Narcotics

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montana05
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Narcotics

Post by montana05 »

Since the commodity "narcotics" is making me wonder for a while I intend to split it up in 2, probably 3 categories. My first idea would be medications, legal narcotics (tobacco) and illegal narcotics (drugs). Are there any suggestions from the community ?
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Cholmondely
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Re: Narcotics

Post by Cholmondely »

montana05 wrote: Mon Apr 12, 2021 3:44 am
Since the commodity "narcotics" is making me wonder for a while I intend to split it up in 2, probably 3 categories. My first idea would be medications, legal narcotics (tobacco) and illegal narcotics (drugs). Are there any suggestions from the community ?
Why not just use Stranger's SW Economics which introduces Medicine, Oxygen & Water? Tobacco should count as a luxury, and eventually maybe I'll develop the skills to include Medicine et al in the Blooomberg Markets effects?

While I'd love to see something more sophisticated on the markets front with more diversity in planet types than just shades of Ag/Ind, the SWEconomics rejig seem the best to me so far (even if can no longer buy furs at Laenin to sell at Xexedi)!

______________________________________________________________________________________________________________________________
Summary of effects of SW Economics.OXP

*More realistic. GDP, Tech Level & planet size now relevant.

*3 new commodities: Water, Oxygen & Medicine
*Quantities of some items depends on GDP!
*Mining stations such as Rock Hermits/AstroGulags now form the third pole in Agricultural - Mining - Industrial triad.

Agricultural Goods - more variable as weather dependent; planet size & TL now also relevant
*Water takes over the role of food (and cheaper in Rock Hermit markets)
*Food & textiles more expensive
*Fewer furs with less reliable profits
*Low TL and small planet size means no food/textiles/wine/furs
*Oxygen needs moderate TL for production
*Medicine only produced in high TL agricultural systems (and some space stations) - and bulkless like gold/platinum

Industrial Goods - tech level now important
*Alloys now need moderate TL for production
*More machinery with better profit margins (and need moderate TL for production)
*Fewer computers (and need high tech level for production)
*Luxuries now bulkless like gold/platinum and need high TL for production
*Low TL means no machinery, alloys, computers or luxuries for sale
*Moderate TL means no computers or luxuries for sale

Economic titles of systems redefined (but roles unchanged)

See http://wiki.alioth.net/index.php/SW_Economy for details

Edited twice to (i) include summary and then (ii) add the 3rd economic "pole"
Comments wanted:
Missing OXPs? What do you think is missing?
Lore: The economics of ship building How many built for Aronar?
Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
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