A recurring question in my mind relates to the game economy. Getting a feel for the tax base and the actual volume of trade can help paint a better picture of the players' milieu, but it can be difficult to infer that information from the available data.
CT Books 1-3 offer a worm's eye view of interstellar economics, with a list of prices, a brief statement on living expenses, some information on ship crew wages and starship economics from the point of view of the ship captain, and a trade system that hints at an interstellar economy based on the traditional supply and demand paradigm. Book 4 delivers a bit of information on what the soldier boys (and girls) earn. Book 5 changes the ship cost paradigm without speaking to economics. Book 7 delivers an alternate abstracted merchanting system which ends up painting a vague picture of an economy in which all trade flows downhill, tech-level-wise, with no clear explanation on how the folk at the bottom of it all manage to pay for that. However, CT does not offer the kind of details that let you see the wider picture.
Trillion Credit Squadron offers an interesting but simplistic picture with its use of local credits varying in value by the world's tech level - interesting because there's some potential to use it to resolve a High Guard problem with the cost of low tech ships (though the rules don't specifically permit that - you have to use it as the basis of a house rule). However, it's geared to support the wargame: it is to economics pretty much as checkers is to infantry combat.
Striker offers an interesting economic picture, with its per capita GNP varying with tech level and then a local credit value varying by tech level on top of that. It seems to invert the Book 7 paradigm in that low tech military hardware imported from low tech worlds is cheaper on a higher tech world than the locally produced equivalent, creating a possible market for - say - importing TL13 laser rifles to a TL15 world (damn unions!). Has the same potential for addressing the Book-5 problem as TCS - and then some: if you apply the same values to shipbuilding, it actually encourages companies to buy the lowest tech ship that will do the job. However, the per capita and credit devaluation scheme are clearly simplified to promote ease of play; it wasn't crafted to represent the milieu economy, though it could serve for that role in a pinch.
GURPS (Far Trader) crafted an economic scheme that was meant to describe interstellar economics. It's a little complex, but the underlying concepts are firmly grounded in economic theory - though the execution in spots may leave something to be desired. The per capita GNP at the early techs looks a lot like Striker's, though comparison is difficult because I don't have much data on prices - you can lead an "ordinary" life in CT on Cr400/mo, while the same in GURPS is I think Cr600, but I don't know if the GURPS buck has the same value the Imperial credit. (The fact that one was published in the late '90's while the other dates from the early '80's might have led to some slight differences) At higher levels, GNP does not rise quite so steeply and quickly as Striker does, with the result that the high tech credit is only worth about ten times the value of the TL6 credit, instead of 20 times. Ships are cheaper and shipping is cheaper, but it still might be possible to import the GURPS GNP and other economics into CT with some adjustments.
How do other games - Mongoose, T4, and T5 - do it? Do they lay out a picture of the larger economy? Do they even mention a GNP or other information, or is it entirely worm's eye view?
CT Books 1-3 offer a worm's eye view of interstellar economics, with a list of prices, a brief statement on living expenses, some information on ship crew wages and starship economics from the point of view of the ship captain, and a trade system that hints at an interstellar economy based on the traditional supply and demand paradigm. Book 4 delivers a bit of information on what the soldier boys (and girls) earn. Book 5 changes the ship cost paradigm without speaking to economics. Book 7 delivers an alternate abstracted merchanting system which ends up painting a vague picture of an economy in which all trade flows downhill, tech-level-wise, with no clear explanation on how the folk at the bottom of it all manage to pay for that. However, CT does not offer the kind of details that let you see the wider picture.
Trillion Credit Squadron offers an interesting but simplistic picture with its use of local credits varying in value by the world's tech level - interesting because there's some potential to use it to resolve a High Guard problem with the cost of low tech ships (though the rules don't specifically permit that - you have to use it as the basis of a house rule). However, it's geared to support the wargame: it is to economics pretty much as checkers is to infantry combat.
Striker offers an interesting economic picture, with its per capita GNP varying with tech level and then a local credit value varying by tech level on top of that. It seems to invert the Book 7 paradigm in that low tech military hardware imported from low tech worlds is cheaper on a higher tech world than the locally produced equivalent, creating a possible market for - say - importing TL13 laser rifles to a TL15 world (damn unions!). Has the same potential for addressing the Book-5 problem as TCS - and then some: if you apply the same values to shipbuilding, it actually encourages companies to buy the lowest tech ship that will do the job. However, the per capita and credit devaluation scheme are clearly simplified to promote ease of play; it wasn't crafted to represent the milieu economy, though it could serve for that role in a pinch.
GURPS (Far Trader) crafted an economic scheme that was meant to describe interstellar economics. It's a little complex, but the underlying concepts are firmly grounded in economic theory - though the execution in spots may leave something to be desired. The per capita GNP at the early techs looks a lot like Striker's, though comparison is difficult because I don't have much data on prices - you can lead an "ordinary" life in CT on Cr400/mo, while the same in GURPS is I think Cr600, but I don't know if the GURPS buck has the same value the Imperial credit. (The fact that one was published in the late '90's while the other dates from the early '80's might have led to some slight differences) At higher levels, GNP does not rise quite so steeply and quickly as Striker does, with the result that the high tech credit is only worth about ten times the value of the TL6 credit, instead of 20 times. Ships are cheaper and shipping is cheaper, but it still might be possible to import the GURPS GNP and other economics into CT with some adjustments.
How do other games - Mongoose, T4, and T5 - do it? Do they lay out a picture of the larger economy? Do they even mention a GNP or other information, or is it entirely worm's eye view?
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