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Introduction While it seems intuitive to believe that trade is important in the universe,
knowing exactly why it is in the context of the game is something
else. In Phoenix, we define trade as two distinct areas. These fall into
the
demands of planetary populations and the demands of other players. Planetary PopulationsPlanetary population demands covers items that are not necessarily
of any use to a player except for the number of stellars they
will get when
they
sell them to a planetary population. Good examples of trade good
are luxury goods. This is a generic term for all manner of items
from Hi-Fi’s
through to pocket communicators. There are more specific forms
of trade goods such as Kastorian Delicacies or even Hunting Trophies.
As planetary
populations
are prepared to buy these items, traders will always be prepared
to ship them in. As trade with a planetary population can only
be achieved
through
the use of merchandising complexes a trade ship must deal with
a starbase on the world. Starship captains cannot deal directly
with a planetary
population. Player Demands Demands from other players generally include items that are needed
to improve their positions. This effectively covers everything
needed to build-up their
starbases, refit their ships and otherwise fulfil a need they cannot
satisfy themselves. A starbase on a world without certain ores
for example will have
to import them. Due to shipping limitations they may well place
the ores on their market buy lists. By the same token, a starbase
may
be producing
an excess of ore simply because the planet is rich in the ore.
As such, a governor will place the excess ore on their market sell
list. MarketsOnly starbases are allowed to carry markets. These are lists of
items that the starbase is willing to buy and sell. The player
owning the
starbase will
often know which items they are interested in and will tailor
their market appropriately. Shipping between locationsPhoenix has the advantage over many PBM’s in that
it uses some sophisticated software to plot basic movements. If a starbase
is public knowledge, i.e.
its location is shown on the market website or it is on the
political information archive, a trader can use the ‘move to starbase’ order.
This does presume however that the route does not involve wormholes
and stargates.
If the market is sufficient or the trader has made private
deals for a series of runs, there is nothing stopping the ship from being
issued
with
many orders
that will keep it occupied for months. How much is something worthGetting an idea of what something is worth is one
of the key points to trade in the game. It is a question of evaluating
the cost to
produce an item in
order to establish the lowest price weighed against the
demand for the item in order to establish maximum price. OresOres are the simplest to calculate, as good ideas of their
mining costs are known. Common ores are mined at rates
of about 130mu
per complex.
As a complex
costs $10 stellars to run ($15 per outpost) and it
is normally the case that there are usually a few extra complexes in
an outpost for
peripheral activity,
the cost to produce a single mu of common ore is approximately
$0.2. This is reflected in the market sell average
price on the market
website for metals
falling around $0.29 once mark-up is taken into account. Rare OresRarer minerals however are worth more than common ores
for two basic reasons. The first is that rare ore
deposits are
found
in smaller
veins and secondly
they are harder to find. Smaller veins means that
each mine will be able to produce a smaller amount of rare
ore per
week than
it could
common or
but also an outpost situated on a rare mineral deposit
will only be able to utilise a small number of mines
on the ore
i.e. the
deposit will have
a lower yield and a small 10% drop. As rare ores
are scarce, much more
effort has to be used to find their locations in
the first place. Constructed ItemsItems built in factories have to take into consideration
the cost of labour in the construction of the item.
The standard base for
this
is calculated
at 50mu production per factory and each costing
$10 to run. This works out at $0.2. As a starbase is
a much
bigger industrial
operation than
an outpost
there are greater issues at hand such as recreation,
maintenance, shuttleports, hiports and troops to
protect it. As a consequence,
it is reasonable
to presume that construction cost is therefore
approximately three times this (100%
for troops and 100% for other complexes). Added
to this is the
basic cost of the common ore. Overall, it is best
to presume that the standard
price
of a common item, i.e. one made out of common ores
and not requiring any technology is $1 per mu.
Taking into
account
that only starbases
have production
(and these have to be paid for in real money),
and a governor will want a reasonable mark-up on all
items sold, an item
produced
from
common ores will
cost between 1.5 and 3 times its mass in stellars
($). Rare MaterialsIf the item requires rare materials, these will
generally figure into the price based on the
market value of
the rare ore. An
honest merchant
will
simply add the value of these ores directly to
the base price of the item. Restricted ItemsIf an item is restricted, by this it is meant
that the item requires a blueprint as part
of its construction,
the builder
of the item
will also increase the
price of the item based on the level of research
required to generate the blueprint. The increase
in price largely
depends
on the level
of technology
required and is often subjective. It is best
to negotiate a sale price for these items prior
to
purchasing
them. Restricted items
sometimes
have a production
cost that is much greater than their mass,
i.e. it may
require 20mu production to produce a restricted
item that is only
10mu
in mass.
Where this is the
case the extra production should always be
figured into the price of the item, generally at $.6
per mu to the
raw cost. Trade GoodsTrade goods can be sold to a planetary population
from a starbase through the merchandising
complexes. Each
merchandising complex
can sell a
maximum of 200mu’s of goods per week.
Each planet has demands for goods and a price
they are willing to pay for these items.
Civilians, i.e.
the general
population of the world are more inclined
to pay over the odds for an item that has
come halfway across the universe. There is
a simple
relationship
between distance from the source of the item
and the planet where
it is
sold. This only applies to items that are
classed as having an origin. As stated
above, luxury goods are a catchall term for
fairly standard but nice items. Kastorian
Delicacies however can only come from Yank.
As such
selling Kastorian
Delicacies to a planetary population on Utopia
in the Capellan
system will net more stellars than selling
them to planetary populations on
planets
in Yank. What do people want?A simple rule of thumb is that people always
want weapons and modules. No matter what,
there will
always be construction
being carried
out in the Peripheries.
There will never, ever be a glut of modules.
Even if you do
not build anything other than modules, you
will always make a profit. Specialist ShipsShips have open regions within that can be used to transport
items. These capacities are based on the items installed within a ship. A
ship for
example with cargo bays will be able to carry cargo. A ship with quarters
will
be able to carry life forms. Trader StarbasesTraders build starbases specifically to exploit the planetary
populations. This is done through merchandising complexes. These not only
bring in revenue from the planetary population directly. They can be used
to sell
trade goods
to the population. Thus it is very important to select a world
where there is a high demand. The demand for trade goods can be determined
by issuing
an economy scan of the world. Planets with large populations have
large demands. Also look at the number of starbases present. It may not
be
suitable to build
on a world that already has a large merchandising base. Contacting
the governors of the starbases on the world is a good idea. Summary· Find out where is safe to trade. Game Designer’s NotesTrade in the game is carefully balanced. Many unique
items have been added with the option of adding new ones all the time. Worlds
have demands
and unique items take into consideration. Despite all though this though
it is not easy to become fabulously rich without considerable effort.
As with
all things in the game, it requires communication with
other players in order to develop contacts and get the best deals. Many players
have
three
to five year plans, working to long term goals such as getting a
starbase with a thousand complexes, or a fleet of a dozen freighters and associated
escort ships or even becoming The trader of a certain set of systems.
How this is achieved though it really up to each
player.
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design copyright © 2001 David
J Dixon. All rights reserved Phoenix: Beyond the Stellar Empire licenced to KJC games. © 2002-2003 Skeletal Software |
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