Talk:Second Sphere Trade

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Trade Index

Trade index has some exciting effects!

  • Low trade index makes you harder to infiltrate with agents.

Treasure Ships

Cargo

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

Hosting

A nation that recieves a treasure ship has some effects:

  • Potential insertion of agents.
  • A negative effect on morale due to cultural contamination and external variables intruding on The Plan. Negligible below high morale values.
  • A wealth penalty, that can be made back by charging the intruding nation a portion of their profit?

Peel 03:37, 6 February 2010 (UTC)


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.
Fabricators-Fabricators also reduce the problems with foreign war machines having different plugs and power couplings.

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
x0.75 (cannot reduce below normal upkeep) for active fabricators?

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. If the League power had both fabricators and Scraphunters he would multiply it by .5 and .75, for a "mere" 9 times normal upkeep. Still punishing but it's not easy to keep things flying when you literally cannot build most of the components and have to use cheap replacements.

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)