Economics

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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. 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 Cooperative's police force, concentrated near a few influential planets, can no longer maintain order. The mercenaries they hire for a few credits a kill are too few, too unreliable to do so either. And in the darkness between the stars, an old enemy lurks, fearless, perhaps waiting for order to collapse entirely.

(Oolite website, Introduction)

Trade and economics, yes ... but greatly affected by piracy and decline of the Cooperative.

The impact of Piracy

The second Elite novel, Imprint, starts off with fighting off pirate attacks (the Knights Templars). This is set some 20 or so years before Oolite - and things have only gotten worse since then.

[Cim|] created a Space-sim simulator for analysing the relationship between pirates, traders & bounty-hunters in Oolite which you can find here: (Discussion is here

Ship pricing

BB Post by Lestradae:

  • I invested some thought in this lately and came up with the not completely new idea of letting the game calculate the prices based on the ship stats. That would have a lot of good consequences. For example, Uber ships would no longer be so Uber if you had to work really long to aquire them. And the quality of a ship would directly reflect into how difficult or easy it was to acquire.
  • I have devised a suggestion how such a calculation could look like. It even produces rather fitting prices. Example results would be, for example:
A flying strut: 276 Cr
Adder: 29.500 Cr
Gecko: 70.760 Cr
Asp MkII: 120.960 Cr
Cobra MkIII: 150.000 Cr
Python: 177.650 Cr
Tesoura: 432.000 Cr
Fer-de-Lance (0.6 LS): 606.500 Cr
Anaconda: 714.150 Cr
Imperial Courier: 972.000 Cr
Benulobiweed Firefly: 1.110.400 Cr
Super Cobra: 1.622.000 Cr
The Ultimate Uber Ship*: 345.610.000 Cr
  • The Ultimate Uber Ship has all the highest stats that I found for any ship - but combined in one ship

The calculation would take a Cobra MkIII with a base value of 150.000 Cr and then modify the price according to the stat differences in combination.

That would look as follows:

Basic Ship:

Cobra MkIII:

  • Extended Cargo Capacity: 35 tons
  • Speed: 0.35 LS
  • Energy Banks: 4
  • Missile Slots: 4
  • Possible Equipment: All
  • Manoeuvrability (Pitch/Roll): 1.5
  • Gun Mounts: All 4
  • Energy recharge rate: 4
  • Price without Equipment: 150.000 Cr

Suggestion for price calculation:

  • Cobra MkIII as standard with Standard Price: 150.000 Cr
  • Extended Cargo Capacity: Price is raised/lowered 20%/10% per 20 additional/smaller Cargo Bay
  • Speed: Price is doubled (each time)/lowered 20% per 0.1 LS jump up/down
  • Energy Banks: Price is raised/lowered 20%/10% per additional/fewer Energy Bank
  • Missile Slots: Price is raised/lowered 20%/10% per additional/fewer Missile Slots
  • Possible Equipment: Price is taken down 10% per essential equipment piece not available
  • Manoeuvrability (Pitch/Roll): Price is raised/lowered 20% per 0.5 additional/lower Pitch/Roll
  • Gun Mounts: Price is lowered 10% per unavailable, 5% per reduced capacity Gun Mount
  • Energy recharge rate: Price is raised/lowered 20%/10% per 1 additional/lower Energy recharge rate
  • Price without Equipment is result of 150.000 Cr multiplied by all multipliers!

Three example calculations might look like this:

Gecko:

Extended Cargo Capacity: 3 tons (Price lowered 20% for non-existing cargo space) M=0.8
Speed: 0.30 LS (0.05 LS down, price lowered 10% as slower) M=0.9
Energy Banks: 3 (1 Energy Bank less, price lowered 10%) M=0.9
Missile Slots: 4 (Price stays as is) M=1.0
Possible Equipment: No MilSh, No ECC (Price lowered 20% as 2 essential EQ N/A) M=0.8
Manoeuvrability (Pitch/Roll): 2.25 (Price raised 30% as 0.75 additional Pitch/Roll) M=1.3
Gun Mounts: 1 (Price lowered 30% for 3 unavailable Gun Mounts) M=0.7
Energy recharge rate: 4 (Price stays as is) M=1.0
Price without Equipment: 150.000 Cr * 0.7 * 0.8"2 * 0.9"2 * 1.3 ~ 47.2% ~ 70.760 Cr

Tesoura:

Extended Cargo Capacity: 135 tons (Price raised 100% due to big cargo space) M=2.0
Speed: 0.30 LS (0.05 LS down, price lowered 10% as slower) M=0.9
Energy Banks: 7 (3 Energy Banks more, price raised 60%) M=1.6
Missile Slots: 4 (Price stays as is) M=1.0
Possible Equipment: All (Price stays as is) M=1.0
Manoeuvrability (Pitch/Roll): 1.5 (Price stays as is) M=1.0
Gun Mounts: 4 (Price stays as is) M=1.0
Energy recharge rate: 4 (Price stays as is) M=1.0
Price without Equipment: 150.000 Cr * 0.9 * 1.6 * 2 ~ 288% ~ 432.000 Cr

Imperial Courier:

Extended Cargo Capacity: 135 tons (Price raised 100% due to big cargo space) M=2.0
Speed: 0.35 LS (Price stays as is) M=1.0
Energy Banks: 8 (4 Energy Banks more, price raised 80%) M=1.8
Missile Slots: 8 (4 Missile Slots more, price raised 80%) M=1.8
Possible Equipment: All (Price stays as is) M=1.0
Manoeuvrability (Pitch/Roll): 1.5 (Price stays as is) M=1.0
Gun Mounts: 4 (Price stays as is) M=1.0
Energy recharge rate: 4 (Price stays as is) M=1.0
Price without Equipment: 150.000 Cr * 1.8"2 * 2 ~ 648% ~ 972.000 Cr

This is a serious suggestion. I can`t imagine this being too difficult to implement, as the maths is rather simple.

OXP'S

  • Risk Based Economy - by [Cim|]. Makes trade prices depend on government as well as economy (1.77)
  • New Deal - by Vincentz. This was never finished, but featured new icons and was going to feature a new economics.
  • Real Life Economics - by Phasted (2012-4). Seems to ignore the impact of piracy. Written before Oolite v.1.82 and possibly broken now. See the end of the thread for the newest .oxp link.

Links