I've been trying to figure out how I want trade to work IMTU. The Varan EConomic and Trade ORganization (VECTOR) determines trade policy in the sector I've generated (http://wiki.travellerrpg.com/Mikhail_Sector) with regard to "corporate" trade routes. I just started working on "free" trade.
While digging into the importance and economic extensions (Ix and Ex) I found some things that bothered me...
== part 1, this is submitted to the Errata thread
On pg. 427, section E it states Importance may range from -2 to +4.
On pg. 435, using the table, it can range from -3 to +5 (or maybe +6 depending on how you interpret the N/S/W base modifier.)
You can get -1 for starport D, another -1 TL 8 or less, and -1 if pop is 6 or less, for a total of -3.
Starport A/B +1, TL A +1, up to another +2 between Ag/Hi/In/Ri; +1 if both N and S, or +1 if waystation for a possible +5.
Also, if you have Naval and waystation, is that supposed to be +2, since it is harder to get NW than NS? I feel that entry may be missing from the chart.
== part 2, the critical portion
For the economic extension, the discussion of resource units (RUs) on pg. 428 indicates that negative efficiency is so destructive as to make the economy a net drain - examples being welfare states, physical limitations, and so on.
That seems like quite a disparity to me; since it is a straight FLUX roll, about 42% (yes, forty-two percent!!!!!) of the inhabited planets in any sector will be an overall DRAIN on the economy. Seems to me that would destroy any economy - the part that works spends all its time assisting the part that doesn't; there is virtually no way for things to get better!
Sounds to me like the real world o:
Then, on pg,. 435, it indicates it reflects the current economic system such as legal procedures, tariffs, and so on. This seems MUCH more logical, playable, and usable, and a much smaller impact overall.
I like the second of the two scenarios - lot easier to use, and makes more sense. Has anybody done any qualitative analysis of trade, trying to figure out the effects of Ix and Ex on trade routes?
I've been trying to figure out how to approach the topic; G:FT did this before, but T5 seems to have distilled and condensed the formulae. How would we model this in T5, using just Ix and Ex???
Thoughts, rationale, and help needed...and thank you!
Dalthor
While digging into the importance and economic extensions (Ix and Ex) I found some things that bothered me...
== part 1, this is submitted to the Errata thread
On pg. 427, section E it states Importance may range from -2 to +4.
On pg. 435, using the table, it can range from -3 to +5 (or maybe +6 depending on how you interpret the N/S/W base modifier.)
You can get -1 for starport D, another -1 TL 8 or less, and -1 if pop is 6 or less, for a total of -3.
Starport A/B +1, TL A +1, up to another +2 between Ag/Hi/In/Ri; +1 if both N and S, or +1 if waystation for a possible +5.
Also, if you have Naval and waystation, is that supposed to be +2, since it is harder to get NW than NS? I feel that entry may be missing from the chart.
== part 2, the critical portion
For the economic extension, the discussion of resource units (RUs) on pg. 428 indicates that negative efficiency is so destructive as to make the economy a net drain - examples being welfare states, physical limitations, and so on.
That seems like quite a disparity to me; since it is a straight FLUX roll, about 42% (yes, forty-two percent!!!!!) of the inhabited planets in any sector will be an overall DRAIN on the economy. Seems to me that would destroy any economy - the part that works spends all its time assisting the part that doesn't; there is virtually no way for things to get better!
Sounds to me like the real world o:
Then, on pg,. 435, it indicates it reflects the current economic system such as legal procedures, tariffs, and so on. This seems MUCH more logical, playable, and usable, and a much smaller impact overall.
I like the second of the two scenarios - lot easier to use, and makes more sense. Has anybody done any qualitative analysis of trade, trying to figure out the effects of Ix and Ex on trade routes?
I've been trying to figure out how to approach the topic; G:FT did this before, but T5 seems to have distilled and condensed the formulae. How would we model this in T5, using just Ix and Ex???
Thoughts, rationale, and help needed...and thank you!
Dalthor