains, or use some building cubes/port/special build) and your opponent would get less value from the thing, which might let you win something more cheaply.
There costs are mainly the opportunity cost of any auctions you cannot win (and these can be significant), as well as the loss you take from bidding over face value.
But just labelling these, how much should we see. If we assume a 5p game and 4 starting minors, it is seems clear that they should all have a premium of at least $15, and probably more2.
Similarly, how much should a ‘better’ minor be worth? Let’s assume it simply starts at a $30 city. This is not simply an extra $5 per OR; this minor can upgrade its ‘L’ into a ‘2’ train in 2 ORs instead of three, which will bump it up $10 one OR faster. (There’s that pesky discounting again). So again, this clearly should go for at least $5 more (since you’ll break that even in the first OR), but probably at least $10 or $15 (and maybe much more). It also places later companies more at risk of not upgrading their ‘L’ trains, so the mere fact that this company is in the first SR affects the rest of the companies.
A surprisingly complex problem … still thinking about it.
- Assume each carriage is pulled by a perfectly spherical cow.
︎ - Since companies could be shared “evenly” with four players, whether there is a premium depends on group think. In theory in 5p only one player might be willing to pay more, which would put them ahead of those who didn’t get a minor in OR 1, but behind those he didn’t bid up. Hmmm.
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