In an earlier post I mentioned that I intended to use the Commercial En-
tity rules from Merchant Prince for my Pandora setting, and meanwhile I
can give you an impression how this works for me.
The basic idea is to create the Pandora Colony's default economic deve-
lopment as it will happen without any interference from the characters.
The results of the characters' activities can then be worked into this ge-
neral default background development.
To become able to treat (almost) an entire colony as one ecomomic enti-
ty I decided that the colonists used some of their colony shares (= con-
verted ship shares) to found the Pandora Cooperative, a jointly owned
company that handles all the important parts of the colony's economy:
Aquaculture, Seafloor Mining, Manufacturing and Civil Engineering.
The profits of the Pandora Cooperative would partially be used to expand
the company itself and partially to support the colony's general budget,
especially the fields that normally need to be subsidized, like education
and health services. Any surplus beyond that would be used either to re-
cruit more colonists for Pandora (using the "Start a large-scale recruiting
campaign" rule) or to buy some major new piece of equipment for the
colony, for example a new research ship.
To model the Pandora Cooperative's subsidies for the general colony bud-
get, I decided to use a payment equivalent to the "Good Employee Stan-
dard of Living" for one quarter of a year for all adult colonists who are not
employees of the cooperative. This way the cooperative's profits would fi-
nance about 25 % of the wages of the non-employees, and this seemed
about right.
This led to the problem to determine the population growth of the colony,
and here I took the 2.3 % per year mentioned in GURPS Space. Looking
at Germany's demographics, these 2.3 % seemed a bit high, so I decided
that they would include not only births, but also the trickle of small num-
bers of new colonists arriving on Pandora between the actual recruiting
campaigns.
The Pandora Cooperative started in 2445 AD with the Industry Types lis-
ted above, Aquafarming, Seafloor Mining, Manufacturing and Civil Engi-
neering, a capital of 2 Million Credits / 80 Wealth and 120 employees.
Things went quite well, so in 2446 AD the cooperative could hire some
more employees and begin to operate in Chemical Engineering, too - the
colony began to produce bioplast and carbon fibres from algae, and it
managed to recruit 38 new colonists in the same year.
I will spare you the entire story of successes and failures, profits and los-
ses, equipment bought an colonists recruited. Most of the time it went ra-
ther well, with 10,000 Credits per new Wealth earned and 9,000 Credits
per Wealth sold off, but there were also years when the colony had to
tap into its bank account on Cassandra to finance urgentle needed mate-
rial - perhaps the activities of the characters during those years will re-
duce the problems.
"Today", in year 2461 AD of this background metagame, the Pandora Co-
operative has 250 Wealth, earns about 20 Wealth per quarter (9 of them
are used to pay the 225 employees), and subsidizes the colony's budget
with 20 Wealth per year. In 2456 the cooperative has started its new Bio-
technology and Genetics Lab, and it will start the exploitation of the Me-
thane Hydrate deposits (which should be discovered until then, according
to my campaign plans ...) as soon as it has enough capital to hire another
30 employees and invest 100 Wealth in the necessary infrastructure.
All in all, the metagame with the slightly modified rules is fun, and it pro-
vides an "economic background canvas" to paint the actual campaign and
its adventures on - although, as mentioned, this is only provisional, and
open to changes by the activities of the characters.
[Ah, sorry, this one became a bit long ...
]
tity rules from Merchant Prince for my Pandora setting, and meanwhile I
can give you an impression how this works for me.
The basic idea is to create the Pandora Colony's default economic deve-
lopment as it will happen without any interference from the characters.
The results of the characters' activities can then be worked into this ge-
neral default background development.
To become able to treat (almost) an entire colony as one ecomomic enti-
ty I decided that the colonists used some of their colony shares (= con-
verted ship shares) to found the Pandora Cooperative, a jointly owned
company that handles all the important parts of the colony's economy:
Aquaculture, Seafloor Mining, Manufacturing and Civil Engineering.
The profits of the Pandora Cooperative would partially be used to expand
the company itself and partially to support the colony's general budget,
especially the fields that normally need to be subsidized, like education
and health services. Any surplus beyond that would be used either to re-
cruit more colonists for Pandora (using the "Start a large-scale recruiting
campaign" rule) or to buy some major new piece of equipment for the
colony, for example a new research ship.
To model the Pandora Cooperative's subsidies for the general colony bud-
get, I decided to use a payment equivalent to the "Good Employee Stan-
dard of Living" for one quarter of a year for all adult colonists who are not
employees of the cooperative. This way the cooperative's profits would fi-
nance about 25 % of the wages of the non-employees, and this seemed
about right.
This led to the problem to determine the population growth of the colony,
and here I took the 2.3 % per year mentioned in GURPS Space. Looking
at Germany's demographics, these 2.3 % seemed a bit high, so I decided
that they would include not only births, but also the trickle of small num-
bers of new colonists arriving on Pandora between the actual recruiting
campaigns.
The Pandora Cooperative started in 2445 AD with the Industry Types lis-
ted above, Aquafarming, Seafloor Mining, Manufacturing and Civil Engi-
neering, a capital of 2 Million Credits / 80 Wealth and 120 employees.
Things went quite well, so in 2446 AD the cooperative could hire some
more employees and begin to operate in Chemical Engineering, too - the
colony began to produce bioplast and carbon fibres from algae, and it
managed to recruit 38 new colonists in the same year.
I will spare you the entire story of successes and failures, profits and los-
ses, equipment bought an colonists recruited. Most of the time it went ra-
ther well, with 10,000 Credits per new Wealth earned and 9,000 Credits
per Wealth sold off, but there were also years when the colony had to
tap into its bank account on Cassandra to finance urgentle needed mate-
rial - perhaps the activities of the characters during those years will re-
duce the problems.
"Today", in year 2461 AD of this background metagame, the Pandora Co-
operative has 250 Wealth, earns about 20 Wealth per quarter (9 of them
are used to pay the 225 employees), and subsidizes the colony's budget
with 20 Wealth per year. In 2456 the cooperative has started its new Bio-
technology and Genetics Lab, and it will start the exploitation of the Me-
thane Hydrate deposits (which should be discovered until then, according
to my campaign plans ...) as soon as it has enough capital to hire another
30 employees and invest 100 Wealth in the necessary infrastructure.
All in all, the metagame with the slightly modified rules is fun, and it pro-
vides an "economic background canvas" to paint the actual campaign and
its adventures on - although, as mentioned, this is only provisional, and
open to changes by the activities of the characters.
[Ah, sorry, this one became a bit long ...
