Bankrupting or destabilizing planets?
Posted: Wed Mar 29, 2006 5:32 pm
Warning: Seriously twisted idea
In theory, it would be possible to ship enough goods of a given kind to a planet to completely wreck havoc with its stability and/or economy. This would be extremely rare and could not occur accidentally. I'm picturing three possible contingencies of this kind:
1) You sell enough highly valued goods that you significantly disrupt the economy and deplete the planet of monetary reserves. (Game mechanics: If the planet's population is P and Gross Planetary Productivity is G, you sell more than some given fraction of P in a single given item category, where the net value is more than some given fraction of G.)
2) You sell enough disruptive goods that you significantly disrupt the functioning of the planet or paralyze it completely. (Game mechanics: If the planet's population is P, you sell some fairly large fraction of P in a single category of illegal items.)
3) You sell enough of the items the planet primarily manufactures that the value crashes through the floor. (Game mechanics: If the planet's GPP is G, you sell one of the top export items to that planet where the value exceeds some given fraction of G.)
For planets with any kind of sophistication, I'm picturing this temporarily plunging the planet into a full-scale depression (fewer goods for sale, for example) with a random (but very low) probability of a total collapse into anarchy. The system would then slowly recover over time. A planet that is already a dictatorship or anarchy probably wouldn't be affected significantly.
In terms of how large to make these fractions, I'd say that for a single-user version (ie: the only one we have, right now) it should be possible only as a special mission in which you need to have the largest ship you can have, fully stocked as per requirements, in a convoy of ships travelling to the same planet for the same purpose. (Pick a planet that has some "obvious" strategic value.) The actual value is then not that important, you just pick some ludicrously high threshold that's needed for the mission.
For a multiuser game, should one be written, you'd need something more solid. The fraction would be across all ships jointly involved in the transaction, not just a single ship. You'd probably want it to be a thousandth for both the population and the GPP, requiring considerable cooperation on the part of players, and even then only being meaningful for planets that are relatively poor and relatively unpopulated.
In theory, it would be possible to ship enough goods of a given kind to a planet to completely wreck havoc with its stability and/or economy. This would be extremely rare and could not occur accidentally. I'm picturing three possible contingencies of this kind:
1) You sell enough highly valued goods that you significantly disrupt the economy and deplete the planet of monetary reserves. (Game mechanics: If the planet's population is P and Gross Planetary Productivity is G, you sell more than some given fraction of P in a single given item category, where the net value is more than some given fraction of G.)
2) You sell enough disruptive goods that you significantly disrupt the functioning of the planet or paralyze it completely. (Game mechanics: If the planet's population is P, you sell some fairly large fraction of P in a single category of illegal items.)
3) You sell enough of the items the planet primarily manufactures that the value crashes through the floor. (Game mechanics: If the planet's GPP is G, you sell one of the top export items to that planet where the value exceeds some given fraction of G.)
For planets with any kind of sophistication, I'm picturing this temporarily plunging the planet into a full-scale depression (fewer goods for sale, for example) with a random (but very low) probability of a total collapse into anarchy. The system would then slowly recover over time. A planet that is already a dictatorship or anarchy probably wouldn't be affected significantly.
In terms of how large to make these fractions, I'd say that for a single-user version (ie: the only one we have, right now) it should be possible only as a special mission in which you need to have the largest ship you can have, fully stocked as per requirements, in a convoy of ships travelling to the same planet for the same purpose. (Pick a planet that has some "obvious" strategic value.) The actual value is then not that important, you just pick some ludicrously high threshold that's needed for the mission.
For a multiuser game, should one be written, you'd need something more solid. The fraction would be across all ships jointly involved in the transaction, not just a single ship. You'd probably want it to be a thousandth for both the population and the GPP, requiring considerable cooperation on the part of players, and even then only being meaningful for planets that are relatively poor and relatively unpopulated.