Thanks Aramis! (I was hoping you might drop in if I kept writing your name. Speak of the devil
Is there any other guidance in the canon on economics that you are aware of? So far in this thread I have got:
GT - Far Trader
TNE - World Tamer's Handbook
T4 - Pocket Empires
Also, which is the best?
T5 also has a similar set of economics extensions to T4.
MT has an interesting soc rule that's echoed in T20, which provides a baseline for figuring some economic data, but requires input assumptions. It's short enough to quote:
Social Standing x Cr250: The number of credits the character must spend in a month on upkeep (food, clothing, lodging, and incidentals). Ordinary purchases (buying equipment, getting a starship high passage ticket) does not count toward this total.
If the character is unable to keep up the proper rate of
upkeep spending for a year, his or her apparent Social Standing drops one level. Apparent Social Standing is the Social Standing perceived by others.
(MT PM p.30)
Note that the input assumption needed is "What is the average soc?" and it answers "What is the average upkeep expense?" which, when coupled with a tax rate, gives "What is the average income? - and average income is usually close to GDP per capita. (When average income isn't close to GDP, it's lower and represents a major income inequality; it can't be higher unless that income comes from off-world. Thus, if GDP per capita is under average income, you've got a world with a "satellite economy" - examples would be places like Eagle River, Alaska - GDP per capita for the town is about 1/10 the average income for the town - most people work and shop elsewhere.)If the character is unable to keep up the proper rate of
upkeep spending for a year, his or her apparent Social Standing drops one level. Apparent Social Standing is the Social Standing perceived by others.
(MT PM p.30)
If you use Striker or TCS for economics (I've been known to), you get a bunch of answers that work well for MT, but not for prototraveller...
The GURPS Far Trader makes several input assumptions I disagree with, and presumes a demand/gravity model for 99% of all trade. I think that's it's biggest flaw; the rates of demand trade go from under 25% to over 90% when the transatlantic telegraph went in, based upon the ship manifests I was able to find online in the late 90's... a dataset Jim told me they didn't even think to look at. It also suffers from only indirectly answering the question of "how much can I find here cheap?"
TNE's WTH builds economics from ground up, doesn't mate well to anything else in the list. But it's fun.
T4 Pocket Empires is heavily abstracted. It's a backdrop for a specific type of game, and not an examination of nor predictor for the OTU.
Best? Loaded question.
Most detail of what the government can do? T4-PE
Most detail of trade flows? GT - but it probably errs large, and it's complex.
Most useful for "What kinds of units can this place raise?" A mixture of Striker and TCS, tweaked to include bits of GT one likes, but with the distance numbers adjusted for one's tastes.
Most playable for running a colony? TNE-WTH
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