Calculating World GDPs

simonh

Mongoose
I suppose Trillion Credit Squadron must have had a formula for this to arive at fleet budgets. Does anyone have it handy? I'd like to put it into StarBase and my ancient copy of TCS is burried in any one of a dozen disorganised plastic boxes full of gaming stuff somewhere in my attic.

I'm working on a statistics report tool that calculates world incidence, total population and min/avg/max for each attribute for arbitrary selections of hexes, subsectors and sectors for a mapping application. Min/avg/max and total GDP would also be nice to have.

Simon Hibbs
 
Not sure TCS is what you are after. TCS only generates the naval budget of the world.

Depending on what you are after, Striker book 2 has a simple formula based approach that takes into account Tech Level and Trade Codes to produce the GDP of the world.
 
smiths121 said:
Not sure TCS is what you are after. TCS only generates the naval budget of the world.

Depending on what you are after, Striker book 2 has a simple formula based approach that takes into account Tech Level and Trade Codes to produce the GDP of the world.

I found my old copy of TCS, and I can see the problem with it. The formula only has population and government type affect the naval budget (and by extension GDP). Tech level doesn't have any effect, which isn't what you'd want. I don't have Striker though :(

Simon Hibbs
 
one way you could do it ...

pop*24,000cr/yr for local value of the GDP
multiply this by the values in the exchange rate table for Crimps
This exchange rate table takes tech and trade ( via starport type ) into account.
this actually gives pretty close to the values in the output table from striker
( does TCS have an exchange rate table?...I forgot )

24,000 local credits works out to 12,000Crimps where the table from striker gives an exchange rate of .5 for tech A, starport A

of course, you'd still have to use the multipliers given for trade classifications.

for military budgets, I decided to model military spending based on us navy funding and allocations in a broad sense.
I first discussed the idea here;
http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=20618&highlight=ishmael+funding
 
Ishmael said:
one way you could do it ...

pop*24,000cr/yr for local value of the GDP
multiply this by the values in the exchange rate table for Crimps
This exchange rate table takes tech and trade ( via starport type ) into account.
this actually gives pretty close to the values in the output table from striker
( does TCS have an exchange rate table?...I forgot )

24,000 local credits works out to 12,000Crimps where the table from striker gives an exchange rate of .5 for tech A, starport A

of course, you'd still have to use the multipliers given for trade classifications.

for military budgets, I decided to model military spending based on us navy funding and allocations in a broad sense.
I first discussed the idea here;
http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=20618&highlight=ishmael+funding

Yep TCS has exactly the same Starport/TL table as Striker. Thin it first appeared in a JTAS article before being used in either of them.

Ri = x1.6, In/Ag = x1.2, NI/Na/Po=x0.8 were the Striker mods off the top of my head. Multiply through by each applicable.

The COTI thread on operational cost was food for thought. TCS fleets do seem to very large especially if MTs PBG extension is used.

Newer versions of Traveller had more detailed GDP calculators and naval budget calculator. T4's pocket empires appears to be at least somewhat compatible with the economic extension model present on the T5 CDROM.

Does GURPS have a good way of doing this?
 
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