Planetary Trade Codes

As in MGT1, you don't use TEMPERATURE/CLIMATE in your Trade Codes.

Garden Worlds should be Temperate only
Agricultural and Rich Worlds should be Hot-Temperate-Cold only
 
Rikki Tikki Traveller said:
As in MGT1, you don't use TEMPERATURE/CLIMATE in your Trade Codes.

Garden Worlds should be Temperate only
Agricultural and Rich Worlds should be Hot-Temperate-Cold only

I was going to argue this based on temperature being more or less optional in planet creation, but I may have a better one - is it not possible that alien plants and animals could hit those trade classifications in environments very different to Earth?
 
Not Garden, since the very definition of that code is that it is Earth-like.

The rest of the stats that define a Trade Code are based on human (or near human) requirements. No Agricultural trade code can exist with an Exotic atmosphere for example, even if the world is filled with methane breathing farmers.

Also, I don't see how Temperature is Optional in your World Creation rules. At the bottom of page 226, you say that "then also apply DMs for temperature." (doesn't sound optional)

However, I do agree that the Temperature roll is within a Text Box, which could indicate that it is optional, but it sure is a nice feature.

There is nothing in the Rivals, Factions, Connections & Colonies section or the Cultural Differences section that indicates it is optional.

I completely understand that these are not part of the standard UWP, but they are part of the Mongoose world process. I just think that if you are going to have people roll them up, then you could provide that information in your published sector and sub-sector data.
 
Rikki Tikki Traveller said:
The rest of the stats that define a Trade Code are based on human (or near human) requirements. No Agricultural trade code can exist with an Exotic atmosphere for example, even if the world is filled with methane breathing farmers.

This is what I always understood, as well.
 
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