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Upgrading the LBB2 Trade System

Well, as I recall, there was a range of tables, plus also I use Grand Survey's Resources chart, which works off of the generated planetary UPP stats.
 
Originally posted by Employee 2-4601:
To say the truth, I love the LBB2 trade system far more than Merchant Prince.
Me, too - much more flavorful and fun, in my experience.
Originally posted by Employee 2-4601:
Also, are the limits on the number of tons available on every planet nescery (given the limited funds and cargo holds of freelance trader ships)? IIRC Merchant Prince didn't have them.
I think it reflects an interesting market dynamic - one seller is willing to come down on the price below the competition, but this limits the available tonnage to what that one broker or producer can provide. It adds a veneer of verisimilitude that I enjoy.
Originally posted by Employee 2-4601:
I'm also toying with the possibilities of "planetary specialities", i.e. items that are always available on one planet, or items that are always in demand on another - it gives the market a flavor.
Hmmm...I have mixed feelings about this.

I think perhaps it takes the trade classifications a step too far. An agricultural world doesn't consist exclusively of farms - there is likely to be some resource extraction going on, as well as manufacturing, construction, and so forth. (Consider an Ag NIn world that has a starship construction yard attached to its A starport.) Ag products are not the planet's sole source of economic livelihood - rather, agricultural products enjoy a competitive edge over other products, making them cheaper for the potential speculator. Conversely, the availability of non-agricultural products produced on-planet may be somewhat more limited (though certainly not non-exsistent), driving up the prices of some finished goods or raw materials that aren't produced locally, or are produced but in small quantities.

Another caution is that a trade good may not have originated on the world where it is offered for sale. Say that another speculator imported a supply of electronics parts to that same Ag world, but couldn't get the price she hoped for . Now the speculator needs to liquidate her assets as quickly as possible, and so those same electronics parts are available to the adventuring starship crew at a good price.

For reasons like these I would be hesistant to limit the availability of trade goods to planetary specialties. I think the modifiers to the actual value table do a good job of this already.

Where I do use planetary specialties is in small cargos, such as those discussed in the JTAS article on small cargos and special handling. Again, it's a nice flavor bit, and it does help to add some personality to a planetary system when it's known for a particular brandy, or a type of gemstone, or somesuch.

YM, as always, MV.
 
Here a thought for a starter point on the tables by type:

MT has detailed tables for type of world (by trade codes); they lack costs per ton (as it's a HG variant). ISTR that TNE used same, not checking.

They provide a good amount of other details, tho' and could be a good leap-off point.
 
Dear Folks -

Many years ago, I combined the "Cargo: A Merchant Prince Variant" article from Challenge #26 with the LBB2 rules and came up with a large set of cargo tables.

The main three cargo tables were for Industrial, Resource, and Agricultural worlds.

The minor tables ("oddities") were Vaccuum Worlds and Asteroid Belts, Water, Desert, and Fluid Ocean worlds.

Barren worlds used the Unprocessed Substances section of the Resource World tables; Ice-capped used the (1-3) Vacc or (4-6) Resource World tables.

Prices were affected by HiPop, nonAg, nonInd, Poor and Rich classifications.

First you roll 2D on the appropriate Cargo Type table for the trade classification type of the purchase world. For example, if you're on an In world, here's the Industrial World possibilities:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Cargo Type Tables
Roll Table
2 Water
3 Vacc
4 Rich
5 Industrial
6 Industrial
7 Industrial
8 Industrial
9 Industrial
10 Agri
11 Fluid
12 Desert</pre>[/QUOTE]The idea of randomly selecting the possible "sourceworld" table is to reflect that some cargoes are just passing through, or are made on this world but marketed elsewhere.

After your roll determines the target table, roll on the target, e.g.:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Industrial World
3D Roll Cargo
3 Gravitic Components
4 Vacc Suits
5 Electronics
6 Vehicles
7 Machinery
8 Weapons and Body Armor
9 Semi-finished Metal Products
10 Chemicals
11 Clothing
12 Consumer Goods
13 Polymers
14 Mining, Farming and Construction Equipment
15 Medical Supplies
16 Fusion Power System Components
17 Grav Vehicles and Small Spacecraft
18 Cybernetics and Computers</pre>[/QUOTE]Then you roll on the next table down (you'll probably recognise components from the Striker, Robots, and MegaTraveller design sequences here). For example:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Gravitic Components
2D Roll Description # Box Wgt MCr Avail
2-7 Std Ultra Hvy Duty (UH) 50 2 3000 0.2 1D x 5
8-10 Hvy Duty (HD) 50 2 700 0.6 1D x 5
11-12 Lt Duty (LT) 50 0.5 150 1.6 1D
#: number of units per packed box.
Box: size of a single box in cu. m.
Wgt: weight of packed box in kg.
MCr: price of one packed box in MCr.
Avail: number of boxes available for purchase.
NOTE: all boxes are pre-packed for transport.</pre>[/QUOTE]After you've rolled up the amount of cargo available (and thus the base price), you hit it with the price mods!

...thing is, there's probably something ridiculous like 50 pages of tables in this system. This is why I've never "webified" it. ;)

Thoughts?
 
Excellent, Hyphen! I think these are great ideas we can mine. JTAS/Challenge always had neat gems like these buried in them.
 
Sounds like the MT tables just need values, to me, David! ;)

I'm curious to see it, but the table-heavy nature makes it less than likely to be used. It is, however, the basic methodology that Peter Newman and Myself were suggesting in our GTFT bids so many years ago. Use the trade codes to determine the type of good, then MT tables with prices added. All told, tables could hit 10pp.

So I'm wondering just how what the tables list is... Definitely piqued my curiosity.
 
Aramis,

That idea with MT tables with costs is beginning to grow on me. Post that idea a few more times in this thread and I will feel compelled to start pen in some values in my MT books, and post the results online....


Note, I have barely understood the system, though, and might assign some odd values. Probably. ;)
 
Here's what I've had time to do so far.... just a teaser, reallly...

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Category 0 T20 Good Cor Fla Exp Rad Per Pr Buy Sell
Information 2 2d still Pics — 7+ — — —
Information 1 2d Video Recordings — 9+ — — —
Information 2 3d Still Pics — — — — —
Information 1 3d Video Recordings — — — — —
0 Abrasive Powders Abrasive Powders 5000 P-4, NI-2 I+4
0 Adhesives Adhesives 7000 P+2, I-2 I+2, R+2
0 Agricultural Seeds Agricultural Seeds 5000 A-6, R-2, P+3 NA+3, P+2
0 Air/raft Air/raft 6000000 I-3, R-2 NI+2, P+1
0 Aircraft Aircraft 1000000 1-4, R-3 NI+2, P+1, NA-2
Manufactured Goods 2 Liquor Alcoholic Beverages 11+ 8+ — — 9+ 10000 A-4 A-3, I+1, R+2
0 All Terrain Vehicles All Terrain Vehicles 3000000 I-2, R-2 NI+2, P+1, A+1
0 Aluminium Aluminium 1000 I-3, R-2, P+1 I-3, Nl+4, R-1
Processed Resource 1 Aluminium Aluminum — — — 9+ — 1000 I-3, R-2, P+1 I-3, Nl+4, R-1
0 Ammunition Ammunition 30000 -3, R-2, P+3 I-2, R-1, P+3
Processed Resource 1 Animal Compounds 10+ 9+ 10+ — 11+ 50000
0 Animal Skins Animal Skins 20000 A-4, P-1 NA+1, R+4
Natural Resource 2 Animals - Living 11+ — — — — 1000
Novelties 4 Antiques — — — — —
0 Antiques Antiques 500000 P-2 R+6, I+2
Manufactured Goods 1 Appliances — 10+ — — —
0 Armored Vehicles Armored Vehicles 7000000 I-5, R-2, P+4 NA-2, A+2, R+1
Manufactured Goods 2 Aromatics — 10+ 10+ — 11+
0 Art Work Art Work 250000 P-4, NI-2, NA-2 R+6, I+2
Novelties 2 Artifacts — — — — —
Information 1 Audio Recordings — 12+ — — —
0 Blades Blades 10000 1-3, R-2, P+3 I-2, R-1, P+3
0 Body Armor Body Armor 50000 l-1,R-3,P+3 I-2,R+1,P+4
0 Books Books 10000 P-6, A-2 R+4, I-2, NI+2, NA+2
0 Brass Brass 4000 NI-2 I+1, R-1
0 Bulk Plastic Bulk Plastic 5000 NI-2, I+2, NA-4 I+4, A+2
0 Canned Beverages Canned Beverages 15000 P-4, NI-2, I-2 R+4, I+4
0 Carbon Carbon 1000 NI-3, P-2 I+2, A+1, R-2
0 Caustic Alkali Caustic Alkali 3000 P-4, NI-2 I+2, R-2
0 Chemical Catalysts Chemical Catalysts 20000 NI-2, P-2 I+4, R+2
0 Chemical Solvents Chemical Solvents 20000 NI-1, AG-1 I+4, R+2
0 Cloned Human Organs Cloned Human Organs 500000 P-1, I-2 R+6, I+2, NI-2
Manufactured Goods 2 Clothing — 12+ — — —
0 Coatings (Paint) Coatings (Paint) 6000 I-2, NA-1 I+4, A+1, R-1
0 Coffee Coffee 25000 A-4, NI-2 R+8, I+4
0 Compressed Gasses Compressed Gasses 10000 NI-2, P-4 I+4, R+2
0 Computer Memory Modules Computer Memory Modules 1000000 I-4 R+2
0 Computer Parts Computer Parts 150000 1-5, R-3 NI+3, A+1, NA+2
Information 2 Computer software Computer software — — — — — 100000 I-4, R-2 I+2, NI+2
Manufactured Goods 1 Computers Computers — 11+ — — — 10000000 1-2, R-2 NI+2, P+1, A-3
0 Construction Equipment Construction Equipment 75000 I-4, R-2 NI+4, P+4, NA+2
Manufactured Goods 1 Consumable Milks — 10+ — — 8+
Manufactured Goods 1 Consumable Nectars — 10+ — — 10+
Manufactured Goods 1 Consumable Syrups — 11+ — — 11+
Manufactured Goods 1 Tea Consumeable Teas — 11+ — — 12+ 20000 A-4, NI-2 R+8, I+4
Processed Resource 1 Copper — — — 9+ — 2000
0 Copper Copper 2000 1-3, R-2, P+1 I-3, R-1
Processed Resource 1 Crystal — — — — — 20000
0 Crystals Crystals 20000 NA-3, 1+4 NA-3, 1+3, R+3
Information 4 Currency - Paper — 9+ — — —
Information 2 Currency - Valuables — — — — —
0 Cybernetic Parts Cybernetic Parts 250000 I-4, R-1 Nl+4, A+1, NA+2
0 Dishware Dishware 5000 P-2, NI-2, NA-2 R+1
Manufactured Goods 2 Disposables — 11+ — — —
Manufactured Goods 1 Electronic Parts — 10+ — — —
0 Electronics Parts Electronics Parts 100000 I-4, R-3 NI+2, P+1
0 Energy Cells Energy Cells 500000 I-4. NI+2, P+2 R+2, NA+2
Manufactured Goods 1 Entertainment Equipment — 10+ — — —
Information 1 Exotic Artforms 12+ 11+ 12+ 12+ 12+
Manufactured Goods 1 Exotic Fluids — 8+ — — 12+
Processed Resource 1 Explosives 12+ 10+ 3+ — 10+ 25000
0 Explosives Explosives 25000 P+2, I-2 I+2
Novelties 3 Fad Information — — — — —
Novelties 2 Fad Manufactured Goods — — — — —
0 Farm Machinery Farm Machinery 150000 I-5, R-2 A+5, NA-8, P+1
Natural Resource 3 Ferrous Metal Ore — — — — — 100
Processed Resource 1 Inorganic Fertilizer Fertilizers 10+ 9+ 9+ — 9+ 2000
0 Firearms Firearms 30000 I-3, R-2, P+3 I-2, R-1, P+3
0 Fireworks Fireworks 5000 P-3, NI-2 R+2, A+4, NA-1
Manufactured Goods 1 Flavored Water — 10+ — — 12+
Natural Resource 4 Food Plants - Living 11+ 11+ — — — 1000 A-4 NA+2, R+2, I-1
0 Fragrance Oils Fragrance Oils 50000 P-2, NI-2, A-4 I+2, R+6
Processed Resource 1 Fruit Fruit 11+ 10+ 12+ — 8+ 1000 A-3, NA+1, 1+2 A-2, I+3, P+2
0 Fruit Fruit 1000 A-3, NA+1, 1+2 A-2, I+3, P+2
Manufactured Goods 1 Furniture — 9+ — — —
0 Furniture Furniture 15000 P-2, I-4, A-1 I+2, R+4
0 Gems Gems 1000000 I+4, NI-8, P-3 I+4, NI-2, R+8
0 Glass Glass 4000 I-2, P-2 NI+1, R-1
Processed Resource 1 Gold Gold — — — — — 8000000
0 Gold Gold 8000000 P-2, NI-2, NA-2 I+4, R+6
Manufactured Goods 1 Gourmet Foods — 11+ — — 10+
Processed Resource 2 Grain — 6+ 4+ — 10+ 300
0 Grain Grain 300 A-2, NA+1, 1+2 A-2
Processed Resource 1 Herbs Herbs 12+ 9+ 10+ — 10+ 2500 A-6 R+4, I+3
0 Herbs Herbs 2500 A-6 R+4, I+3
Manufactured Goods 1 Computer Parts High Tech Parts — 10+ — — — 150000 1-5, R-3 NI+3, A+1, NA+2
0 Holo-Vid Cubes Holo-Vid Cubes 250000 I-4 R+4, P+2
0 Human-Cybernetic Parts Human-Cybernetic Parts 500000 I-4 R+2, I+4
0 Info Cubes/Disks Info Cubes/Disks 50000 R-2, I-2 P+3, A+6, R+4
0 Inorganic fertilizer Inorganic fertilizer 2000 P-4, NI-2 A+4, R+2, NA-2
0 Insecticide Insecticide 15000 NI-2, NA-4 A+4, R+2
Processed Resource 1 Iron — — — — — 300
Processed Resource 1 Isotopes — — — 3+ — 1000000
0 Jewelry Jewelry 5000000 I-2, NI-4, P-3 R+8
0 Lead Lead 500 P-6, NI-4 I+4, R-1
0 Leather Leather 10000 A-4, P-2 R+4, I+2
0 Liquid Pavement Liquid Pavement 5000 I+2, P-2, NI-1 I+4, R+2
Natural Resource 4 Livestock Livestock - Living 11+ — — — — 1000 A-4 NA+4, NI+2, A-2
0 Machine Tools Machine Tools 750000 1-5, R-4 NI+3,A+1, NA+2
Processed Resource 1 Meat Meat 12+ — — — 5+ 1500 A-2, NA+2, 1+3 A-2, I+2, P+1
0 Mechanical Parts Mechanical Parts 70000 1-5, R-3 N 1+3, A+2
0 Mercury Mercury 15000 NI-2, P-4, I+2 I+4, R-1
Manufactured Goods 1 Metal Parts — 11+ — — —
0 Minerals Minerals 5000 NI-2, I+4, P-3 I+3, R-1
0 Modular Buildings Modular Buildings 50000 I-2, R-2 P+4, NI+2
Novelties 2 New Information — — — — —
Novelties 2 New Maufactured Goods — — — — —
Novelties 1 New Natural Resources — — — — —
Novelties 1 New Process Resources — — — — —
Natural Resource 2 Nitrogen Compounds 10+ — 9+ — — 10000
Natural Resource 2 Minerals Non-ferrous Ore 11+ 11+ 11+ — 5000
Natural Resource 2 Non-metal Ore 10+ — 12+ — — 300
Processed Resource 1 Non-metals 11+ 9+ 10+ — — 10K-30K
0 Organic Oils Organic Oils 2000 A-6 I+2, R+4, P+1
Novelties 7 Original Information — — — — —
Information 1 Paintings — 12+ — — —
0 Paper Products Paper Products 1500 P-1, A-4, I+2 R+2, NA+4
Processed Resource 2 Petrochemicals 10+ 7+ 8+ — — 10000
0 Petrochemicals Petrochemicals 10000 NA-4, I+1, NI-5 NA-4, 1+3, NI-5
Manufactured Goods 2 Pharmaceuticals Pharmaceuticals 11+ 10+ — — 9+ 100000 NA-3, +4, P+3 NA-3, I+5, R+4
0 Pharmaceuticals Pharmaceuticals 100000 NA-3, +4, P+3 NA-3, I+5, R+4
0 Pigments/Dyes Pigments/Dyes 5000 P-2,A-4 NA+4, R+2
0 Piping Piping 3000 I-4, P-2, NI+2 NI+4, R-2
Processed Resource 1 Plant Compounds 10+ 9+ 10+ — 11+ 50000
0 Plants Plants 1000 A-4 NA+2, R+2, I-1
Processed Resource 1 Wood* Plants - Lumber 12+ 6+ 12+ — 9+ 2000
Processed Resource 2 Paper Products* Plants - Paper — 5+ — — 12+ 1500
Natural Resource 1 Plants-Bales 11+ 9+ — — 10+
Natural Resource 1 Plants-Fibers 11+ 6+ — — 9+
Natural Resource 1 Plants-Herbs 11+ 6+ — — 9+
Natural Resource 2 Wood* Plants-Wood 11+ 9+ — — 11+ 1000 A-6 A-6, 1+1, R+2
Processed Resource 2 Polymers — 9+ — — — 7000
0 Polymers Polymers 7000 1-2, R-3, P+2 1-2, R+3
Processed Resource 1 Precious Metals — — — — — 50000
Manufactured Goods 1 Preserved Foods Preserved Foods — 9+ — — 9+ 10000 I-4, A-2 I+2, NA+4, P+2, R-1
0 Preserved Foods Preserved Foods 10000 I-4, A-2 I+2, NA+4, P+2, R-1
Manufactured Goods 1 Protective Gear — 9+ — — —
#ARG!
Natural Resource 2 Radioactives* Radioactive Ore — — — 6+ — 25000
Processed Resource 1 Radioactives Radioactives — — — 5+ — 1000000 1+7, Nl-3, R+5 1+6, NI-3, R-4
Natural Resource 1 Rare Animals 11+ — — — — 5000
Processed Resource 1 Rare Earths 11+ 12+ 12+ 12+ —
Natural Resource 1 Rare Plants - Living 11+ 11+ — — — 5000
Natural Resource 3 Raw Crystals — — — — — 10000
Information 2 Raw Data - Data — 7+ — — —
Information 1 Raw Data - Paper — — — — —
Natural Resource 3 Raw Hydrocarbons 11+ 9+ 11+ — — 2000
Natural Resource 1 Raw Precious Gems — — — — — 100000
Information 6 Records - Data — — — — —
Information 3 Records - Paper — 7+ — — —
0 Refined Silicon Refined Silicon 35000 NI-2, I-4, P-1 I+6, R+2
0 Robot Parts Robot Parts 500000 I-4 R+2, P+4, NI+4
Information 2 Robotic Software — — — — —
Manufactured Goods 2 Robots — 11+ — — — 1500000 I-4 R+2, P+4, NI+4
0 Rope Rope 1000 A-6, NI-2 I+2, NI+2
0 Scrap Metal Scrap Metal 300 P-2, NI-2 I+2, R-2
Information 1 Sculpture — 12+ — — —
Processed Resource 1 Silver Silver — — — — — 70000 1+5, R-1, P+2 I+5, R-1
Processed Resource 1 Special Alloys Special Alloys 12+ 10+ — — — 200000 I-3, NI+5, R-2 I-3, NI+4, R-1
Manufactured Goods 2 Spices Spices — 11+ — — 10+ 6000 A-2, NA+3, 1+2 A-2, R+2, P+3
#ARG!
0 Starship Engine Parts Starship Engine Parts 250000 I-2 R+2, NI-2
0 Starship Hull Plates Starship Hull Plates 25000 I-2 R+2, NI-2
Information 2 Starship Software — — — — —
#ARG!
0 Statuary Statuary 250000 P-6, NI-2, NA-2 R+4, I+2
Processed Resource 2 Steel Steel — — — — — 500 I-2, R-1, P+1 I-2, R-1, P+3
0 Strong Acids Strong Acids 15000 NI-2, P-1 I+4, R-1
0 Tea Tea 20000 A-4, NI-2 R+8, I+4
Processed Resource 1 Textiles — 9+ — — 11+ 3000
0 Textiles Textiles 3000 A-7,NA-5, NI-3 A-6, NA+1, R+3
Processed Resource 1 Tin Tin — — — 11+ — 9000 I-3, R-2, P+1 1-3, R-1
Manufactured Goods 2 Tools Tools — 11+ — — — 10000 I-3, R-2, P+3 I-2, R-1, P+3
0 Toys Toys 25000 P-2, NA-2, I-4 R+4, A+2
Novelties 8 Uniques — — — — —
0 Vacc Suits Vacc Suits 400000 NA-5, I-3, R-1 NA-1, Nl+2, P+1
Processed Resource 1 Fruit Vegetables 11+ 9+ 12+ — 8+ 1000 A-3, NA+1, 1+2 A-2, I+3, P+2
Manufactured Goods 1 Vehicles — 12+ — — —
Manufactured Goods 0 Air/raft Vehicles — 12+ — — — 6000000 I-3, R-2 NI+2, P+1
Manufactured Goods 0 Aircraft Vehicles — 12+ — — — 1000000 1-4, R-3 NI+2, P+1, NA-2
Manufactured Goods 0 All Terrain Vehicles Vehicles — 12+ — — — 3000000 I-2, R-2 NI+2, P+1, A+1
Manufactured Goods 0 Armored Vehicles Vehicles — 12+ — — — 7000000 I-5, R-2, P+4 NA-2, A+2, R+1
Manufactured Goods 0 Vehicles — 12+ — — —
Manufactured Goods 3 Weapons — 9+ 12+ 12+ —
Natural Resource 1 Wild Plants - Living 11+ 6+ — — 11+ 1000 A-4 NA+2, R+2, I-1
0 Wire Wire 1500 I-4, R-2, NI+2 A+4, NI+2, P+2
0 Workable Stone Workable Stone 1500 P-4, NI-2, NA-2 I+4, R+4
Information 1 Info Cubes/Disks Writings - Data — — — — — 50000 R-2, I-2 P+3, A+6, R+4
Information 1 Books Writings - Paper — 7+ — — — 10000 P-6, A-2 R+4, I-2, NI+2, NA+2
Processed Resource 1 Zinc — — — 11+ —
0 Good Cr Buy Sell </pre>[/QUOTE]When I get values for all MT entries, I'll put it back into MT's subtables, then PDF it with T20's MT T&C adaptation (from another post)
 
What I really need is to fill in some of the missing entries.

If you can DOCUMENT something, then make a suggestion.

For example, metals: we have canonical price for copper and iron. We could therefore make spot market searches, and come up with relative values, then round off to something in between the multiple resultant values.
 
Originally posted by Aramis:

1) Bk2 allows one roll ship seeking cargos to buy
---> T20 allows several, by starport type (A->X: 1d8, 1d6, 1d4, 1d3, 1d2, 1)
I like that idea and I might use it in my own CT trade system.
 
go for it, E2-4601... we coerced Hunter into including it because We, the playtesters, thought it was a good idea.
 
Originally posted by robject:
I like the idea of specialized cargo available per world type. Perhaps one could implement that with a table for each trade code (Ag Na In Ni Ri Po De Ic As Va). Roll on the appropriate table for goods available.
I think there should be one "main" table (D6/D6 as LBB2), half of which's results would be generic trade goods (some things exist almost everywhere or are sold away from their source world); the other half of results would say "local tables", which will mean a roll on one of the local tables (one per trade code), each D6/D6 as usual.

In addition each world IMTU will have ONE speciality item (more on very important core worlds, of which there are about 5; these will each have its specially crafted speciality table). This one item will be available ALL OF THE TIME in a good quantity, and might be something exotic and specific (such as a specific lifeform's meat).

Think Staflight 2 where you had special goods on specific worlds in addition to "generic" ones.
 
Originally posted by Aramis:
Here's what I've had time to do so far.... just a teaser, reallly...

[Gigantic table]

When I get values for all MT entries, I'll put it back into MT's subtables, then PDF it with T20's MT T&C adaptation (from another post)
Well?
:(
 
re: planetary specialities

I think the idea is fine, but of course it's also entirely possible to turn up at an Ag world and find no crops available - if perhaps the planet specialises heavily in a cash crop and it's not the harvest season.

"You should have been here last week - a bumper crop, and top quality. Sold out in a day. We won't see any more til the next planting's ready"

Or a failed harvest, of course.
 
Originally posted by Straybow:
</font><blockquote>quote:</font><hr />Originally posted by Aramis:
Here's what I've had time to do so far.... just a teaser, reallly...

[Gigantic table]

When I get values for all MT entries, I'll put it back into MT's subtables, then PDF it with T20's MT T&C adaptation (from another post)
Well?
:(
</font>[/QUOTE]Graduate School has interfered, Straybow...

I've still got my files, and work on it a bit at a time. There are still some holes to be filled....
 
I'll chime in here by saying I like the multiple rolls, and the planetary specialties. I'll have to think about Sigg's rule for PC Broker. I don't have Book 7, so it is no problem for me to say "NO".


I have an old JTAS that had more stuff on trade. I'll have to go find it. The biggest thing I remember was that the price, after applying all the various mods, was in local credits. When you take the goods to another system, your price there was also local. Thus you applied the exchange rates to determine the Imperial credits in both cases.

That could get nasty, though.
 
Okay, I found it. The Table is a matrix of TL vs Starport. TL 15, Starport A is a 1. Going down or across, subtract .05.

Basically, if you are ourchasing goods, and the Local TL can make it, then the price is the price. If Local TL cannot, then cross-reference the matrix for a TL that can with the highest Starport for that TL, and multiply. Then, convert that price back to Local.

The kicker is that starships, their maintenance and fuel are at local prices!
:D
 
Originally posted by BillDowns:
I have an old JTAS that had more stuff on trade. I'll have to go find it. The biggest thing I remember was that the price, after applying all the various mods, was in local credits. When you take the goods to another system, your price there was also local. Thus you applied the exchange rates to determine the Imperial credits in both cases.
That is like using the same base price table whether you are in UK using GBP, Europe using Euro, or America using USD. They would have different base price tables which would not simply be the original table with exchange rate factored.

So rather than creating local currencies and trade tables you roll for buy and sell ratios and that includes all adjustments for local economics and any currency conversion.

You land on planet X and get three lousy rolls selling your spec cargo, maybe blame the exchange rate as a role play mechanism. Don't introduce exchanges rate to complicate the game.
 
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