![]() We are all after different things in our game. Redspear prefers an enjoyable game to something which rigorously attempts to replicate reality too closely (and fails!). His oxp includes tweaks for population, economy size & tech level. With Demand Driven Economy he prefers to make different commodities profitable in different economies, and thus creates a reliable profitable demand for luxuries in Rich Agriculturals, computers in Average Agriculturals & alloys in Poor Agriculturals. Redspear dislikes the way that the most profitable items are almost always Furs & Computers. If the markets on the planet surface are factored in too, then the market size grows immensely, and player's actions become irrelevant. If the size of contract trade is factored in, the market size grows considerably, reducing this impact. Oolite markets seem very small, and one would expect player's actions to have a major impact. The impact of a player's action on market prices will of course depend on the size of the market.In a high TL system, there will be equipment allowing production of food on an otherwise barren planet. The population will be limited by the food supply. Accepting cim's analysis thus leads to implications for population size.Risk Based Economy OXP - makes trade in dangerous systems more profitable, trade in safe systems less so.Subscribe to a trade magazine with tips! Go on the Advanced Trading course at your alma mater, the Lave Academy! Introduces 100 sub-variants of the regular commodities: mud hockey sticks! zero-gravity hockey sticks! Excellent profits only at one or two planets - but get your hockey variety right! Uses the lore and culture to generate new markets. New Cargoes - emulates the Classic Elite lore, with trade in specialist items: Vargorn mind-silk & thrumpberry juice.These do not radically re-invent it, but tweak it in certain areas. Note that arguments exist over the definition of a TC: weight or volume?Ĭim wrote 2 OXPs affecting Oolite's Economics. The NPC bulk haulers ( eg HammerHead) could raise it to a couple of million people, perhaps, which is still negligible.Ĭim (2012). We can probably pretty safely assume then that the Food cargo is generally luxury food, interstellar delicacies, and the like, and all planets are usually self-sufficient for basic food needs. So they're only importing enough food to feed a couple of hundred thousand people at most. A Boa will bring 125Tc, and lets say 2 or 3 arrive each day carrying food rather than other goods. Cim: Let's assume a 1Tc barrel of Food contains 1000kg of food, or approx 500 person-days of food.There are a number of OXPS which add individual commodities (see Links below), and also others which quite turn aspects of the vanilla game economy on their head.Ĭlick to expand Critiques of Oolite's economics 1) Cim The Trading Goods Profit Table is worth looking at for a more comprehensive summary. The Oolite Reference Sheets which came with the game download (search for OoliteRS - stashed away in the entrails of your computer!) tabulates it all quite nicely. There is a spectrum of 8 types of world to trade them between - ranging from Rich Industrial to Poor Agricultural. This is set some 20 or so years before Oolite - and things have only gotten worse since then.Ĭim created a Space-sim simulator for analysing the relationship between pirates, traders & bounty-hunters in Oolite which you can find here: (Discussion is here).Ĭlassic Elite - and thus the Oolite Vanilla game - has a grand total of 17 tradeable Commodities. The second Elite novel, Imprint, starts off with the continual fighting off of pirates (the so-called "Knights Templars"). 7.5 Interesting but broken/unfinished OXPs.7.4 OXPs doing other things but impacting on Economics.3.2.1 Consideration of Redspear's critique.For a discussion of how to succeed as a trader, see Oolite Trading. This page focuses on the wider issues of economics in the Ooniverse. but greatly affected by piracy and by the decline of the Galactic Cooperative. And in the darkness between the stars, an old enemy lurks, fearless, perhaps waiting for order to collapse entirely. The mercenaries they hire for a few credits a kill are too few, too unreliable to do so either. The Cooperative's police force, concentrated near a few influential planets, can no longer maintain order. The trade ships that once safely travelled between planets now have to be well armed and escorted to fend off pirate attacks, from small-time criminals desperate for their next meal, to powerful robber barons extracting tithes from everyone who passes through their space. The two thousand star systems of the Cooperative once enjoyed a golden age of peace and prosperity, and perhaps the wealthiest of them can still pretend to.
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