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Planetary Sales

Planetary Sales – everything you need to know

From a game concept point of view (if not currently in the mechanics) Trade Goods are distinct from Life and Drug item types in one fundamental way. They do not change society, insofar as they are not considered an investment into the planetary infrastructure and they do not have any detrimental effect on society.
As it is our intention to change how Life and Drug item types will be dealt with in the not too distant future, this article deals purely with Trade Goods.

Trade Goods are consumable items that are sold to a civilian population through merchandising complexes. The sale, though complex banking transfer mechanics converts payment in local currency into stellars.

It is presumed that the sale of items is based on what the market will tolerate and accounts for all standard methods of ensuring maximum return, i.e. the first batch may be sold for more and the last batch less; there may be loss leaders or bulk discounts and all manner of manipulations. This is a space opera game not a marketing game. While adding all these little features is possible, it is very doubtful it would add anything to the game beyond unnecessary complexity in an already somewhat murky field.


Trade Demand (indicated as Max Income on starbase manifests)
The weekly amount of stellars available to purchase goods is based on the population. The larger the population, the greater the amount of stellars available for the purchase of Trade Goods. The amount is not linear for two reasons:

  • Small populations have few means of creating trade goods internal to their society and as such are prepared to put spend a greater proportion of their wealth/wages/income on importing things.
  • Large populations have greater reserves of wealth however they also produce many trade goods themselves through markets within the society and as such that civilians have a choice of where to spend their money. In other words as the population grows it internalises more of their commercial transactions.

A population of 100,000 will have a trade demand around 12k while increasing the population to 1M only effectively doubles demand to 25k. There is a slow tapering and by 5M the demand has increased to 70k.



The numbers above are under standard conditions which presume steady colonisation of an unpopulated world by a single species using contemporary technology. As such they are not consistent throughout the Peripheries. There are instances where a small population can have a higher demand than a world with a much greater population. The reasons are manifold though include things such as a large native population or social events for instance recent emancipation or liberation and even environmental factors may play a role. Colonising hi-tech ruins or incorporating and uplifting a native population will skew the above progressions.

Sale price of individual Trade Goods
Now that an idea of how much stellars a world has to spend on a weekly basis is known it is necessary to determine how much they are prepared to spend on individual items. This consists of four elements:
  • Base Value of Item
  • Population Affluence and Market Tolerance (Trade Multiplier)
  • Distance from Trade Goods Origin
  • Racial Modifiers


Base Value of Item
Items generally have a unit value between 0.1 and 1.5stellars/mu. There are a few items outside this range, though they are quite unusual. This is in effect the fundamental value of the item when sold between civilians. In the case of Trade Goods produced through resource complexes, it is often related to the yield. For example, resource produced items with a base value of 1stellar/mu generally have yields around 15. For outposts and starbases this equates to roughly breaking even with respect to complex personnel running costs. Profit is therefore dependent on selling items at more than Base Value.

Population Affluence and Market Tolerance (Trade Multiplier)
When a world is colonised, the modest population has to compete with the big worlds and their vast trade demands. Not only are they prepared to pay a greater proportion of their wealth on Trade Goods(as explained in the section above), they are prepared to pay over the odds just to get them. This equates to a starting Trade Multiplier of x2 for newly colonised worlds with populations of around 100,000. As the population grows there is greater internal production of local trade goods and as such the population is able to choose whether to spend their wealth on local goods or purchase from off-world sources. This results in an attenuating decrease in the trade multiplier.

The trade multipliers for the populations in the table below are consistent with the previous section insofar as they are based on colonising a world and ensuring that all technological needs are accounted for as the population has expanded. When a native population is discovered and shown the benefits of trade, it will have a Trade Multiplier of 1. It can be seen that a large technological advanced civilisation is prepared to spend 40% more per person on Trade Goods. This reflects lower living costs and therefore greater disposable income.
Pop Trade Mod
100000 2.00
1,000,000 1.80
5,000,000 1.50
25,000,000 1.44
100,000,000 1.40
Native Population Uplifted to Naplians 1.25
Native Population 1.00


Worlds lacking in certain areas of infrastructure are likely to have reduced trade modifiers as are worlds with cultural slants (xenophobic etc.)

Distance from Trade Goods Origin
In simple terms less accessible items are perceived as more exotic. In basic terms it is presumed that items brought from the other end of the Peripheries are understandably rarer and as such are sold at a higher premium.
The default multipliers are as follows:
Distance Trade Mod
Same World 1
Same System 3
Same Periphery 8
Adjacent Periphery 12
Separated by a Periphery 14
Separated by 2 Peripheries 16

It is however the case that each system can be independently set with respect to every other system for the purpose of determining its trade multiplier and is capable of being modified both up and down. Generally speaking x16 is considered the maximum trade mod.
Examples of modifying the trade mod include:
  • Proving that an affiliation is only selling goods from distant locations (will reduce distance mod for specified system down from x16 to x14 or even x12).
  • Proving that a source is not the true source (modify item origin appropriately).
  • Selling items brought from warzones or other hostile places (increase mod by one or more steps).
  • Heavily advertising goods from a specific system (increase mod by up to one step).


These actions may require agent and operative work to determine trade goods present in a base or interaction with the civilian population (seeing what stuff is available on the street and through which starbase it arrived). There are costs involved in the form of bribes or tech (media for example). The cost is invariably a function of the size of the population. A small population is much easier/cheaper to influence than a big one. Finally the cost is proportional to the current modifier. So increasing a value from x14 to x15 is significantly more expensive than x8 to x9.

Racial Modifiers
It is in the stereotypical nature of specific species to enjoy certain items. As such they are prepared to spend over the base value to attain it. In most circumstances however the base price of the item is such that it is only equivalent to other trade items if it is being sold to a world with a pure population appropriate for the item. For example, grub worms have the same yield and 10% drop are trimple loin though half the base value. They are however flagged as naplian, which means naplians equate them to trimple loins, seeing no obvious difference in their value.




Value Threshold
The final value of an item at the location it is being sold determines whether it is classed as high, medium or low value. This means that what may be classed as low value at its source will invariably fall into the high value category when sold at the other end of the Peripheries. The clear benefit of doing so is that more stellars per mu of the Trade Good can be realised.

The threshold between low and medium value is initially set to 4 times the Trade Multiplier. For a newly colonised world this will invariably be 8 stellars. The threshold between medium and high value is double this (8 times the Trade Multiplier). Which equates to 16 stellars for a newly colonised world.

The weekly trade demand for the civilian population is split between high, medium, low and any, each being assigned a quarter of the demand. For example, a newly colonised world with a trade demand of 12,000 stellars will buy 3,000 stellars worth of high value Trade Goods, the same on medium and low. The final 3,000 will be assigned anywhere. What this means is that if there are still items on starbase markets after the 9,000 has been spent, they will be purchased up to a value of 3,000 stellars.

Care should be taken to ensure that a range of items are being sold to ensure that there isnt a shortfall in any category. This can occur when only items from distant origins are being sold. In these cases even low value at source items, when multiplied up due to distance can end up in the high value category.

It is possible to adjust the thresholds though it is far easier to lower them than increase them and changing them by more than a stellar is highly expensive (and proportional to the trade demand). The reason for doing so would be to try to move items from an oversubscribed category. Typical costs for a trade demand of 50,000 stellars is the exhaustive use of a media tech to increase one of the thresholds by 1 stellar. There may also be a cost in modules reflecting improving trade links with the civilian population and reducing their costs.





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

*** Hoedown in Graydown ***

Wimbles in the Graydown system have come under repeated attacks by mercenaries. The Wimbles having already lost two outposts have had their ships come under attack by boarders. The Wimbles are pointing a hairy finger at the GTT whilst the DEN are itching to get their paws in.

Pleasantly rotund Wolf Lord Lyceum reported the destruction of one mercenary ship, a Corsair class explorer called "Eye of the Chosen" which had earlier dropped off ground forces flying the banner of "God Hates Wimbles.” Which God and why he or she hates Wimbles has yet to be revealed. We suspect its corporation-loving Mammon.

Inside this issue of the SSS: * Sargasso Update * Wakerians * Naplian Liberation Front * &etc

 
***** 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
 

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