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A Frontier Barter Economy ?

I suppose barter will be on a person-by-person basis, so:

* land or mineral surveys, local or on a nearby world or system, which haven't been gotten around to yet (Mission on Mithril).
* luxuries that don't cost an arm or a leg (artwork, handcrafted stuff, pottery from an extinct civilization).
* even a pet (e.g. like a Beaker, or an Anola) that's not much trouble but can be handy
 
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In other words, small colonies like these could be useful for the IISS, mining companies, and universities doing xenoarcheology, for example.
Thank you very much. :)

You are of course right, this is another point I missed: The few scientists
among the colonists could indeed have data and informations that are va-
luable for offworlders, for example DNA-equivalent samples of the local life
forms that could be most interesting for many biologists as well as the phar-
macologists of some corporations.

Some colonists could even be hired to provide useful data, for example to
test new survival gear or other equipment under "frontier conditions", or to
collect the biological samples mentioned above.

Yep, you reminded me of an entire sector of the colony's economy that I
managed to overlook. :)
 
Hmm.

What are visiting ship crews going to pay cold hard off world cash for?

Do I have to spell it out?

The 'service' industry.

Your colony could be a place where ethically challenged merchants exchange their goods.

What did you think I meant?

Oh yes - there is that as well ;)
 
The 'service' industry.
Hmm, the colony currently suffers from a severe shortage of red light emit-
ters, and I am not sure where to get the experienced personnel from ... :D

However, another planet could decide to politely ask certain persons to re-
locate, and might even be willing to offer them low berth passages on Colo-
nial Office ships to protect them from future additional legal entanglements,
and so ...

Yep, thank you very much - I put it on my list. :)
 
The colony might offer just plain manpower, if the travellers can conduct their business more efficiently with some unskilled labor (cargo loaders).
Or they might need local guides.
 
fascinating negotiations ("How many dtons of water do you give me for a data crystal with the latest Sisko Soini movie ?"). :)
A small family like community of people might be offended or intimidated by the non personal commercialism. I think some isolated folk would be glad to see visitors and "trade" of certain items would not occur. Not that they wouldn't exchange items, they just wouldn't be haggling back and forth on price. If a ship stopped and said they were in need of food and water, I think the people would help out and offer some food and water even if it meant they go a little hungry or thirsty for a bit. It's not like the ship is going to keep coming back every 2 weeks for supplies. I think most people believe in helping out others, as long as they are perceived as 'kinsmen' and not a threat. Likewise, the folks on the ship will probably provide certain items as gifts, like data wafers with news and entertainment. Even the hard core trader knows (unless they have a real low Soc :) ), that you don't arrive and immediately ask, hey, you got any natural resources, manufactured goods, or agricaltural products here I can exploit? It's best to start out with a smile, a handshake, some conversation, and a ball cap with your companies logo (a loss leader). The colonists know that if they have little to offer, there is little reason for a ship to stop but if you create a friendship... "Hey, could we all 'write' some letters for you to bring back to civilization with you and check for mail for us before you come out this way again?"
They could sell a few rations to a passing trader, but the amount of agricultural surplus isn't likely to be great
I believe it is typical and necessary, especially the smaller the 'community', to produce excess so that the community can survive a bad crop due to weather and other natural, accidental, and industrial disasters. If not, one thing goes wrong and it could be 400 people, not 600.
 
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I think some isolated folk would be glad to see visitors and "trade" of certain items would not occur. Not that they wouldn't exchange items, they just wouldn't be haggling back and forth on price.
Yes, I also think that this would be the "realistic" behaviour, at least most of
the time. However, I know my players and the way they play their charac-
ters - the two things they like best are discoveries and negotiations ...

I will of course try to play the visitors to the colony and the colonist NPCs in
a way that encourages the players to have their characters act like isolated
colonists probably would do, but I am well aware that in this case I am not
entirely likely to succeed - they will haggle. :(
 
Perhaps the colonists ignore any attempt at trade "no, no, time for that later. First we must have a feast to celebrate our visitors." After much food, drink, dance, and more drink, the young local women try to seduce the visitors because the small colony needs an infusion of new blood in their gene pool. :)
 
The place will be a regular Peyton Place, especially if things are stable enough they're not worrying about starving come winter. There are going to be people who want to leave, badly. From the teens and twenty-somethings to the couples whose relationship has never been accepted, to the ones who are getting too old for this stuff any more.

They may be willing to open a door and stand back in exchange for a ride. Or take a lousy job, or perform services, or try stowing away.

Also, the people are going to have hobbies. Some of them may produce commercial materials, whether some form of IP, craft goods, or maybe even trained local lifeforms. Maybe someone builds something on a small scale above local tech level as a curiosity.
 
Perhaps the colonists ignore any attempt at trade "no, no, time for that later. First we must have a feast to celebrate our visitors." After much food, drink, dance, and more drink, the young local women try to seduce the visitors because the small colony needs an infusion of new blood in their gene pool. :)
Thank you for this ... fruitful ... idea. :)

I am not yet sure which rules to use for that scenario, but I think it will be
a Very Easy Task (DM +6) to seduce spacers who spent the better part of
two months on their ship ... :D
 
The place will be a regular Peyton Place ...
(...)
Also, the people are going to have hobbies. Some of them may produce commercial materials, whether some form of IP, craft goods, or maybe even trained local lifeforms. Maybe someone builds something on a small scale above local tech level as a curiosity.
Thank you for these ideas. :)

Since some of the characters are very likely to use their skills on various re-
search projects (in order to be "awarded" skill training time), there is indeed
a high probability that some minor improvements and inventions will be made
- and some of them could even be worth some money.
 
I believe it is typical and necessary, especially the smaller the 'community', to produce excess so that the community can survive a bad crop due to weather and other natural, accidental, and industrial disasters. If not, one thing goes wrong and it could be 400 people, not 600.


CG,

I not only believe it would typical and prudent to produce and store excess rations in case of the many disasters that could occur, I also find it implausible that a colony would trade a portion of it's "safety stock" for latest Sisko Soini movie. ;)


Regards,
Bill
 
... I also find it implausible that a colony would trade a portion of it's "safety stock" for latest Sisko Soini movie. ;)
Never, that is why I used water in the example - bringing in some water ice
from the polar ice cap with one of the colony's small craft would be an easy
task, but surplus food would demand a high price.:)
 
When the colonies in Jamestown, Virginia and Plymouth, Mass. were first founded, their first task was to build temporary shelter. Their second task was to start food production. and their third task was to begin to stockpile trade goods to export on the next ship to arrive. Trade is VITAL to survival.

Unless your colony was founded by a band of isolationist survivalists, they will be engaged in trade (export and import) with the long periods between ships just being part of the cost of doing business.

PS: as an example, 600 people is about 150-300 actual laborers. I am not sure that 300 people are enough to build any transportation more complex than TL 2.
If these people want a vehicle to drive to the north pole to collect ice, they will need to import it, which will require them to sell enough exports to pay for it.
YMMV
 
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Unless your colony was founded by a band of isolationist survivalists, they will be engaged in trade (export and import) with the long periods between ships just being part of the cost of doing business.
They will doubtless attempt to engage in trade, but right now they are just
the advance team of a true colony, and for various reasons (a long story ...)
the next group of colonists will not come for several years at best - the ori-
ginal colonization plan went awry.

While they are well equipped, including vehicles, the colonists find themselves
in a situation they were not really prepared for. Instead of preparing the site
for a "real" colony, they have become all that is of this colony for now, and
have to find ways to deal with that situation - including their relations with
the few visitors they will see.

Real trade is of course a part of the entire colonization project, but at the
moment and for the next few years these colonists simply do not have the
manpower and means to start it - they can not even produce enough trade
goods to lure a free trader to their planet.
 
CG,

I not only believe it would typical and prudent to produce and store excess rations in case of the many disasters that could occur, I also find it implausible that a colony would trade a portion of it's "safety stock" for latest Sisko Soini movie. ;) Regards, Bill
I was posting based on the assumption that it is a fairly small ship visiting with max a crew of under 10 people. A one month supply of 3 meals a day for a crew of 10 would be just 30x3x10 = 900 meals. Is that right? One half of one days meals for the colonists I believe. 600x3 = 1800 meals. I don't think this would put much of a strain on the colonies supplies as long as they are not currently having a food shortage.
 
Imagine a remote, isolated frontier colony of less than 600 people. ... However, they have nothing to export, and therefore not the money to finan-
ce imports, so traders do not regularly visit the colony.

...Still, there will be some ships visiting the colony now and then. Bold explorers
going even further into the unknown, scientists interested in that remote out-
post of civilization, people who have the money to travel wherever they want.
They are likely to need some supplies (food, water, etc.) and perhaps some
basic spare parts or some services (for example the local doctor's) from the
colonists.

The problem is: How do they pay for such goods or services ?

Obviously, the visitors could trade some good that they carry, but I'm assuming that you don't take that easy out. So...they could trade services. Medical help from the ship's doctor, repair work by the ship's engineer, killing dangerous nuisances, drilling using the ship's lasers, even a few cordon bleu meals from the Steward-3. Pilot lessons, drilling the local militia company for a few weeks, etc.

Also, money probably *would* work, assuming that the currency is reliable and counterfeit-proof. But since the holder of the funds has to go somewhere else to spend it, the price will likely be very high. To get the price in cash, I'd do this:

1. Double or triple the price for scarcity and frontier condition.

2. Estimate the average length of time that the payee will take to get the funds off-planet, then return with the trade goods. Increase the total price by ~20% per year, compounded.

--1 year or less: 120% X 2 (or 3)
-->1-2 years: 150% X 2 (or 3)
-->3-4 years: 175% X 2 (or 3)

(Rounded for convenience)

The person who takes the cash will have to have enough assets that *he* can trade for the required goods/services. He must also be able to get off-planet to spend the money at some point.

If the recipient of the cash has to wait for an infrequent starship to visit, the cash price will go up DRAMATICALLY. The reason is that such ships will have (a) very limited selections and (b) very high prices.

An important point to bear in mind -- cash is only valuable to the extent that you can get goods or services with it. If the goods and services are easily obtainable, then the cash price will be equal to or less than the barter price. If the goods and services are hard to get, then the cash price will be much higher than the barter price.

Note that someone who suddenly has a pile of cash can wreck the economy of a small colony. He has more cash, but there is no increase in the goods in the economy. The result is inflation--prices shoot up. (Which is driven by exactly the same economic phenominon that led the seller to orginally demand a higher price).

Note that a technologically advanced barter economy will probably still use cash as a pricing mechanism. However, the amounts will be carried on traders' books rather than held as cash. For instance:

Sturn owns a shop and has a Pistol for sale. Giles wants to trade his Shotgun for the Pistol. They negotiate and finally agree that the Shotgun is worth Cr200 and the Pistol is worth Cr80.

Sturn gets the Shotgun.

Giles gets the Pistol. In addition, Sturn gives Giles a "Credit" for Cr120, which Giles can redeem at any time. Note that Giles may want more Credit -- or require more trade goods -- if he distrusts Sturn. But if Sturn has been in business for awhile, Giles will probably take the store Credit. Sturn's ledger notes that Giles has a Cr120 credit.

Later on, Giles wants Harld's milk cow. He offers Harld half of his credit (Cr60) at Sturn's store. Harld agrees and they go to Sturn and have him make the appropriate adjustment to his ledger.

In effect, they have created a sorta-cash economy. So long as Sturn is a reliable merchant (and can stock enough goods to make a credit at his store worth having). In fact, if Sturn gives them "notes" showing the credits, the notes can be used as local currency.

Later on, Sturn runs into some real cash and offers to redeem the credits for (say) 90% cash price. He offers Harld and Giles Cr54 each to eliminate their credits. Harld and Giles would probably not be interested unless (a) they want to trade with other merchants (and Sturn won't "transfer" the credit to other merchants); (b) they start to doubt that Sturn will be around much longer; (c) they think a starship may arrive soon and want hard currency to buy goods with.

IMHO, some kind of "general store" will be one of the first things the colonists will setup (after they have enough agricultural surplus to enable trading). Such a store would be an important economic asset in a cash-poor economy, since it would allow a sort of clearing house for trades.
 
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Thank you very much for your analysis of the situation and your ideas. :)
IMHO, some kind of "general store" will be one of the first things the colonists will setup (after they have enough agricultural surplus to enable trading). Such a store would be an important economic asset in a cash-poor economy, since it would allow a sort of clearing house for trades.
You are right, and I put this on top of the list. :)
 
Thank you very much for your analysis of the situation and your ideas. :)

You are right, and I put this on top of the list. :)

You're welcome.

I'd add that inflation could be a nifty plot hook. As I said, someone who suddenly has a pile of cash can wreck the economy of a small colony. He has more cash, but there is no increase in the goods in the economy. The result is inflation--prices shoot up.

However, I failed to list the consequences of inflation. The guy with the fresh money is least hurt. Even with the inflation, he's likely to have a much larger percentage of the total wealth in the economy than he started with.

The ones who get screwed are folks who (a) have savings held as cash; (b) have significant credits on the ledgers of merchants; or (c) are on some kind of fixed payment system that can't increase with inflation (like maybe an agreement to sell X bushels of crop at Cr20 per bushel when the harvest is in next month). It's an accurate generalization that inflation is effectively an extremely regressive tax that hurts the poorer folks more. Folks whose wealth is in the form of hard assets -- equipment, land, livestock, or goods in a store -- won't be hurt too much by inflation since the value of these assets increase with inflation. People who earn wages won't be hurt too much, as long as the wages increase with inflation. But there's usually a time delay between the emergence of inflation and increases in wages, so these folks can be hurt in the short run.

A spendthrift starship crew that triggers hyperinflation could find themselves suddenly very unpopular...
 
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