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Merchandising – everything you need to know

Merchandising – everything you need to know

Everything in Phoenix can eventually be traced back to stellars. The stellar is the currency underwritten by a group of intergalactic money brokers call the Extragalactic Economic Monopoly (EEM). The EEM exist everywhere and nowhere. They have offices in various urban sectors and even a base or two, generally as a legacy from their origins as part of humanity’s Stellar Empire, though they are now pan-species with investors and shareholders existing within both civilian and affiliation circles. With over a billion shareholders, some with hundreds of thousands of stellars worth of shares, their continued grip on the intergalactic economy is set to continue for the foreseeable future.

The EEM make their money through taxation of conversion of local currency to the Stellar Standard. They achieve this through monitoring global economies of planets where merchandising and planetary sales occur and establishing the planetary exchange rate.


GM Note – We understand that it is unrealistic to have a single faction responsible for all transactions and evaluating all planetary economies, especially considering that some of these worlds lie in secret corners of the universe. It is more realistic to presume that the stellar represents dozens of different localised economies and that there is an ongoing relative value of one economy against another with factions buying and selling each other’s currency. In theory this could be a game in its own right but we have not written share and economics game, we have written a strategy and resource space opera and as such the Stellar is a simplification of a lot of potential headaches. With this in mind, attempts to manipulate the economies of species, mass produce stellars or hack an EEM account to increase wealth will always fail. At best you could hold natives ransom for guilders and then ‘launder’ them for stellars.

Further, as pirates deal with stellars, it can be argued that the EEM are supporting piracy, slavers and a whole flotilla of illegal and immoral activities. In answer, we whistle and change the subject. Some cans are best not opened. In our defence, the vast majority of players really couldn’t be arsed with taking this area of the game to the nth degree and we doubt very much it will add anything to the game.


What is merchandising?
Merchandising is a means by which a starbase (not outposts) can tap into the civilian economy of a world and thereby earn some of the local currency. This is automatically achieved each maintenance day for the starbase. The in-game mechanism by which this occurs is highly complex, relating to the Extragalactic Economic Monopoly (EEM) rating of civilian economy and general levels of infrastructure. This local currency is converted into stellars and credited against the inter-galactic account of the political faction involved.

In this article I will concentrate on looking at the merchandising values of worlds and means by which they can be changed or will change.

Merchandising requires merchandising complexes. These perform a range of tasks including but not limited to evaluating quality of local merchandise, banking and exchange of local currency and the storage and preservation of merchandise. They are also trading houses and to some degree deal with freighting goods. All these services are charged for at rates based on what the planetary infrastructure can stand.

Merchandising is defined by five values:
Global Maximum
Global Drop
Local Maximum
Local Drop
Drop Step
The maximums represent the maximum amount of stellars that can be earned through merchandising per complex per week. A complex will collect the sum of these amounts, i.e. a world with a Global Max of 50 and Local Max of 150 will allow a starbase with a single complex to earn 200 stellars per week.

The Global and Local Drops are the amount by which the revenue generated per complex decreases. This comes into effect on each multiple of the Drop Step.
Example:
Global Maximum Global Drop Local Maximum Local Drop Drop Step
50 3 150 25 10


For 45 complexes:
2,000 stellars = 10 @ 200 stellars (50 + 150)
+1,720 stellars = 10 @ 172 stellars (125+47)
+1,440 stellars = 10 @ 144 stellars (100+44)
+1,160 stellars = 10@ 116 stellars (75+41)
+ 440 stellars = 5@ 88 stellars (50+38)
Total 6,760 stellars




How are the values determined?
For worlds that are being colonised, the stages of merchandising are relatively simple. Initially the Local Maximum quickly increases with population while the global trails behind. This is because the planetary population tends to gravitate towards a starbase. The reason for this is that wages are continuously being paid to personnel and some of this will be spent outside the base in the local community.

As the population grows and infrastructure in the form of modules and tech are rolled out, the local and global max increase up to a point. As the infrastructure improves, the population are less dependent on the starbase. Instead of using starbase merchandising complexes for purposes such as brokering deals and holding goods, they construct their own and start their own internal marketing. This results in a drop in local merchandising though under most circumstances the global market continues to increase on the back of the starbase’s superior transport system and deals with virtual transactions.

The table indicates typical values at key stages of colonisation.
Global Max Local Max Drop Step

Population Global Maximum Local Maximum Drop Step
100,000 40 150 10
1,000,000 120 350 10
5,000,000 150 450 10
25,00,000 170 350 12


For merchandising purposes, the optimum population for maximising stellar return for multiple starbases is 5 Million. At this population Global Max stands at 150 stellars and Local Max 450 (give or take environmental issues). As the population grows beyond this and presuming that infrastructure also expands as necessary, local will start to drop though both Global Max and Drop Step increase. Normally, for each 10 the Global Max increases, the Local Max will drop by 50. The Drop Step however also increases by 1.

So while a single starbase on a 5 million population world with 150/450/10 will have a cap of 81,000 stellars, on a world with 25 million and 160/400/11, the cap has increased to 85,217 stellars, though the quantity of complexes required to collect this has also increased (building the extra complexes may still be worth it due to trade demand if the world is a garden world with both large life and trade demands).

What this equates to is that as the infrastructure of the world increases the population can as easily be served by a single merchandising starport as they can by a local starport. This means that while the overall stellars potentially available to a single starbase increases, multiple starbases are in increasing competition with each other.

Global Revenue
Unlike the local element of merchandising, global is shared between all the starbases on the world. The amount each gets is proportional to the quantity of complexes belonging to the starbase compared with the total. It is worked out by adding up all the active merchandising complexes on the world and determining the total amount of stellars this generates from global merchandising. If for example one starbase has 50 merchandising and another has 100, then the total number of complexes is 150. This can result in excess complexes for the potential amount of stellars. For example, a world with Global of 30, a drop of 3 and a drop step of 10 has a potential global stellar revenue of 1650 stellars (=30/3 x 10 x (30+3/2)). Even though both starbases have more than the required 30 complexes, as one has twice as many complexes as the other, it collects 1100 stellars while the other collects 550 stellars.

The following tool is very handy for determining what you should get and working out optimum quantity of complexes.

Merchandising Utility

Local Drop
While global drop tends to remain at 3 as this is related to the technology level which if a starbase is involved, is considered contemporary level, local drop is largely dependent on the local infrastructure of the hinterland surrounding the starbase and the settlements of the civilians. On an uncolonised world this invariably starts around 50, though will quickly decrease to 35. 35 is considered the typical starting threshold for a population of 100,000 where basic colonisation support tech has been rolled out.

Decreasing this further is largely achieved through the establishment of a cultivated and or urban sector. If a world is particularly unsuitable for colonisation or there is already a large established population, then it may be the case that more effort is required to bring the local drop step down.

Where all requirements are being met, the local drop step will generally decrease down to 25.



Atypical Worlds
The above details represent worlds that have been found to be suitable for colonisation with no significant terraforming requirements and no existing civilisation. Where terraforming has been conducted or is currently being undertaken and where a population (even natives) exists or the population has existed for a long time, the merchandising values can become skewed. Wars, slavery, uprisings, disasters both natural and induced can affect the population and thereby modify merchandising. An impoverished though huge population will have their merchandising maximums reduced though have a lower drop, while a planet of slaves may have inflated maximums but very high drops representing rich elite.

Restrictions
Where there is antipathy between the population and a starbase the starbase may have its merchandising complexes closed (by the GM). There will also be a block on either the opening or building of merchandising complexes. This represents an embargo on the starbase. It is quite rare that the entire population is at odds with the starbase. More often there will be a partial block, i.e. the starbase may be limited to 50 open merchandising complexes. The 50 complexes are likely to represent loyalists or black marketers depending on circumstances.




 
News
***** Inter Galactic News *****

*** Breaking News: Caliph Samuel Assassinated ***

The nominal head of the Caliphate, Samuel has been murdered in broad daylight at the starbase CAL Sidon in the Fortress system. The allegedly mad zealot was on his way to meet representatives of various civilian factions when a shadowy figure *cough*CIA agent*cough* shot him dead.

The CIA issued the following statement to the SSS with a customary nudge and a wink: "In these difficult times, as we come to terms with the loss of Samuel, we are taking things one day at a time.

"Samuel was not only our Caliph, but our leader during the Second Civil War which laid the foundations for the Confederacy after he left the Human Empire and settled in the Darkfold. It is truly a sad day and one that will be marked in history as one of many great leaders who were cut down in their prime.

"We will strive now to look to the future, whilst remembering our past”

Speculation is rife that this is the first step towards a unification of the two-halves of the Stellar Empire. Others are more hopeful this is a return to the Confederacy or the mark of greater separation with the Imperial bloc. Time will tell what nebulous motives the shadowy puppet-master Laton turned out to have had and which alien faction will be blamed for the Caliph’s murder.

Inside this issue of the SSS: * HEX / FET Invade Sargasso * Magnus v Nevets Fight! * Dewiek Black Hole Disaster * FLZ Correction * &etc

 
***** Inter Galactic News *****

*** STOP PRESS: Felini Victory ***

In an unexpected development, the FEL have scored a decisive victory against the FLZ. Destroying or maiming some 20 Flagritz Baseships in the Onwards system.

What is more remarkable than the victory was there was no subsequent comment by Crazy Uncle Flagritz. We might need to have a lie down now.

Inside this issue of the SSS: * DEN and FEL * Valhalla Fighting Pits * RIP smacked * &etc


 
***** Christmas Special Edition *****

*** Ho Ho Ho ***

Welcome to the SSS Christmas Special Edition! We the Editors have put together a nostalgic pudding treat intended to delight and tickle even the scroogiest megacorp executive. So gather your cubs, squidlets and larvae for some silliness and song. Time to catch up with some classics from years gone by, raise your glasses and drink your gluttony and shame away!

Wishing you all a merry Christmas free from Krampus Jones's invading armies!

The Editors


 
***** Inter Galactic News *****

*** Claws Out in Valhalla ***

In a bold rebuke of Crazy Uncle Flagritz’s attacks in the Avalon system, the cunning Felini Nevets ordered a hit on a FLZ outpost in the Valhalla system. Claiming miscommunication with his warships, the mischevious Avatar cocked a snook at the washed-out Dewiek warrior in charge of the system whilst claiming an important victory in the often one-sided conflict against the FLZ.

This isn’t the first time the foxy Feline has masked daring-do in the shroud of incompetence. It remains to be seen whether this turns out as disastrously as the time when the FEL had to pay the costs of a war started by Prince-turned-meklan LiQuan.

Meower-in-chief Chamiah apologised for the incident in a public address laced with snickering subtext and unconcealed laughter when she got to the bit about the unfortunate loss of “5 FLZ Warships in Onwards.”

A second incident in Valhalla was reported the next day with mardy Magnus complaining he wasn’t getting his claws in on the action. Could this be the pithy ploy that puts the cat on the mat?

Inside this issue of the SSS: * Merc-y Wimbles * Valhalla Fighting Pits Get Weird * Profile of Lyceum Amaguk * &etc


 
***** Inter Galactic News *****

*** Nun on the Run ***

Alleged cosplayer Carmilla D’Morenta got the vicars in the Brotherhood all hot and bothered when she made a run for it. Possibly tired of being tied up by the reverends and denied the love that dare not howl its name. With a sizeable, almost unbelievable, bounty on her head, the barking sister took refuge with the Dewiek Elder Nation.

In possibly the shortest chase in history, the BHD managed to strike a blow for oppressed collars everywhere when they squared off with the naughty doggy-wannabe at the Valhalla stargate. The cheeky chaplains blew their hyperdrive at close range and both the BHD and DEN flagged ships were reported to be lost in space.

Inside this issue of the SSS: * DEN Ban BHD * Ulian * FLZ in Avalon * Valhalla Fighting Pits * Interview with Carmilla * And more


 
***** Inter Galactic News *****


*** Message From The New Editors ***

Dear Reader,

It has been a long time since we had the exquisite joy of Sub Space Static beaming mind-altering information into our retinas. Like you, we craved word from the offices of the IGN when the next edition would hit our Nexus terminals. We waited and waited. Then we got curious.

We fundraised a simple surveyor and sent it to the last sighting of the IGN. It was not where we expected it to be, in the Yank system. We asked the Junta but they were their usual helpful selves. Weeks, turned into months and still no sign.

Then we found it. The singularity. With a sign. The scrawl of a demented child that read "Kang woz 'ere." What could we do but enter. Our ship went in. Where, we cannot say. The air around us popped. Our faces folded and our bodies fused together. Our minds interconnected. Vast knowledge at our disposal. Yet, we became as stupid as the least of us. As greedy as the worst of us. As forgetful as the dumbest of us. As horribly biased as a partisan hack in a post-truth universe.

We became, in short, your Editors.

Welcome to the new SSS. It won't be as funny as before. It won't be clever by half. It won't be any better in any way. But it will be regular. As a mohache on refined laxatives. It will be informative. Oh it will be full of facts! Even if we have to make them up.

Send us your delicious exploration reports. Tell us about your pointless battles. Spread your vile anonymous rumours. Tell us how your mother didn't love you and that's why <insert Affiliation here> must be destroyed! Feed us, your Editors. Nurture us. Our Singularity opens to receive your offering.

Now here is the news.

 
****** Caliphate Syndicated News Network (CSNN) ******

user image

Welcome to another edition of news and views from the CSNN's favourite reporter and news anchor, Ainsley Moore, the peripheries' most favourite unbiased publication in the known universe, after an extended tour of the Inner Empire and all the delights within,

And so with the news, and there has been a lot of it!


Old News - FLZ/ GTT Break Ceasefire Agreement
 
****** Caliphate Syndicated News Network (CSNN) ******

user image

Welcome to another edition of news and views from the CSNN's favourite reporter and news anchor, Ainsley Moore, the peripheries' most favourite unbiased publication in the known universe,

And so with the news,

Alien Wars - Ulian Peace Agreements
 
****** Caliphate Syndicated News Network (CSNN) ******

user image

Welcome to another edition of news and views from the CSNN's favourite reporter and news anchor, Ainsley Moore, the peripheries' most favourite unbiased publication in the known universe, after a period of "secured safety training" for the CSNN team who was taken in by Caliphate security forces,

And so with the news,

Alien Wars - Empire Takes Ulian System, Empire Fleet Deployed
 
****** Caliphate Syndicated News Network (CSNN) ******

user image

Welcome to another edition of news and views from the CSNN's favourite reporter and news anchor, Ainsley Moore, the peripheries' most favourite unbiased publication in the known universe, continuing with a shortened "No News makes Good news?" special!

And so with the news,
 

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