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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
Is open for business...
 
***** Inter Galactic News *****

*** Falconians Saved ***

The Imperials have cunningly saved the Falconian Republic from being consumed by the Dewiek Elder Nation and at no small cost to the DEN either. Whilst the new pro tem Consul crowed about the “victory”, all former FCN systems besides Acropolis have been taken over by the two warring Empires - Human and Flagritz.

Was it all worth it? For the IMP / GTT it clearly was, for the movement of a few hundred thousand troops is surely nothing to the cost they endured trying to and failing to knock the DEN out of Solo after the fact. The FCN now plucked off most of their navy and wider assets are a tiny nothing of their former self. The DEN may have resorted to some dirty namecalling but can the costs endured to save an enfeebled FCN have really been worth it? Time will tell.

Inside this issue of the SSS: * INDignation * FELicitous Caribbean * Nah Plan for Naplia * Mercs Trouble DEN * &etc

 
***** Inter Galactic News *****

*** Acropolis Now ***

The IMP and GTT have brought peace and stability to Acropolis.

 
***** Inter Galactic News *****

*** Goodbye Falconians ***

The galaxy bid farewell to the Falconian Republic as the Human Empire subsumed them into their expanding territories. This marks the second death of an alien civilisation at the hands of the IMP / GTT in recent years. Like the extinguishing of the nearby Ulians, no voices of opposition could be heard from other quarters. This marks a long-period of appeasement by the Detinus Republic and Dewiek Elder Nation.

Inside this issue of the SSS: * DOMination * &etc

 
***** Inter Galactic News *****



 
***** Inter Galactic News THE MUSICAL *****

*** Norozov, No More ***

Kantner: No more do I see the starlight caress your cyclops eye
No more feel the tender kisses we used to share
I close my fists and clearly my heart remembers
A thousand goodbyes could never put out the embers

Chulainn: Oh the power is mine now!

Kantner: Norozov, I love you so, and my heart forever
Will belong to the memory of the love that we knew before
Please, come back to my arms; we belong together
Come to me; let's be sweethearts again and then let us part no more

Chulainn: Oh all the Stellars mine now!

Sylvansight: I will have his eye!

Kantner: No more do I feel the touch of your hand on mine
No more see the love-light making your dark eyes shine
Oh, how I wish I never had caused you sorrow
But don't ever say for us there is no tomorrow

Chulainn: Oh all the ladies mine now!

Sylvansight: I will have his eye!

Chorus: The power is in the eye!

Kantner: Norozov, I love you so, and my heart forever
Will belong to the memory of the love that we knew before
Please, come back to my arms; we belong together
Come to me; let's be sweethearts again and then let us part no more

Sylvansight: I will have his eye!

Chulainn: Oh the power is mine now!

Chorus: The power is in the eye!

Kantner: Norozov, I love you so, and my heart forever
Will belong to the memory of the love that we knew before.

Lanner: So, old cyclops has finally met his comeuppance
Maybe its time for a comeback

Chorus: No, no one wants you back!

Lanner: I always did like that chair of his…

Chorus: The power is in the eye!
The power is in the eye!
The power is in the eye!

Continued in this special edition of the SSS...

 
***** Inter Galactic News *****

*** ALIEN CRIMINALS BROUGHT TO JUSTICE ***

FILTHY AND DISHONOURABLE Dewiek mercenaries have dared to attack HONEST AND HARDWORKING GTT warships in the Coptuv system.

THEY HAVE BEEN BROUGHT TO JUSTICE. LONG LIVE THE EMPEROR!

The Dewiek commander’s lengthy response was appreciated by xenophile and philanthropist HQ Manager Tom Krieger but this does not change the facts.

FURTHER JUSTICE IS EXPECTED AT THE EMPEROR’S PLEASURE. LONG LIVE THE EMPEROR!

Inside this issue of the SSS: * SEDITIOUS FET CHARGED * LIES OF THE FAILED REBELLION * TERRORIST PLOTS FOILED * ENEMY OF THE PEOPLE CRITICISED * &etc

 
***** Inter Galactic News *****

*** Voice of the Naplian Liberation Front ***

We are the Naplian Liberation Front. We have commandeered this station to bring you important and vital deprogramming. You are a slave of the Galactic Trouser and Tussles Imperium of Unspecified Services! We have witnessed the press ganged upon by Imperial thugs. Rounding up reporters by the thousands and throwing them in weasel dens. Mocking the Great Uncle of the Flagritz. Manufacturing consent out of a lust for imports of wheat cereals! We poor Naplians(*) are given no training and substandard equipment when preparing your nutritious breakfasts. We are sent forward by the Imperial snack commissioners with threats of triple-filing tax returns on unreasonable deadlines! Death would be preferable. We are allegedly paid a wage but have you ever tried to buy anything with just $1? Strangely none of those politicals earning $10,000 or more a week seem to care about our plight. Not to mention that the Imperials throw perfectly good meat into the grinder instead of slow cooking it in black bean sauce. They have no respect for a classic burrito! We are left grieving for young families who have never tasted quality ranch sauce. You don’t need to be a dead Naplian to know the value of a good guacamole.

* No actual Naplians included.

Inside this issue of the SSS: * GTT vs USN * GTT vs NLF * GTT vs IND * GTT vs KAS * GTT vs FET * GTT vs SSS * &etc

 
***** Inter Galactic News *****

*** Stellar Empire On Warpath ***

The newly re-united Stellar Empire continued to wage war against the Flagritz Empire to bring about galactic peace and freedom for all. The latest system to fall to the inevitable tide of history was Morroglyph in the Coreward Arm. Dewiek intransigence reached fever pitch as the FLZ facilities changed to DEN paws and subsequently became targets of Imperial truth and justice. Despite putting themselves between the past and the future, the DEN seemed to lack much will for an actual fight with Dewiek military commanders adopting “meh” as their watchword.

Inside this issue of the SSS: * GTT smacks NLF * DEN whack MRC * Slaves Liberated * FLZ Retreat * ARC in Orion Spur * &etc

 
***** Inter Galactic News *****

*** Stellar Empire Re-United ***

Celebrations were held across the vast territories of the Stellar Empire as the two-halves represented by the governments of the Imperials and Caliphate determined to unite. This followed almost inevitably from the assassination of the Caliph, a crime that has gone mysteriously unresolved. The old Caliphate ministers were ‘retired’ and at first it seemed the Imperials had managed what had alluded them for decades.

However, just as orders to claim systems for the IMP went in some places, conflicting orders to claim for the CIA came from Laton. In other systems, it seems overwhelming civilian support lies with the defunct CAL government and there are a number of CIV and CAL bases that seem to have not heeded the CIA nor IMP orders. With all the Caliphate's armaments now in the CIA’s hand and no political leadership in the old government, it seems inevitable that the civilians will be dragged kicking and screaming into the future.

A muted and cautious response from the rest of the galaxy was only to be expected given the formation of a new unrivalled superpower. The chilling effect on public discourse as the Imperial war machine taps into the substantial, if stunted, economies of the former Caliphate will surely be felt for years to come. Does this mark the 'end of history' as we know it?

More on this story inside this issue of the SSS along with: * KAS v IMP/GTT v FLZ * DEN v MRC * FOCed by IMP * BHD v DEN * &etc

 

Free Ship when you sign-up
Complete missions for in game rewards
Control everything, up to an entire empire
Dedicated human moderators
Player and Moderator driven plotlines
Discover new worlds to explore, exploit & colonise
Over 20 years of content development
Persistent Browser-Based Game (PBBG)

I’ve played on and off for approximately 10 years, over a 20 year spell. After some interesting debate on the in-game forum, I did wonder what, exactly, has kept drawing me back to the game, when for so many others I’ve generally lost interest after a few months.

Ultimately, I think it is a combination of automation (that allows the game to handle thousands of positions to interact on a daily basis) coupled with Special Actions (that allow the story arc to develop in a way that could not be catered for by a set of predefined list of available orders).
-Zigic