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New Previews: Merchant Prince and Reft Sector

Nice! I'm looking forward to Merchant Prince.

I hope the trade system is up to being run as a sort of mini-game. :)
 
I'm looking forward to Merchant Prince as well. It'll be interesting to see how MGTMP works as compared to previous renditions in different systems.
 
Looking good; I can hardly wait until my FLGS (The Compleat Strategist of NYC [plug, plug!]) gets them in!

I assume that there will also be a Reft Sector Map Pack to follow in the not-excessively distant future?
 
My only question is:

Do the trade rules work?

There is a current thread in this very forum devoted to the contention that the trade rules in the core book don't.
 
My only question is:

Do the trade rules work?

There is a current thread in this very forum devoted to the contention that the trade rules in the core book don't.

You'd better go read that thread... you've sorely misrepresented it.

In fact, the thread asserts only that the shipping prices are broken.

(Can you tell I hate being misquoted?)
 
You'd better go read that thread... you've sorely misrepresented it.

In fact, the thread asserts only that the shipping prices are broken.

(Can you tell I hate being misquoted?)

Well, let's say I severely paraphrased it. ;)

Isn't it true that shipping prices are the very foundation of interstellar trade?

Basically, what I'm asking is - does MP fix the problems highlighted in the core rules, or does it build a house of cards on top of a false premise?
 
Yes, full Apple II Floating Point BASIC source code will be included. :D
That actually wouldn't be much of a problem, as Applesoft BASIC was - at least for programs that didn't try to use graphics or sound - pretty much identical to what became known as "GW-BASIC". Chances are, you could throw it into VB and get a functional console app without much code massaging.
 
Well, let's say I severely paraphrased it. ;)

Isn't it true that shipping prices are the very foundation of interstellar trade?

No, it's not.

The costs of shipping are, but the prices are not. (In econ, the two words are not synonyms. Costs are what you pay; prices are what you charge. Your prices are someone else's costs.)

It doesn't matter how much you want to charge me for passage whether or not you can make money by buying and selling goods.

What matters for that is cost of shipping and the median income. If the median income is below the costs of shipping, then you don't make any money.

The median DM on trades results in a 5% difference per +1, and a 5% difference just by incidental function of table formatting vs 3d6. Given that there are almost always lots valued at KCr10 available, ranging from 10-60 tons, with a broker 1, one can expect to exceed the Cr650-ish median & average cost per ton on that lot. Now, the ability to fill a larger vessel might require multiple suppliers... and that's doable, too.

Note that, unlike CT Bk2 or T20, having a trade code guarantees a lot of relevant materials is available, and most of those have bonuses of +2, and many have base values over KCr10. Moreover, a merchant ship will likely have a Broker 1 or better. That means a +3 average on purchase (for a median of 90% base to buy) and if one has a +1 on sale, and isn't buying stuff with penalties for the destination world, one can expect to sell about 110% of base, for a nice profit of 20% of base. Also, since you can add a stat mod, 9-11 Soc or Int adds another 10% differential.

So what's the median? for a ship with a competent Broker (Int 9-B, Broker 1), Cr200 per KCr of base value. For a super broker (Int F, Broker 4), his DM+7 means a whopping 70%, or Cr700 per KCr base value, and even given the 1:46656 3,3 pair, no losses.

Here's the rub: as with real speculation, it's the Law of Averages and the theory of Reduced Risk over Many Trials that makes the above work. Any given transaction might go south, but, in general, in the long term, it will work out to those numbers. Individual merchants, however, might not be able to survive the temporary downturn.

It's not a detailed simulation of markets; it's a workable simulation of the choices present for a merchantman in the size ranges available.

Also note that the CRB lacks a prediction skill for the 1st die. Predicting 2 dice was way too powerful; predicting 1 is reasonable but a good bit weaker than in CT. Still, knowing a die or two before committing is one element I hope shows in MGT-MP.
 
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Time from paper to PDF

Hey MongooseMatt,

How long from dead tree version until release in PDF (at say, DriveThruRPG or similar site)? :) :eek:
 
Yes, full Apple II Floating Point BASIC source code will be included. :D

If the original Merchant Prince software duplicated the original Merchant Prince ruleset in Apple II Floating Point BASIC, then Mongoose's merchant system could be written in QuickBasic 4.50, at the very least!

;)

I've never seen the original product, or even its source code. Any idea where I might find either?
 
If the original Merchant Prince software duplicated the original Merchant Prince ruleset in Apple II Floating Point BASIC, then Mongoose's merchant system could be written in QuickBasic 4.50, at the very least!

;)

I've never seen the original product, or even its source code. Any idea where I might find either?

Apple II Floating Point BASIC: No such BASIC. There was Integer Basic, and Applesoft Basic. (A third was released by a 3rd party. The basic used for the Apple II software was Applesoft, and it had a badly flawed floating point random function... and certain odd bits of the OTU are caused by this flaw...

Qbasic has a much better and more robust random...

As for where, look for the SPACE apple II disks. I think I might have u/ld them to the files area...
 
Applesoft BASIC was also referred to in some documents as Apple ][ Floating-Point BASIC, or as Applesoft Floating-Point BASIC.
 
If you haven't kept a "Mark II bis" on hand, you can always run Kegs, Virtual ][, or Virtu. I've got 5 old II's still running (two e's, two gs's and a Laser128), but I use the emulators pretty often as well.

And yeah, translation to other old BASICs is pretty easy.

All the more reason to keep using it in new publications. ;)
 
If you haven't kept a "Mark II bis" on hand, you can always run Kegs, Virtual ][, or Virtu. I've got 5 old II's still running (two e's, two gs's and a Laser128), but I use the emulators pretty often as well.

And yeah, translation to other old BASICs is pretty easy.

All the more reason to keep using it in new publications. ;)
Actually, the column for the Apple software that was in the early JTAS was "Using your Model/1bis". Today's boxen are probably more like 3bis, but yes, there are emulators for the 1bis... Freelance Traveller uses AppleWIN.

For old MSDOSWare, there's DOSBox.

I wouldn't try to limit any new code, even sharable code, to BASIC; there are plenty of languages that have free-as-in-beer interpreters on multiple platforms - just off the top of my head, there's BASIC, C, Euphoria, Java, JavaScript, Perl, Python, Rexx, Ruby, Tcl/tk... you can actually be pretty certain that anyone with a computer these days will have at least two, possibly more, already installed.
 
actually, the two you can count on are Java (installed by default on Mac/Win) and Javascript/ecmascript (Installec with browers), but only on desktops/laptops.

That said, there were AppleII and MSDOS emulators for PalmOS 4, and MSDOS for WinCE.

Add to the free-as-beer list Inform, ADA, BF*

Some ones that are intentionally NOT cross platform: C#, VisualBasic

BASIC is a problem. the major lines seem to be Applesoft clones, MS Basic clones, QBASIC clones, and "other". There is a decent applesoft clone for text-only no file access apps: chipmunk basic. Available for mac/win/unix.

There are far more MS Basic clones... including most CP/M distros... but very few for modern OSs.

And most basic flavors are neither free nor compatible with old sources.
 
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