How does trade volume vary with fuel price?
Alex Goodwin
(26 Dec 2021 07:01 UTC)
|
Re: [TML] How does trade volume vary with fuel price?
Thomas Jones-Low
(26 Dec 2021 16:56 UTC)
|
Re: [TML] How does trade volume vary with fuel price? Alex Goodwin (26 Dec 2021 17:49 UTC)
|
Re: [TML] How does trade volume vary with fuel price?
Thomas Jones-Low
(26 Dec 2021 23:37 UTC)
|
Re: [TML] How does trade volume vary with fuel price?
Alex Goodwin
(27 Dec 2021 06:53 UTC)
|
Re: [TML] How does trade volume vary with fuel price?
Rupert Boleyn
(28 Dec 2021 16:30 UTC)
|
On 27/12/21 02:56, Thomas Jones-Low - tjoneslow at gmail.com (via tml list) wrote: > On 12/26/2021 2:01 AM, Alex Goodwin - alex.goodwin at multitel.com.au > (via tml list) wrote: >> Hope you've survived your respective days without ending up too much >> the worse for wear. >> >> The title question came up in argument with The Usual Suspects (Herr >> Sweep, Edddles, Easy Frag - Wombat made like BRIAN BLESSED and didn't >> talk much, or loudly), and I was a bit peeved I didn't have a really >> solid answer. >> >> Given a base price level for at-berth refined fuel (such as GT's >> Cr350/dton, or MGT2's Cr500/dton - call whatever such level 1), how >> does the title question apply? > > I don't think I've seen any set of Trade Rules address this level > of detail. Blast. > > Most of the trade rules I've seen assume an Imperial background, > where there is a larger economic interest (e.g. the Imperium) to set a > static price for maintaining simple and easy trade. This also makes > for easier calculation of trade prices by simply assuming everything > is a simple constant. Yeah, I noticed. Not particularly helpful for the Advisoryverse. > > If you are getting into this level of detail, there are a huge > number of additional details that quickly come to mind: Taxes and > Tarrifs, protection money, prices varying by TL, imported vs locally > made equipment and parts, etc. If people blanch at the level of detail > in the current trade rules, imagining this addition would be > terrifying. It's not Adventures in Accurate Accounting for a reason. I'll take a gameable abstraction, such as something I can implement in a fork of PyRoute. Maybe a distance penalty along affected links? Relative price of X (X > 1) means links are (X - 1) pc longer. A "cashtrographic" distance penalty, if you'll pardon the lame pun. For example, assume Teacup Station charges 3x the going rate for fuel. Dismal to Kushuggi 2631 (when it gets developed) is 4 pc astrographically (via Teacup, at Kushuggi 2431), but a total of 8 pc cashtrographically (+2 pc penalty per link adjoining Teacup, 2 such links involved). Would trade volume be perfectly inelastic wrt fuel price? (ie, completely unaffected) How about somewhat inelastic? (Total fuel revenue increasing with price) > > One of the better takes I've seen (and I've in no way seen all of > them) on Trade system in a non-Imperium setting would be in Suns of > Gold, for Stars Without Number. > > https://www.drivethrurpg.com/product/114950/Suns-of-Gold-Merchant-Campaigns-for-Stars-Without-Number > > > The core of this is to add another modifier on the CT trade system > which makes it very difficult to make any money with (e.g. a -4 on all > the rolls). *But* the players are allowed modify this more positively > by, basically, having adventures. You do favors for the local > merchants and rulers on the world, they grease the wheels for your > trade efforts in the system. It encourages your players to be part of > the local political scene(s), stick to a small group of worlds where > they can be known and make connections. > Thanks for the reference. Might see what I can mine from that. Alex --