Diversification of Trade Commodities, and other ideas.
Posted: Fri Oct 14, 2016 1:14 pm
Currently, the amount of commodities is quite low, making trading not very interesting. Some of the most interesting possibilities offered by a procedural generated galaxy are being limited by this. There must be at least an illusion of variety in this galaxy.
To remedy this, I believe commodities should be split into subcategories, with a couple extra's added.
Metal Ores and Precious Metals should be split into new categories -> Base Metal Ores, Base Metals, Precious Metal Ores, Precious Metals, Gemstone Ores, Gemstones.
Fruits & Vegetables, Grain, Live Animals, Meat -> Fruit, Vegetables, Grains, Live Animals, Meats, Fungi.
Each category would then be assigned 2-4 items from master tables specific to that category. Some numbers of items per list I have come up with (all should be real life things)
Meats, and Corresponding Live animals (32 meats, 32 animals)
Vegetables (32)
Fruit (32)
Grains (16-24)
Fungi (16-32)
Ores and Metals (16-24, no alloys)
Gemstones and Minerals (16-32)
Alloys (32-64 kinds, all combinations of the non-alloys)
Examples: Carrots (Vegetable), Broccoli (Vegetable), Apples (Fruit), Grapes (Fruit), Truffles (Fungi), White Mushrooms (Fungi), Rice (Grain), Wheat (Grain), Beef (Meat), Chicken (Meat), Cow (Live Animal), Sheep (Live Animal)
For food items like those in the above example, each system would have a list of meats, fruits, vegetables, fungi, and grains produces. They would all be in their own categories, but where they are produced would determine their value.
Example: Earth produces Apples, and Oranges for it's fruit output. You buy some there. You then fly over to Mars, which grows Grapes, and Raspberries. You are able to sell the Apples and Oranges for a higher amount than the base price just knowing that they are not produced there. Selling those apples and oranges in another system that does not grow them at all would give you an even higher amount of money.
Earth colonized worlds could all draw from master lists of fruits, vegetables, meats (and live animals), fungi, and grains made up of real life foods. Later on, procedural food names could possibly be added for alien worlds.
Split precious metals into their own category. Add Gemstones to their own categories. Draw from lists just like fruit and vegetables. gold, silver, platinum, diamonds, “and many others” are listed in the game. More could be added, such as copper, which could possibly used to manufacture computer parts.
Unlike fruits and vegetables, since this is a smaller category, each entry (silver, gold, diamonds, sapphires) would have their own separate values. However, the same rules would stay true for trading, with metals and gems fetching higher sell prices in systems where they are not being mined (or cannot be mined by the player.
Examples: Gold (Precious Metal $1200/tn), Silver (Precious Metal $200/tn), Platinum (Precious Metal $1000/tn), Palladium (Precious Metal $650/tn), Copper (Base Metal 20/tn), Aluminum (Base Metal 5$/tn), Nickel (Base Metal $50/tn) Diamonds (Precious Gem $1200/tn), Sapphires (Precious Gem $500/tn)
Ores would obviously have to match the added metals. Alloys would now be named as well, being combinations of the metals.
More individual ore types, including sulfur, and silicon. Those could be used in crafting/manufacturing needs for economy system.
These two things alone, with foods, and ores being separated into slightly more complex systems would do a lot towards making the game world feel immersive, and diverse, as well as making trading more dynamic feeling.
Narcotics are another thing that could be separated down into subcategories, with individual drugs available in certain places. The reason for doing this is to make the criminal underworld more interesting, as well as the culture differences between factions. In real life, different cultures ban certain specific types of drugs, while allowing others.
In the future, these systems could possibly even be augmented with procedural alien plants, and animals, used as foods. Those could be discovered and recovered by away teams, or even herded/farmed if the player sets up a base there.
Edit:
Each category would have it's own set of properties, effecting where that specific commodity can possibly appear. Things that come from plants would take into account the average temperature, and atmosphere. Metals and gems would be distributed based on star type. Some animals would have varying levels of lawlessness, which would then be interpreted by the faction/religion rules.
A list of 32 animals:
Cows
Chickens
Pigs
Ducks
Sheep
Deer
Rabbit
Goose
Turkey
Goat
Horse
Hippopotamus
Elephant
Rhinoceros
Salmon
Carp
Tilapia
Catfish
Cod
Tuna
Trout
Bass
Sturgeon
Lobster
Crab
Shrimp
Oysters
Clams
Mussels
Turtles
Dolphin
Chimpanzee
Possibilities of this system combined with systems proposed by other players:
Alloy factory on a player base. Player runs between two systems to harvest the two required metals.
Buying some Chimpanzee's in a far out system, return flight to sell in an illegal system.
Carrot crops fail due to cold winter.
To remedy this, I believe commodities should be split into subcategories, with a couple extra's added.
Metal Ores and Precious Metals should be split into new categories -> Base Metal Ores, Base Metals, Precious Metal Ores, Precious Metals, Gemstone Ores, Gemstones.
Fruits & Vegetables, Grain, Live Animals, Meat -> Fruit, Vegetables, Grains, Live Animals, Meats, Fungi.
Each category would then be assigned 2-4 items from master tables specific to that category. Some numbers of items per list I have come up with (all should be real life things)
Meats, and Corresponding Live animals (32 meats, 32 animals)
Vegetables (32)
Fruit (32)
Grains (16-24)
Fungi (16-32)
Ores and Metals (16-24, no alloys)
Gemstones and Minerals (16-32)
Alloys (32-64 kinds, all combinations of the non-alloys)
Examples: Carrots (Vegetable), Broccoli (Vegetable), Apples (Fruit), Grapes (Fruit), Truffles (Fungi), White Mushrooms (Fungi), Rice (Grain), Wheat (Grain), Beef (Meat), Chicken (Meat), Cow (Live Animal), Sheep (Live Animal)
For food items like those in the above example, each system would have a list of meats, fruits, vegetables, fungi, and grains produces. They would all be in their own categories, but where they are produced would determine their value.
Example: Earth produces Apples, and Oranges for it's fruit output. You buy some there. You then fly over to Mars, which grows Grapes, and Raspberries. You are able to sell the Apples and Oranges for a higher amount than the base price just knowing that they are not produced there. Selling those apples and oranges in another system that does not grow them at all would give you an even higher amount of money.
Earth colonized worlds could all draw from master lists of fruits, vegetables, meats (and live animals), fungi, and grains made up of real life foods. Later on, procedural food names could possibly be added for alien worlds.
Split precious metals into their own category. Add Gemstones to their own categories. Draw from lists just like fruit and vegetables. gold, silver, platinum, diamonds, “and many others” are listed in the game. More could be added, such as copper, which could possibly used to manufacture computer parts.
Unlike fruits and vegetables, since this is a smaller category, each entry (silver, gold, diamonds, sapphires) would have their own separate values. However, the same rules would stay true for trading, with metals and gems fetching higher sell prices in systems where they are not being mined (or cannot be mined by the player.
Examples: Gold (Precious Metal $1200/tn), Silver (Precious Metal $200/tn), Platinum (Precious Metal $1000/tn), Palladium (Precious Metal $650/tn), Copper (Base Metal 20/tn), Aluminum (Base Metal 5$/tn), Nickel (Base Metal $50/tn) Diamonds (Precious Gem $1200/tn), Sapphires (Precious Gem $500/tn)
Ores would obviously have to match the added metals. Alloys would now be named as well, being combinations of the metals.
More individual ore types, including sulfur, and silicon. Those could be used in crafting/manufacturing needs for economy system.
These two things alone, with foods, and ores being separated into slightly more complex systems would do a lot towards making the game world feel immersive, and diverse, as well as making trading more dynamic feeling.
Narcotics are another thing that could be separated down into subcategories, with individual drugs available in certain places. The reason for doing this is to make the criminal underworld more interesting, as well as the culture differences between factions. In real life, different cultures ban certain specific types of drugs, while allowing others.
In the future, these systems could possibly even be augmented with procedural alien plants, and animals, used as foods. Those could be discovered and recovered by away teams, or even herded/farmed if the player sets up a base there.
Edit:
Each category would have it's own set of properties, effecting where that specific commodity can possibly appear. Things that come from plants would take into account the average temperature, and atmosphere. Metals and gems would be distributed based on star type. Some animals would have varying levels of lawlessness, which would then be interpreted by the faction/religion rules.
A list of 32 animals:
Cows
Chickens
Pigs
Ducks
Sheep
Deer
Rabbit
Goose
Turkey
Goat
Horse
Hippopotamus
Elephant
Rhinoceros
Salmon
Carp
Tilapia
Catfish
Cod
Tuna
Trout
Bass
Sturgeon
Lobster
Crab
Shrimp
Oysters
Clams
Mussels
Turtles
Dolphin
Chimpanzee
Possibilities of this system combined with systems proposed by other players:
Alloy factory on a player base. Player runs between two systems to harvest the two required metals.
Buying some Chimpanzee's in a far out system, return flight to sell in an illegal system.
Carrot crops fail due to cold winter.