Talk:Second Sphere Trade: Difference between revisions
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*Exotic goods, based on xeno or theo. Maybe. | *Exotic goods, based on xeno or theo. Maybe. | ||
[[User:Peel|Peel]] 03:11, 6 February 2010 (UTC) | [[User:Peel|Peel]] 03:11, 6 February 2010 (UTC) | ||
How about a +1 to the value of trade goods for every ten points in the civilian tech index. | |||
[[User:Lokar|Lokar]] | |||
=Trading Military Units= | =Trading Military Units= |
Revision as of 20:27, 5 February 2010
Treasure Ships
Treasure ships can carry the following:
- Bulk goods, made with PIP. Their value is weakly dependent on your civilian tech index.
- Complex goods, made with CIP. Their value is strongly dependent on your civilian tech index.
- Exotic goods, based on xeno or theo. Maybe.
Peel 03:11, 6 February 2010 (UTC)
How about a +1 to the value of trade goods for every ten points in the civilian tech index. Lokar
Trading Military Units
All military units require parts and components to upkeep that are generally not designed to be interchangeable between blocs. Although powers in the same bloc generally have standardized components, attempting to trade military units to powers out of one's bloc often makes them dependent on your generosity providing continued support and maintenance for these units. Otherwise, either one must reverse-engineer the necessary components and produce them domestically at exorbitant cost, or mothball the units and hope to scrounge spares somehow.
Foreign military units have an upkeep penalty which may be nonexistent (for a unit from the same bloc you can build without any difficulty) to absolutely crippling (a unit from a different bloc with significantly more advanced technology and signature technologies). The "Scraphunters" trait reduces this significantly, as your nation is great at smashing square pegs into round holes.
Upkeep cost is increased by:
- Parts commonality-different blocs generally have different standards for connectors and couplings, and this further depends on the specific bloc. Although the EU and PACT may have some joint standards due to their relatively warm relations, ZOCU and, for example, the League, are unlikely to have any parts commonality. This roughly depends both on separation and relations.
- Technical advancement-if you cannot build a unit, upkeeping it is more expensive.
- Signature technologies-if you lack a signature technology that a unit requires, upkeep becomes yet more expensive.
Upkeep cost is decreased by:
- Scraphunters-scraphunters significantly reduce the upkeep penalties suffered.
Tentative Random Numbers (probably need to be changed a lot)
- x2 upkeep if more advanced (unit cannot be built as a non-prototype by your nation)
- x4 upkeep if radically more advanced (unit cannot be built period by your nation, even as a prototype design)
- x2 upkeep for each signature technology incorporated
- x0.5 (cannot reduce below normal upkeep) for Scraphunters trait
Core Powers:
- x1.5 upkeep cost for designs from other Core blocs
- x2 upkeep cost for ZOCU designs
- x3 upkeep cost for League and Magnate designs
ZOCU
- x2 upkeep cost from Core designs
- x3 upkeep cost for League and Magnate designs
League
- x2 upkeep cost for Magnate designs
- x3 upkeep cost for Core & ZOCU designs
Magnate
- x2 upkeep cost for League designs
- x3 upkeep cost for Core & ZOCU designs
Indie
- x1.5 upkeep cost for all non-bloc designs
- Acts as ZOCU power instead with Friends from ZOCU
- Acts as Core power instead with Core Subversion
These cost multipliers are cumulative: A League power purchasing a ZOCU Sarissa (with radically more advanced technology and a signature technology integrated) would suffer 1 * 3 * 4 * 2 = 24 times normal upkeep. This is intended to make domestic industrial production a far better idea for military production than outsourcing.
Of course, the faction you purchase from may also provide you supplies and spare parts, which they can build at normal cost, but this is dependent on not being blockaded and gives them a lot more negotiating muscle.
--MJ12 Commando 03:20, 6 February 2010 (UTC)