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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
Is open for business...
 
******Empire Syndicated News Network (ESNN) ******

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Welcome to the latest version of ESNN, giving the news and views from the ESNN's reporter and news anchor, Ainsley Moore, making this the peripheries' most favourite unbiased publication in the known universe from our new home in the Heartland,

And so with the news from the last few weeks,
 
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*** Inter Galactic News ***
  • DEN assault FEL base and get wiped out
  • CIA Trade fleet caught and destroyed by the DEN
  • Krell denounce worship of the True One

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

    Huge fleet skirmish at the London/Crossley wormhole

    A large fleet of over 700 DEN warships responded to the EMP action in Crossley, where a 4000 hull DEN platform was destroyed. Reports show the DEN ships caught a group of CIA ships napping and inflicted significant losses on the humans. IMP and GTT fleets moved to assist the CIA, matching DEN fleet numbers, but the arrival of over 1200 Hexamon ships seems to have tipped the battle in favour of the DEN-HEX alliance.

    The combined DEN-HEX force pushed through the wormhole into the Heartland area of human space and retaliated, attacking several CIA platforms in response. The outnumbered Empire fleets abandoned the area and fled, they are currently waiting for the larger alien force to make their next move from their hiding places.
     
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    ***** Inter Galactic News *****

    Admiral Lord Simms killed after a long and distinguished service to the Empire.

    The Imperial Services have intercepted and serious damaged several DEN ships on the way to the Empire’s home systems. Unfortunately during the action Admiral Lord Simms was injured and reports from the Viceroy indicate he has passed away, fighting the enemies of the Empire like any true Imperial Officer.

    The Viceroy has stated that the officers and crew of the DEN ships have been captured and are now awaiting trial at a secret IMP base.

    DEN continue to strike at the Empire

    Reports are coming in of multiple engagements between the Empire and the Dewiek Elder Nation over the last week. With several battles taking out Empire ships in the Heartland of the CIA.

    AFT turn to piracy

    The Association of Free Traders have, after a long history of neutrality, turned to piracy this week. AFT Drake boarded an IND ship in the Halo periphery, killing several of the crew in the process.
    Independent trader Jarlebanke Langhofdi immediately took to the public communication channel demanding an answer to why supposedly peaceful traders had killed his crew and taken his ship.

    The AFT remain silent over the attack.
     
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    ***** Inter Galactic News *****

    Combat Special Edition

    Since the DEN started shooting at those lovable FEL fluffballs things have certainly been heating up. So we through it would be prudent to bring you, gentle beings of the peripheries, a special edition in order to keep you updated with all the latest action in regards to who the DEN are shooting and who is shooting them.

    Felini strike back at Dewiek

    Reports have come in of the FEL striking back at the DEN in the Kallisan system. A huge FEL force supported by the IMP and CIA assaulted DEN positions taking both the platform and base called Lucien. There was much rejoicing in the FEL camp as the Felini proved they were not such lovable fluffballs after all!

    GTT get sucked into the war

    A passing fleet of GTT warships got caught in the fighting and this saw the GTT enter the war. When asked about this CEO Fox pointed out they are not warships at all, they are trade defence ships. So how they came to be in the DEN system of Kallisan is a mystery to us. But the GTT CEO was clear that they only engaged using support and defend orders to protect allies. Needless to say, the CEO commented “We found ourselves on the Dewiek Nation’s enemy lists pretty soon after.”

    Dewiek Nation attacks GTT positions in Orion Spur, breaking DOM system rules

    A fleet of DEN warships has engaged and destroyed a significant number of GTT cargo ships and escorts in the DOM system Monument. The GTT immediately took to the public channels to ask why the DOM were not doing something. In reply the DOM issued a statement to stop, which the DEN ignored.

    The DEN newssheet "The HOWL" published a completely unbiased review of the attack shortly after.

    DOM make a choice

    After the above incident and then further raiding by the DEN, taking out a few GTT cargo ships in the DOM system of Coptuv, the DOM seemed to have been faced with a choice of stopping drinking their tea and doing something or just hoping it would go away. Instead they seem to have decided to abandon the whole idea of being an active affiliation and we have since folded. The lengths some people will go to not to have their elevenses disturbed is truly staggering. We asked the DOM for a statement on their new system rules to share with our readers but have received no replies.

    DOM positions share out

    Just as we were going to press news has come in of various DOM assets being given to other affiliations or sold. Hopefully we will have more on this story in the next issue of your favorite factual newsheet. Yes, that's us at the SSS.

    *** Affiliations ***


    AFT Association of Free Traders (54) - Marion Tweedy
    CIA Combined Intelligence Agency (64) - Laton CIA
    DNA Displaced Natives Asylum (66) - DNA people
    DTR Detinus Republic (58) - Morley Decker
    DEN Dewiek Elder Nation (67) - Urd
    DOM Dominion (57) – we believe the DOM are now inactive
    FCN Falconian Republic (70) - Bacran
    FEL Felini Tyranny (49) - Juris
    FLZ Flagritz Republic (47) - Kayxaer
    FET Frontier Exploration & Trade (56) - Cu Chulainn
    GRC Gracians (13) - HG1
    GTT Galactic Trade & Transport (52) - Xavier Fox
    GCE Garcia Enterprises (4) - Neil
    HEX Hexamon (23) - Ando
    IMP Imperial Services (51) - Jack Jones
    KRL Krell (30) - Namica
    KRT Krell of the Reverence Temple (37) - Kal Torak
    KST Kastor Kastorians (12) - Kastor
    MZC Mizuchi Combine (86) - Mizuchi
    MOH Mohache (73) - Listens
    MIC Mohache Independent Commune (76) - Sleeps with Dragons
    NLF Naplian Liberation Front (38) - NLFHQ
    RIP Regularly Involved in Piracy - Githyanki
    RRH Roy Robert Holdings (39) - Roy Roberts
    SMS Stellar Mining and Smelting (53) - MikhailM
    USN Ulian Stellar Nation (34) - Oeipus Prime
    WMB Wimble Nations (25) - zz

    * Leader MAY be inactive, affiliation may be active
    ** Affiliation has no leader but this is the only known contact

    NPC / FoC: ARC, CIV, CGT, FRE, HBO, HEF, IND, ISP, JCN, MEK, MRC, PIR, PRV, TCA, TRN, KAS

    Inactive: ANT, BHD, COD, HVE, IDC, RIP, RCF, SKW, TAG

    Deceased: CAL

    *** Submission ***

    By private message to The Editor or via Mica if you prefer to remain anonymous.
     
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    ***** Inter Galactic News *****

    New pirate threat rocks Corward Arm.

    Several large pirate ships have been spotted in outer rings of Corward systems. Reports forwarded to us at the SSS allow us to exclusively tell readers that traders should keep their wits about them when moving through these areas.

    No existing pirate menace has yet claimed ownership.

    In a possibly unrelated event one of the FET cartel members claimed nothing was happening in the outer ring of Coptov shortly afterwards. But it could be that they are still trying to catch Empire backed pirates and have nothing to do with the new sightings.
     
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    ***** Inter Galactic News *****


    DEN continue to shoot innocents

    The Dewiek have made themselves busy shooting at the peaceful and innocent traders of the SSL. Leader of Solar Spices and Liquors Mr TOAD has been vocal pointing out that the Beast-DEN are being totally unfair. News of a go-fund-me appeal are yet to surface though.

    This office is sure that it must have provided the DEN light relief after picking on the equally defenceless Felini. Word is that the DEN faced such an uphill struggle in these recent actions they had to take up Felini inter-breeding to provide some entertainment as the battle reports were rather boring.
     
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    ***** Inter Galactic News *****

    Return of the LiQuans

    A close associate of the Baron LiQuan has been haunting the Corewards periphery and like the old Baron it is said he has a meklan connection. It's unclear whether he obtained his meklan nanites via the CIA but there are rumours that the DEN may be helping the Liquan relative in a bid to sow discontent in the Stellar Empire. Exactly why they would start in Corewards is unclear although with DEN allies, the DOM, having strong positions both in the Sol system and the old Harcorp systems of Harlong and Coptuv they may be the linking factor.


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

    Meklan Unleashed on Mobile Bay

    Mad Dewiek scientist Dr Kala released a number of Meklan on the busy world of Mobile Bay in the Yank system. Thousands of civilians have been killed in what is treated by DEN warlords as an amusing practical joke. Rather than take any responsibility for their affiliation’s reckless behaviour, a DEN lord rumoured to be half-meklan himself quipped he would nuke the planet whilst another merely saw it as an opportunity to test some of his greener troops in combat. Surprisingly, the KAS planetary defence force was up to the job of repelling the insidious incursion. Questions remain whether further meklan are stored elsewhere on the planet and whether anybody will challenge the Dewiek’s lack of care for the lives of innocents. Probably not, given how even the mighty IMP are now cowering from a fight with the DEN (see inside this edition).


     

    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