captainjack23
Cosmic Mongoose
In case I forget, special thanks to all who posted. Aramis especially, he did lots of basework here.
The first round of feedback from the thread hasn't been used to update this version. Don't worry, I haven't ignored it.
Some thoughts on the Trade rules
From the players perspective, they will be less involved in the planned/contract trade (unless they get good steady safe jobs with a shipping line......how likely is that :wink: ?) . So, they will have more of the spec side in front of them - and the cargo that's available for that (and freight) the is most likely to be excess or last minute loads not accounted for by regular shipping.
So, , I'll suggest suggest that the freight lots only have to be considered a fraction of what would likely exist; and the spec lots similarly considered -but with more available than freight.
So, yes, a hi pop industrial tech 15 planet may only have a few tons available - for the players. O this planet, for this week, the merchant marine is very efficient, and the brokers too -this is what missed the boat (the boat being the .5 gigaton freighter that just left).
And yes, I'd have the available lots change every week for this reason. A sudden giant surplus (great roll, blazingly good effect) could be because a ship is late, and brokers have no interest in waiting to get the synthicaf bean harvest moving...., and the captain knows a guy (who knows a guy, who has this dude who owes him a favor in charge of the ministry of trade...)
One thing. Read the spec trading rules.....once a proce has been determined, the trader can just start shovelling until his hold is full .
Thats gotta be changed.
That said, I'm thinking that the limits should be similar to the freight lots.
I'm not sure how much it is needed to try and balance the lots by type - given that these are the spot loads, they may represent partial lots that overfilled the regular freight hull or lots that came up too short (profit or space) to be worthwhile for the megafreighters to lift.
So, there are probably 1000 and 10000 dTon lots - they just aren't available or practical for character traders.
Additionally, looking at the available cargo (freight and spec) can allow less worry about destination/source interactions....a smaller sample of the cargos will be much less reflective of the actual trade - so, as long as theres lots of variance in what the players may get, balancing isn't as much of an issue (particulalry using a basic model for the basic version of te game)
Some lots perhaps should be small - do we want 600 tons of diamonds or scifi gem equiv ? So, they'd use the above ranges (d6x100,d6x10,etc) but in cubic meters instead of dtons ;perhaps even Kg for lots that will never fill even one container or subcontainer
Most of the small lots seem to specialty goods in any case -limited to specific trade codes, so probably just having some as size S and the rest unchanged should do without stretching credulity too much ("you bought six-hundred displacement tons of TL15 micro cpu chips....and then sold them ? all as one lot ?...thats it, I quit ")
Standard container discussion goes here for lasck of a better place:
Speaking of which, standard containers: from several campaigns, and my own , this seems to work well with the basic freight and mail lot sizes, which one assumes are sealed and point to point shipping.
So, to start
make it more consistent with the freight table.
Assume that both spec and freight are the spot market - mainly leftovers and late arrivals. Works if the system is explicitly identified as being aimed at characters as small opportunistic carriers. (classic tramp freight)
Step 1:
Figure out how much is likely to be there.
Use the TI table from Aramis (above): for any planet TI = (Sqrt(pop * Tech) + 1d6-3)
Alternately, use ((TEC+POP)/2 +/- 1d6-3) so as not to zero out any of the tech 0 cultures. Table should be the same as above, excpt w/. a line for TL 0
[The variable dice (1d6-3) for initial TI allows for some variance due to planets being more or less productive, diversified, and /or unusually resource rich. I'd also optionally suggest that it not be rolled till the players get there (the base pop*Tech is in the traders guide book) which allows for assumption of cyclic production, trade booms and failures & screwing with players heads and pocketbooks. you'll get some oddities, the TI 1 planet suddenly jumping to 4, for instance, but write those off to an oil strike/dotcom boom or some such ]
use 1d6 -3 +TI for total lots available.
[Don't want too many lots, but also some variability -plus, only the worst planets should have the potential for no lots.]
Important: as with freight, available lots work as in freight & can't be broken up for purchase. Unlike freight, they have no set destination, and can be broken up for sale at the new owners discretion.
assumption: these are the lots of commodities on the quayside, or in brokers warehouses -they are containerized and ready to go -generally terms are as delivered to docking bay; cost includes container, which are owner openable.
Stuff, in custom lots, probably requiring transport and packing, seem more of a event-driven roleplaying issue.
determine the actual contents of the lots as in MGT 3.2 (d66);
one change needed:allow repeat rolls to stay - but roll lot size separately for each.
use the following tables for the size determinant (remember - we are dealing only with player size loads):
some goods will be defined as small lots: -3 to size. any result below 0 is in lots of d6 x1/10 dTon (1.4 cubic Meters).
I'm tempted to add bulk lots (+5) , but anything at all in the 1000dTon range is likely out of range for the players hold space. To some extent, I included that as a booby prize for hight TI worlds -their leftovers are pretty damn big, often as not.
For the mods to the size table break points are vaguely: high stellar+(TI 12+) space using (TI 9-11), basically not industrialized (TI 3-5) and primitive (TI 0-2)
Assumptions: primitives(TI 0-2) have either very little, or very small hand made lots of interest. not industrialized planets (not necc the trade code rather TI 3-5) , seldom produce big lots of much anything due too either small population, or low tech.
Space using planets (TI 9-11)are integrated into the imperial economy and standardized trade habits, and high stellar + (TI 12+) just plain has easy mass production of anything. (note that for a TI of 12, the minimum is 10 pop, 14 tech; for a 13, the minimums are 16 tech, 10 pop.)
The non modified TI range (6-8 ) represents the backwaters that don't produce much for trade, or are just starting to get integrated into the economy.
Step 2.
determine final price per lot as in spec trade rules in MGT 3.2
-keeping in mind that the amounts are not open ended.
Step 3.
Find yerself a sucker.
The first round of feedback from the thread hasn't been used to update this version. Don't worry, I haven't ignored it.
Some thoughts on the Trade rules
From the players perspective, they will be less involved in the planned/contract trade (unless they get good steady safe jobs with a shipping line......how likely is that :wink: ?) . So, they will have more of the spec side in front of them - and the cargo that's available for that (and freight) the is most likely to be excess or last minute loads not accounted for by regular shipping.
So, , I'll suggest suggest that the freight lots only have to be considered a fraction of what would likely exist; and the spec lots similarly considered -but with more available than freight.
So, yes, a hi pop industrial tech 15 planet may only have a few tons available - for the players. O this planet, for this week, the merchant marine is very efficient, and the brokers too -this is what missed the boat (the boat being the .5 gigaton freighter that just left).
And yes, I'd have the available lots change every week for this reason. A sudden giant surplus (great roll, blazingly good effect) could be because a ship is late, and brokers have no interest in waiting to get the synthicaf bean harvest moving...., and the captain knows a guy (who knows a guy, who has this dude who owes him a favor in charge of the ministry of trade...)
One thing. Read the spec trading rules.....once a proce has been determined, the trader can just start shovelling until his hold is full .
Thats gotta be changed.
That said, I'm thinking that the limits should be similar to the freight lots.
I'm not sure how much it is needed to try and balance the lots by type - given that these are the spot loads, they may represent partial lots that overfilled the regular freight hull or lots that came up too short (profit or space) to be worthwhile for the megafreighters to lift.
So, there are probably 1000 and 10000 dTon lots - they just aren't available or practical for character traders.
Additionally, looking at the available cargo (freight and spec) can allow less worry about destination/source interactions....a smaller sample of the cargos will be much less reflective of the actual trade - so, as long as theres lots of variance in what the players may get, balancing isn't as much of an issue (particulalry using a basic model for the basic version of te game)
Some lots perhaps should be small - do we want 600 tons of diamonds or scifi gem equiv ? So, they'd use the above ranges (d6x100,d6x10,etc) but in cubic meters instead of dtons ;perhaps even Kg for lots that will never fill even one container or subcontainer
Most of the small lots seem to specialty goods in any case -limited to specific trade codes, so probably just having some as size S and the rest unchanged should do without stretching credulity too much ("you bought six-hundred displacement tons of TL15 micro cpu chips....and then sold them ? all as one lot ?...thats it, I quit ")
Standard container discussion goes here for lasck of a better place:
Speaking of which, standard containers: from several campaigns, and my own , this seems to work well with the basic freight and mail lot sizes, which one assumes are sealed and point to point shipping.
Code:
Containers, ImpMerchSpec, owner transportable, single use.
Bulk =100dton
Standard =5ton
Small = 1ton
subcontainer = 1/10 dton (1.4 cubic meters) (the mid passage allowance for luggage, I believe)
So, to start
make it more consistent with the freight table.
Assume that both spec and freight are the spot market - mainly leftovers and late arrivals. Works if the system is explicitly identified as being aimed at characters as small opportunistic carriers. (classic tramp freight)
Step 1:
Figure out how much is likely to be there.
Trade index (by Aramis):AKAramis said:I'd suggest a trade index based off of TL and Pop. (THe nature of the goods is determined by Tradecodes).
Realistically, it should be based upon some rough value conversion and include a resources index of some kind, but that way is too picayune for my gaming needs.
Let's Use TradeIndex=Sqrt(TLCd*PopCd) where TLCd is the Tech Level as a number and PopCd is the Population code as a number.
Tons to be available should be 10^((Trade Index+1d6)/3)...
Code:
Population
TL 1 2 3 4 5 6 7 8 9 10
1 1 1 2 2 2 2 3 3 3 3
2 1 2 2 3 3 3 4 4 4 4
3 2 2 3 3 4 4 5 5 5 5
4 2 3 3 4 4 5 5 6 6 6
5 2 3 4 4 5 5 6 6 7 7
6 2 3 4 5 5 6 6 7 7 8
7 3 4 5 5 6 6 7 7 8 8
8 3 4 5 6 6 7 7 8 8 9
9 3 4 5 6 7 7 8 8 9 9
10 3 4 5 6 7 8 8 9 9 10
11 3 5 6 7 7 8 9 9 10 10
12 3 5 6 7 8 8 9 10 10 11
13 4 5 6 7 8 9 10 10 11 11
14 4 5 6 7 8 9 10 11 11 12
15 4 5 7 8 9 9 10 11 12 12
16 4 6 7 8 9 10 11 11 12 13
17 4 6 7 8 9 10 11 12 12 13
18 4 6 7 8 9 10 11 12 13 13
19 4 6 8 9 10 11 12 12 13 14
20 4 6 8 9 10 11 12 13 13 14
Use the TI table from Aramis (above): for any planet TI = (Sqrt(pop * Tech) + 1d6-3)
Alternately, use ((TEC+POP)/2 +/- 1d6-3) so as not to zero out any of the tech 0 cultures. Table should be the same as above, excpt w/. a line for TL 0
[The variable dice (1d6-3) for initial TI allows for some variance due to planets being more or less productive, diversified, and /or unusually resource rich. I'd also optionally suggest that it not be rolled till the players get there (the base pop*Tech is in the traders guide book) which allows for assumption of cyclic production, trade booms and failures & screwing with players heads and pocketbooks. you'll get some oddities, the TI 1 planet suddenly jumping to 4, for instance, but write those off to an oil strike/dotcom boom or some such ]
use 1d6 -3 +TI for total lots available.
[Don't want too many lots, but also some variability -plus, only the worst planets should have the potential for no lots.]
Important: as with freight, available lots work as in freight & can't be broken up for purchase. Unlike freight, they have no set destination, and can be broken up for sale at the new owners discretion.
assumption: these are the lots of commodities on the quayside, or in brokers warehouses -they are containerized and ready to go -generally terms are as delivered to docking bay; cost includes container, which are owner openable.
Stuff, in custom lots, probably requiring transport and packing, seem more of a event-driven roleplaying issue.
determine the actual contents of the lots as in MGT 3.2 (d66);
one change needed:allow repeat rolls to stay - but roll lot size separately for each.
use the following tables for the size determinant (remember - we are dealing only with player size loads):
some goods will be defined as small lots: -3 to size. any result below 0 is in lots of d6 x1/10 dTon (1.4 cubic Meters).
Code:
roll 1d6
0- = d6 x 1/10dTon
1,2,3 = d6x1 ton
4,5 = d6x10 ton
6-7 = d6x100 ton
8+ = d6x1000 ton
+2 if TI 12+
+1 if TI 9-11
-1 if TI 3-5
-2 if TI 2-
-3 if designated as small lot
I'm tempted to add bulk lots (+5) , but anything at all in the 1000dTon range is likely out of range for the players hold space. To some extent, I included that as a booby prize for hight TI worlds -their leftovers are pretty damn big, often as not.
For the mods to the size table break points are vaguely: high stellar+(TI 12+) space using (TI 9-11), basically not industrialized (TI 3-5) and primitive (TI 0-2)
Assumptions: primitives(TI 0-2) have either very little, or very small hand made lots of interest. not industrialized planets (not necc the trade code rather TI 3-5) , seldom produce big lots of much anything due too either small population, or low tech.
Space using planets (TI 9-11)are integrated into the imperial economy and standardized trade habits, and high stellar + (TI 12+) just plain has easy mass production of anything. (note that for a TI of 12, the minimum is 10 pop, 14 tech; for a 13, the minimums are 16 tech, 10 pop.)
The non modified TI range (6-8 ) represents the backwaters that don't produce much for trade, or are just starting to get integrated into the economy.
Step 2.
determine final price per lot as in spec trade rules in MGT 3.2
-keeping in mind that the amounts are not open ended.
Step 3.
Find yerself a sucker.