Mica Goldstone
Soon carrying enemy lists on positions will increase wages of the position.

This will mean that the friendly peaceful traders who have no enemies and carry no enemy lists will be laughing.

Naval affiliations and those affiliations charged with the defence of the realm will be proper booing sad.gif (quality use of the English language).

All is not lost though, enter taxes…..

We can implement these anyway we want but so far our best idea appears to be tied to system and planet claims. We feel that the naval affiliations should be able to screw… dry.gif , we mean collect a reasonable stipend from merchant affiliations that relax in the safety provided by the military factions.

Import and Merchant Taxation
Each planet has an owner, this being the starbase responsible for organising, co-ordinating and providing protection.
This starbase sets a taxation level for the planet.
Taxation is collected on all stellars generated through ‘Sell to Local Population’ orders and all income generated through Merchandising Complexes.
However, this is only paid if the merchandising starbase is currently on the defend list of the owner.

Obviously this does not cover outposts, ships and ground parties.

Other tax ideas include:
Harbour Taxes: Positions pay taxes each and every time they enter orbit of a claimed world (or even wormhole) unless the specific position has opted not to pay taxes.

Sale Taxes: Each time a starbase sells items to other positions, they are taxed.

Import/Export Taxes: Picking up/Delivering mass costs taxes.

Standing Taxes: Taxes are collected every week from all opted-in paying positions in the claimed system.
Gandolph
its about time something like this came in, merchant affiliations have all the luxury of being able to make the profits whilst the Naval affiliations have to build up forces to protect those affiliations.

Im in total agreement of this sort of action (before the moans come in) cool.gif
ABBA
Woa, I would strongly disagree with some of the basic premises that these proposals are based on, which makes me STRONGLY against anything except the 'opted in' standing taxes, without further refinement.

For a start; 'forces to protect those affiliations': I've been playing again for over a year, running overwhelmingly unarmed merchant vessels, now numbering a couple of dozen. The only thing I've come close to needing protecting from is extortion attempts by some of the 'protecting' military affs, who have carved up the turf for their own benefit. Exceptions to this have been dealt with promptly and adequately by own own protective vessels, and I see no reason that any more will be needed, given the unprofitability of true piracy in the phoenix setup. I do not accept that I should have to pay for protection I dont necessarily want, without my agreement.

Examples of milder forms of 'extortion' include setting arbitrary and unfair limits on numbers of merchandising complexes 'allowed', and warnings that certain exploitable resources are reserved for the controlling military faction, even if not being used yet - no negotiation, no appeal, and now it looks to be moving towards no way out of paying more on top, too.

Taxation in proportion to the take number of active merchandising complexes' global take could be acceptable - otherwise it might be worthwhile just closing them all down anyway, the warlords having sewn up such a large proportion of planetary trade. Taxing for sales, or imports/exports - no way. Why should I run turns shipping stuff around the galaxy and pay just for storing at my own starbase? It would be back to starbase-less trading for me, untill I eventually find somewhere that isn't sewn up for feudal taxation.

Another worry for me is the starbase I set up in an unclaimed system, and outfitted to survive there unprotected. Am I now to be subject to taxes just because a military aff claims the entire system and I cant kick them out?

TonyH
Jons
Does that mean that we get a budget in Phoenix twice a year as well sad.gif

Sounds like a good plan, depending on what taxes are imposed rolleyes.gif

Is this going to change the rank structure with regards to what can be put on the enemy lists? I know there was a long string about Admirals etc but it sort off tailed off and nothing more was heard about it.

Cheers
Jons
Garg
mica are you trying to annoy the merchants again?

first off the military affs are better off then the merchant affs, because we cant just produce tons of merchantships, as there is not much out there to trade, the military affs keeps their unique for internal sales, so before you do this, then please sort out trade better and do so there is way more, so merchants can do stuff.

If this game comes down to just anything goes to military affs, then will this become a wargame only, as the merchant affs will go military as well and pull from others space and this would futher annoy trade or totally ruin it.
Ted
As a player the idea of taxation for the"claiming" affilation is a good idea!
As a character it's another matter wink.gif

Positions should have the opt out option,so it'll be up to them if they want the other affs protection.

On the other side of the coin the Taxing affs will have to make sure they give the proper protection service in return.If they don't others will opt out and the source of income will dry up.

Some players will say I have enough warships to protect my assets so won't pay tax to others for protection..fair enough.

Others will say they will pay the tax and off load the costs of maintaining warships to the taxing affs.

As always it will come down to individual players preferences.If the tax options are in the game players can decide if and when they want to use them.
Guest_Howellers
I'm all for this, though will probably have a few questions on how it should be implemented... stuff like:

1) If the FCN put a Tax on Acropolis, do I pay it as well (me being FCN and all <g>).

2) Would it be possible to exclude affs from taxation? i.e. a list on the controlling starbase/political stating 'XYZ does not pay Tax in Acropolis (162)'?

3) Who gets priority? Would it be possible for me to ignore a local planetary tax, but still pay the system one...? or vice-versa?

4) Is it possible to hold a system tax claim, and not the claim of the world your on?

5) Would it be possible to claim a system, but give the tax rights/income to someone else?

I do like the idea in theory, it forces all affs to begin trading... but as the system is currently setup wont it just focus on 'internal' trade, rather than external?

Pete
Mandible
QUOTE (Mica Goldstone @ Mar 5 2004, 11:27 AM)
Soon carrying enemy lists on positions will increase wages of the position.


A tax system should have the ability to opt-in (or opt-out) of paying the tax.

The system should also allow you to set different rates to different affiliations (or even different politicals, or positions) to help your allies pay lower taxes (otherwise its a choice of either paying nothing by opting out or paying the full tax).

What about the ability to set negative amounts (rebates) so that the owner of the planet/system could use it as a means of paying others to help defend the area?

Merchant tax wouldnt draw tax from Production bases with only factories and little/no merchant, but these still need protection.

Im against any direct charge on shipping, so Im against the Harbour and the Trade taxes as it can only serve to keep people away from your base and pretty much forces you to charge your taxes to those visiting your base.

I like the Standing Tax method best; its simple and allows the person paying the tax to cover the bill however they wish.


Mark
HPSimms
Taxes - NO WAY.

If this nonsense is implimented the IMP will set to zero within our systems and will be VERY reluctant to pay other people's unless there is a TANGIBLE benefit by doing so.

Once you tax people they get all unreasonable and expect to see something positive for their money.

If there are 4 starbases on a world from different affiliations how is the controlling starbase decided? Especially if none of the starbases are from the affiliation claiming the system.

A can of worms best left firmly closed.

Geoff
Duckworth-Lewis
QUOTE (Mica Goldstone @ Mar 5 2004, 11:27 AM)
Other tax ideas include:
Harbour Taxes: Positions pay taxes each and every time they enter orbit of a claimed world (or even wormhole) unless the specific position has opted not to pay taxes.

Sale Taxes: Each time a starbase sells items to other positions, they are taxed.

Import/Export Taxes: Picking up/Delivering mass costs taxes.

Standing Taxes: Taxes are collected every week from all opted-in paying positions in the claimed system.

Would it be possible to set different taxes for different affiliations? For example the CNF may want to set preferable rates for BHD/CIA and the IMP for GTT/FET over other affiliations.

In terms of harbour taxes - how would that work for a ship? Would there be a checkbox for each enter orbit order, would there be a standing order to say which affiliations you are willing to pay, or would there be an 'invoice' section on political positions (and ships where the owner has no pol) quoting all the taxes to be paid - and a due date for the position to pay up by? It could be funny if one cost of entering orbit to attack a starbase is that your pol position has a chunk of cash taken of him/her for taxes!
Mica Goldstone
Yup, no problems with an opt-in system on all types of taxation. This sounds totally reasonable. The default setting will obviously be set to not pay taxes (if they do not know about you, why should you pay them?). laugh.gif
Mica Goldstone
QUOTE (HPSimms @ Mar 5 2004, 01:58 PM)
If there are 4 starbases on a world from different affiliations how is the controlling starbase decided?

I thought this would be the one that could wipe the others off the map. Might makes right. tongue.gif
Ted
Keep it simple blink.gif
An aff that claims a system has the right to tax other affs that set up bases there.
X amount per base per week going straight into the controlling affs central funds.

Bases can opt out of paying taxes but would of course get no protection,and again if the taxing aff fails to give proper protection the funds dry up! ohmy.gif
Frabby
Ideally, the taxation system should be so simple that it does not require any program code!

Aff A claims a planet/system/periphery and imposes a tax, and also a fee for entering certain orbits, wormholes and stargates in their systems.

Player X has assets in A space. He can decide wether or not to pay taxes, how much and to whom.
In order to pay the taxes, all you need to do is to transfer cash according to the amount you believe you have to pay.

Now if A thinks they're being cheated then it is up to them to investigate how much tax X should really be paying. Perhaps he has a hidden outpost, and forgot to pay for the last 200 factories he built at his starbase. He also thought that his ships were too tiny to be spotted when passing through the wormhole...

What I'm saying is that there is an incredible multitude of possible taxes, and ways around them. It all comes down to a simple cash transfer though. The reasons and amounts are up to the players to decide among themselves, or even fight about it. The whole issue is impossible to bring into rules in my opinion.

Thus, no program code is required.

It might be nice to have standing orders for politicals though, and an order for non-political positions to transfer money. Finally, money transfers should be payable to affiliations in addition to individual positions/politicals.
But none of this is really essential.
Guest_ABBA
QUOTE (HPSimms @ Mar 5 2004, 01:58 PM)
If there are 4 starbases on a world from different affiliations how is the controlling starbase decided?


QUOTE
Mica: I thought this would be the one that could wipe the others off the map. Might makes right.  tongue.gif


This puts a whole new perspective on the issue; With those Missile Launchers just in from Kastor, and those cheap FGZ gatling lasers still in stock, wheras the IMPs must be running through a few every time they have a pop at Straddle... it could be me...

OK, Simms, cough up tongue.gif
DMJ
Hmmmm, I think the option to be able to tax sounds good.

We already have a system in place with the wormhole, with a few tax dodgers. It would be interesting to automate this system.

Also the controls should be there so you can set varying levels of taxation to different positions.

Will be interesting to see how this mechanic pans out. Could see some tax wars which would be fun.
MasterTrader
I'm all in favour of the option for a variety of taxes.

While Stephan is right about it all coming down to transfers of cash, it will still make things a lot easier if things are automated. Especially as the Transfer Stellars order won't work for amounts less than 100 stellars (note to Stephan: there is a Transfer Stellars order available for all positions; I have a standing order at one starbase to subsidise a player with a loss-making starbase!).

Providing that there is an opt-in, and the option to set varying levels for different affiliations, then I think this will be very useful. Those being taxed will have to decide whether the benefits gained are worth the tax paid (TonyH obvoiusly things that they aren't!). Those charging taxes will have to decide whether the efgfort to enforce is worth the income received (the IMP obviously think that it isn't). At least with the orders there then there is always the choice.

Richard
AFT
CNF_PD
QUOTE (HPSimms @ Mar 5 2004, 02:58 PM)
Taxes - NO WAY.

If this nonsense is implimented the IMP will set to zero within our systems and will be VERY reluctant to pay other people's unless there is a TANGIBLE benefit by doing so.

Once you tax people they get all unreasonable and expect to see something positive for their money.

If there are 4 starbases on a world from different affiliations how is the controlling starbase decided? Especially if none of the starbases are from the affiliation claiming the system.

A can of worms best left firmly closed.

Geoff

Hi,

I am very much with Geoff on this one and whilst the idea is interesting I am largely against the idea of taxes for this, that and the other. Theres already too much leaning on stellars and finance in my opinion and we really dont need another layer of taxes and finance

The idea of paying to carry enemies on an enemy list sounds truly horrible, I really hope this does not make it into phoenix. Within the confederacy there really is not a "merchent" aff anymore and this is being mirrored across the board as people have and are developing a wide mix of stuff rather than just trading.

Cheers,

Ewan
CNF PD.
MasterTrader
QUOTE (CNF_PD @ Mar 6 2004, 01:33 AM)
The idea of paying to carry enemies on an enemy list sounds truly horrible, I really hope this does not make it into phoenix.

Hopefully Mica will confirm this on Monday, but I believe that paying to carry enemy lists will replace paying to have posted positions and paying for ship ranks, rather than being an additional cost. If so, then I am in favour of the change.

Richard
AFT
nortonweb
So would this do away with Admirals being needed to start combat ie anyone can start a conflict if they are carrying an enemy list?

Peter
Frabby
QUOTE (nortonweb @ Mar 6 2004, 01:54 PM)
So would this do away with Admirals being needed to start combat ie anyone can start a conflict if they are carrying an enemy list?

No, you still have to give out "ranks" to ships. This gives the affiliation some control over their players as only trusted players will get Admiral ships. I feel it is right to deny gung-ho newbies the possibility to go out, attack somebody and drag their affiliation into a war.

The point is that ship ranks do not incur costs anymore. Instead, the costs of warfare are now dependant on what you actually carry on your enemy lists.
Not perfect, but better than what we have now imho.
Sjaak
I stongly disagree about the taxes thing. javascript:emoticon(':angry:')
First of all it will improve the position of the stronger affl very much. Those with lots of bases/system will be able to tax out those without those.
Secondly the pure traders will have nothing to show for. They will loose an percentage of their profit, while still being risked being shot by pirates.

Also the few IND positions around will have to pay to everyone involved AND doesn't have an chance of getting anything back in the form of taxes at all.

Taxes for entering orbits and the like is completely total stupid. It would make exploration far more costly. So, those who do that a lot will pay.

Also the problem is that the current trading options are already quite limited. Too many affl keep their trade goods for themselves and don't trade.

If hope that this silly idea never gets into the game.
ABBA
I actually have no objection to 'opt in' taxes, as long as they're done right.

How about an income tax - an additional percentage of stellars paid to troops/employees, on top of their set wages, going to the owner of a nominated starbase in the same system? If the nominated recipient starbase was affiliation-owned, it would go into the owning affs central fund. Otherwise, if player-owned, it would go to the owning political, or individual starbase funds.

I would say that it shouldn't even be possible to pay it if there wasn't a 'taxing' starbase in the same system - this would discourage claims based soley on having a warfleet within the same periphery which passed through the system last. The taxing starbase should also be 'public' and accessable - the teleport restrictions should be amendable to filter this, I'd imagine.

This order might be of the format: Pecentage to pay / receiving position. And of course, it could be set as a one-off or weekly order.

TonyH

Garg
Mica, might i ask why you want to introduce taxes in the game?

I would bet that most people agree, that we need to have trade looked at!
David Bethel
QUOTE
Mica, might i ask why you want to introduce taxes in the game?

To cover what was mentioned in the first post

QUOTE
I would bet that most people agree, that we need to have trade looked at!

Why whats up with trade ? I know there are issues with selling to planets but anything that requries an ! mark ?

One thing that seems to have been ommitted was the defend list business. An option to pay taxes on a planetary basis. To collect taxes from the SB's on the planet the controling SB would have to defend them. Hence protection for a fee.

QUOTE
If hope that this silly idea never gets into the game. 

Erm they will be optional so its just a mechanic, not something that forces anything on ppl. It was more a post to decide the best mechanic than to impose taxes on anyone.
Clay
I did write a big reply, but realised that the Master Trader has pretty much said it all already.

QUOTE
At least with the orders there then there is always the choice.

Without the ability to ignore it at certain places/times/situations etc, the plan sucks like a camel ohmy.gif
With that choice, it's a great idea. Guess I'll be getting the Cheque Book ready... dry.gif

QUOTE
Those being taxed will have to decide whether the benefits gained are worth the tax paid......<snip>

And there's the ultimate question: How much do I trust those aliens with all the guns?? Will the BSB (Back Stabbing Barstuards) actually defend me when the time comes? Or will they take the back-hander and remove me from their Defend Lists a day before the stike? unsure.gif
Dan Reed
QUOTE (Clay @ Mar 7 2004, 06:47 AM)
And there's the ultimate question: How much do I trust those aliens with all the guns?? Will the BSB (Back Stabbing Barstuards) actually defend me when the time comes? Or will they take the back-hander and remove me from their Defend Lists a day before the stike? unsure.gif

that's all part of the fun of the game - and it is no different to the current situation dry.gif

Dan
gordon
Several things:

IF you have to pay for active enemylists, does that include having affiliation posted positions on the enemy list? i.e. ALL COH POSTED? Or just having ALL IMP, or ALL CNF etc. on enemy list?

The idea with taxes sounds OK, but the reality of it is different. First of all, I would never ask the Imperials (if in IMP space) to come help me in case of PIR attacks on my freighters. I would send my own warships and get my allies to do the same. I am sure the IMP have other matters that need attending currently, as do the CNF in their space. So why should I pay to mantain their fleets? There is also the problem with trade. Most common trade goods sell/buy at under 1 stellar per mu.. I sell a load of 2000 consumer goods at a base @ 400 stellars. Take away what I paid for them, say 200, that gives me a profit of 200. Then take away a TAX of 10% and I am left with 180 stellars profit. I will bother with this trade WHEN HELL FREEZES OVER.

Instead of doing taxes, make it worthwhile for people to trade the common trade goods. Then the big military aff's can put those items on the market and the merchant aff's can buy them .... thats how they should make their money.


I think that the cost of having lots of ships is a natural restraint for the military aff's. If the merchant aff's pay to maintain ships that would enable them to have loads more. I am already worried about the escalation of ship building, and the fact that it could turn into a game wrecker. I can just see fleets of base busters zipping around wasting the infrastructure thats taken years to build up, and KJC introducing new rules to stop it. This time think ahead and look at the long term consequences. blink.gif
David Bethel
QUOTE
IF you have to pay for active enemylists, does that include having affiliation posted positions on the enemy list? i.e. ALL COH POSTED? Or just having ALL IMP, or ALL CNF etc. on enemy list?


It will depend on the risk, so it will most likely be the number of positions on the posted lists that determines the wages of a position (that carries that posted list).
Mica Goldstone
From my understanding - based on long conversations, these are the accepted facts:

Merchant Affiliations have stellars because they spend time trading.

Military Affiliations do not have stellars because they do not spend time trading.

Military Affiliations complain that they cannot respond to every distress alert because some of their time has to be spent trading and shipping.

Merchant Affiliations complain that military affiliations do not turn up to distress situations because they are busy doing other things.

It should be a case of 'bugger trading, we are the military' or 'why bother with warships when we pay taxes' with certain affiliations doing both to a lesser degree.

Like everything in Phoenix, it comes down to reputation.

As for trade - part of the infrastructure upgrade is to remove the nice little earner players have dumping the same old unique stuff on the same planet week after week. This should push the producers into finding new trade locations, i.e. selling to the public rather than only with their allies.

All this said and done - Taxation Will be an Opt-In system. Don't want it, don't charge it, don't pay it. smile.gif
gordon
QUOTE
Military Affiliations complain that they cannot respond to every distress alert because some of their time has to be spent trading and shipping


Then they are not thinking ohmy.gif The ships they use for trading are not the same they use as a fast response ship. Besides planning a trade route takes more time than "move to system 161, quad delta 5", which is what the military aff's use. And it doesnt take 30 ships to respond to 1 or 2 PIR attacking a freighter.

What the miltary aff's should be complaining about is that the SPEND so much of their time moving 70-80 ships around fighting eachother that they don't have time to do the orders for trading. Its a matter of priorites really.

QUOTE
Merchant Affiliations complain that military affiliations do not turn up to distress situations because they are busy doing other things.


Any, or all the merchant aff's have decent warfleets, some that even rival or exceed that of the military affiliations. The complaint doesn't make sense as any decent merchant aff will look after its own.

QUOTE
It should be a case of 'bugger trading, we are the military' or 'why bother with warships when we pay taxes' with certain affiliations doing both to a lesser degree.


I agree, but the realities of the game is that this is not how it works.

How about letting each affiliation declare itself as either a merchant aff, a military aff, or a nation. The merchant aff's can get a +10-20% bonus on trade, but a corresponding penalty to firepower. The military aff's can have it reversed and the nation aff's stay the same as they are now without any bonus.



This would make us all different and make the game something other than a tech race. If you did something like this I'd say the tax could work because the stellar loss from it would be offset by the merchant bonus. It would also make the aff's specialists in their chosen fields.

QUOTE
As for trade - part of the infrastructure upgrade is to remove the nice little earner players have dumping the same old unique stuff on the same planet week after week. This should push the producers into finding new trade locations, i.e. selling to the public rather than only with their allies


Cool can't wait for it.

Gordon blink.gif
Ted
Delcaring affs,merchants,military or nation each with different abilities is a step back to BSE!!! sad.gif

Would not a better way be to have ship experience come into play a bit more than just for combat?

Merchant affs would know how to screw a better price from market employees(up to double for 100% experience),but would not be able to use that experience in combat.

Military affs would not be able to use their experience for trading,but would have the edge in combat!! blink.gif

Nation affs could have a smaller bonus in each area.

Another alternative is as above but have each ship declare itself military or merchant(self explanatory in most cases),and use it's experience in it's chosen profession.
gordon
QUOTE
Delcaring affs,merchants,military or nation each with different abilities is a step back to BSE!!! 


Thats not necessarily a bad thing. It is an often talked about subject on mIRC, mainly how we are all the same now, the only difference being technology and names. sad.gif

The aff's are much too uniform now rolleyes.gif

I was more looking at something that would permit and support a tax system, in a balanced way. If you gave all aff's the choice for each of their ships we are back to where we were. the merchant aff's not being dependent on the military aff's simply because they have the option of doing both things, while the military aff's would only use the war bonus because "they are much too busy to trade" wink.gif


Gord
Mica Goldstone
QUOTE (Harlow @ Mar 6 2004, 11:23 PM)
I would bet that most people agree, that we need to have trade looked at!

There is a fundamental flaw in trade at the moment. You are indeed totally and utterly correct.
Take this starbase for example:

Sell Qty --- Price --- Item
69476 --- 0.75 --- Falconian Woodcrafts (30310)
48340 --- 6.50 --- Falconian Goose (681)

Value of items at source:

Falconian Woodcrafts (30310) $0.1
Falconian Goose (681) $0.5

Who in their right mind would actually buy these items? The mark-up is truly ridiculous. They would have to be taken to another galaxy to get even a few pennies!
A real world analogy is a tin of beans being sold at £2.30 in England because it can be sold for £2.40 in the Antarctic! blink.gif

Yes, trade is largely screwed simply because players have unreal expectations of what other players are prepared to do even though they will not do it themselves.

Nothing that we implement will sort this problem out. sad.gif

Mica Goldstone
Taking this one step further. Looking at the output of a special complex we find:

Dew Tree Seeds
Output per complex: 120
Price being sold at on planet of origin: $4.3
Origin Value: $0.15
Expected Revenue per complex: $516 when sold at place of origin!

Does anybody actually find this reasonable?

I have highlighted a couple of specific cases, but these are representative of virtually all unique goods on public markets.
I can happily bang-on all day on this subject.... laugh.gif

We were of the opinion that players would generally sell items in order to pay for the resource complex and a few more besides, not subsidise a small continent.
We may however be missing something.

Are stellars too easy to come by?

Should we decrease local values for merchandising on planets, thereby forcing players to look to trade at any level in order to bring in income? This is actually a serious point.
It would ensure that revenue from merchandising would not support multiple starbases unless heavy use of selling is instigated.
Obviously we would implement this incrementally (reduction of 5% every month for a year or so). dry.gif
Rommy
The Falconian Goose can be sold at 10.2 stellars at Haven in Solo (8 x 0.5 x 2.55) so there is money to be made. Falconian goose are also the only large volume life good generally available.

IMHO, stellars are far to easy to produce. This is mainly because you cannot recruit decent soldiers/marines fast enough to increase the wage bill. Research is the only thing that is actually costing large amounts of money. This is why the purchase prices of modules are so much higher than normal good prices.
Garg
Since you took Valhalla as exsample there Mica, i guess you mean the FCN are a powerful merchant aff with tons of stellars?

As rommy said, some places can get 10 stellars for geese, so a nice profit and i have heard of almost 17 to be gained, it depends on modifier and how far you move them, so only in outer capellan is there generally no way to really use these, thats why many of us, hope you will change trade from peripheries to systems away instead, as that would make outer capellan better and limit those systems who are next door to a new periphery.

While i know people can just setup starbases for this as well, then are there a limit on the good planets with lots of demand, so we cant just all setup in perfect locations, so trade should boost from this move.
Garg
Ohh and i forgot to add as well Mica, if we move our own goods, we get more then we sell them for, while i know valhalla is selling high now, its also due to us trying to buy modules, who have far gone past their real value, so we have too set higher values or move it all ourselves.

The complexes in this game, do put a high demand on some modules more then ohters due to the way they are setul, mostly used are ICMs and next is BCMs, would have been great, if a mine was more like 15 SM, 5 ICM and 5 TMs, as that would make SM more useful and reduce demand on ICMs. just to give an exsample smile.gif
Mica Goldstone
QUOTE (Rommy @ Mar 8 2004, 01:41 PM)
IMHO, stellars are far to easy to produce. This is mainly because you cannot recruit decent soldiers/marines fast enough to increase the wage bill. Research is the only thing that is actually costing large amounts of money. This is why the purchase prices of modules are so much higher than normal good prices.

So, I take it is this a vote in favour of reducing the income from merchandising. Excellent wink.gif
gordon
QUOTE
So, I take it is this a vote in favour of reducing the income from merchandising. Excellent 


That would really hurt the military aff's tongue.gif

By all means do this biggrin.gif

With regards to complexes, prices are regulated by supply and demand.

I will happily pay 200 per modules because that is also what the GM run bases charge blink.gif . They are the only bulk suppliers in the game. In other words, the GM bases are participating in driving up the prices. Sell at lower prices, on the open market and people wont have to charge as much to fund their bases wink.gif

Gord
DMJ
QUOTE (Mica Goldstone @ Mar 8 2004, 03:30 PM)
QUOTE (Rommy @ Mar 8 2004, 01:41 PM)
IMHO, stellars are far to easy to produce.  This is mainly because you cannot recruit decent soldiers/marines fast enough to increase the wage bill.  Research is the only thing that is actually costing large amounts of money.  This is why the purchase prices of modules are so much higher than normal good prices.

So, I take it is this a vote in favour of reducing the income from merchandising. Excellent wink.gif

I prefer the diminshing markets idea. I.e. Something lowers in value the more you sell it. Whilst it doesn't force trade, it does encourage it.

Reducing merchandising, just forces trade. There are some out there who would not want to bother with trade. It would therefore seem logical to encourage not force.

Mica Goldstone
QUOTE (Harlow @ Mar 8 2004, 02:16 PM)
As rommy said, some places can get 10 stellars for geese, so a nice profit and i have heard of almost 17 to be gained, it depends on modifier and how far you move them, so only in outer capellan is there generally no way to really use these, thats why many of us, hope you will change trade from peripheries to systems away instead, as that would make outer capellan better and limit those systems who are next door to a new periphery.

Even less incentive to sell to other people, even less trade.
This is is the fundamental issue:

Players want others to sell to their starbase.

Players want to sell their own goods to their own starbases.

Players do not want to sell goods to other player's starbases.

Players want to sell goods at prices close to destination prices even at the origin.

Distance is a modifier and in truth makes little difference to the above attitudes. If players do not sell at source now, why would they if we change the distance modifier? The argument for this change does not hold water.

I am becoming more of the opinion that two things should be implemented:
Making standing generation of stellars harder to generate.
Making the repetitive dumping of unique goods profitless.

This should produce the following:
Running successful trading fleets becomes as skilled as running successful warfleets.
Open markets due to desperation to sell simply to get the stellars in.

This is achieved through:
Reducings local merchandising incomes.
Increasing trade goods demands by populations.
Calculating in to all 'sell to local population' modified values for the specific item sold in the past.

Please debate this, I'm enjoying the responses. biggrin.gif
Mica Goldstone
QUOTE (gordon @ Mar 8 2004, 02:39 PM)
I will happily pay 200 per modules because that is also what the GM run bases charge  blink.gif . They are the only bulk suppliers in the game. In other words, the GM bases are participating in driving up the prices. Sell at lower prices, on the open market and people  wont have to charge as much to fund their bases  wink.gif

Gord

GM markets are stupidly inflated so that players easily undercut them, not so that they are used as the market baseline.

In Phoenix, it is possible to produce a module for under $60. Why pay $200?

The only reason I can see is that stellars are too easy to generate, i.e. it requires substantially less than $1 to generate $1 so inflation spirals.

Yet another reason to reduce stellar generation.
Garg
we in the FCN dont setup starbases to handle our own goods and we have actually sold most of our unique on open market, now we are quite low on unique goods, as we dont produce lots of it, so do sell most of what is produced to public markets at other affs smile.gif

Selling on our own markets, have meant we lost 50% of the value of moving it ourselves, so we could have been wealthy totally smile.gif

Perhaps what is needed is a way to class systems to value, f.eks, if you say that items produced in confederate space, would be 25% less in starbases in confederate space, because of those invisible IND merchants, who also sell food to starbases on asteroids smile.gif That would mean that owning a system would be a penalty in trade, but a bonus in ownership as you get best planets and all and your goods would be better off sold on open market.

Ofc, you would argue, that you can then just move the goods to starbases you own in others space, but most of those local demands are used by many affs at once, so you cant dump tons of goods there. You would constantly end up with having to move the goods to another aff or sell it on open market!
Garg
the reason for big prices on modules are mica, that you decided too many ICMs are needed, so to get those surpluss around, you need to offer big prices on it, not because you got too many stellars. I have had to stop buying almost all modules, only a few is left as i need the BCMs at certain locations, but i nolonger by ICMs, because its too hard to have stellars for it smile.gif

Its Mainly ICM and BCM thats the problem, as you need them in like almost all things and SM and TM are only used in minor degree.
Garg
also some affs can handle modules better, if they have the nice tech to sell as well, like Gord, who made tons of stellars from selling tech items, a inertial damper at what 28k? smile.gif

a single bp is generally worth 50k, but can be sold at 75k or higher, depending on its type, thats alot of stellars and Techniques would be worth 320k as basic value.


Mandible
QUOTE (Mica Goldstone @ Mar 8 2004, 03:30 PM)
QUOTE (Rommy @ Mar 8 2004, 01:41 PM)
IMHO, stellars are far to easy to produce.  This is mainly because you cannot recruit decent soldiers/marines fast enough to increase the wage bill.  Research is the only thing that is actually costing large amounts of money.  This is why the purchase prices of modules are so much higher than normal good prices.

So, I take it is this a vote in favour of reducing the income from merchandising. Excellent wink.gif

I would agree - on some planets (those in Yank for example), the merchandising return is so high its not worth bothering with trade items. Looking for trade goods, getting their TMs and setting a competitive market takes a lot of time and generates very few stellars compared to simply letting the complexes automatically bring in the cash.

Similarly, with modules being so in demand, you have a choice between building an extra merchant complex or building a special resource to get trade goods. For me, the merchant complex always won, as there were few special resources that produce enough to match the guaranteed income from merchandising.

If some of the auto-cash generatoring merchant complexes were reduced then the amount of goods a planets population would buy needs to be reviewed, as well as the quantity some of the resource complexes produce.

For me, I never used my ships for buying/selling trade goods as a) there are never enough on sale to ensure there would be some for me to pick up after I crossed half a galaxy to get there, cool.gif my local population never had high enough demand to satisfy even one ship load a week and c) its far more profitable to bring in infrastructure cargo (modules, etc) to boost my bases.

however, if i didnt have the merchant complexes producing cash, then the base would not be worth it...the lack of valuable commodities to produce for resale and the low demand by the locals for goods make it not worthwhile. The best I could hope for would be to set up my own outposts on other planets and produce the goods myself.....which defeats the purposes of revising the trade rules, if i still just end up doing it all myself.

If outposts could no longer produce trade items (only starbases), now that would shake trade up I think!
Mica Goldstone
QUOTE (Harlow @ Mar 8 2004, 03:06 PM)
the reason for big prices on modules are mica, that you decided too many ICMs are needed, so to get those surpluss around, you need to offer big prices on it, not because you got too many stellars. I have had to stop buying almost all modules, only a few is left as i need the BCMs at certain locations, but i nolonger by ICMs, because its too hard to have stellars for it smile.gif

Its Mainly ICM and BCM thats the problem, as you need them in like almost all things and SM and TM are only used in minor degree.

ICM's and BCM's are only required when there is massive expansion.

There can only be massive expansion when stellars are excessively available (wages).

Yet another reason to reduce stellar generation. laugh.gif
Garg
if you reduce stellars, then will fewer be able to afford modules, with fewer modules, then will lesser number of MU reach markets, because you need ICMs to make factories and mines and you need BCMs to make resource complexes.

I have only made some Resource complexes yet, because most people produce ICMs for factories and mines and still dont have time to make lots of BCMs, so its hard enough as it is now.
Mica Goldstone
QUOTE (Mandible @ Mar 8 2004, 03:12 PM)
If outposts could no longer produce trade items (only starbases), now that would shake trade up I think!

This is not the issue as they do not produce stellars. In fact this allows players to generate goods and drag them to their own nearby starbases for more general sale.

The issue is that people can totally avoid trade as long as they have local stellar generation.
DMJ
QUOTE (Mica Goldstone @ Mar 8 2004, 03:57 PM)
QUOTE (gordon @ Mar 8 2004, 02:39 PM)
I will happily pay 200 per modules because that is also what the GM run bases charge  blink.gif . They are the only bulk suppliers in the game. In other words, the GM bases are participating in driving up the prices. Sell at lower prices, on the open market and people  wont have to charge as much to fund their bases  wink.gif

Gord

GM markets are stupidly inflated so that players easily undercut them, not so that they are used as the market baseline.

In Phoenix, it is possible to produce a module for under $60. Why pay $200?

The only reason I can see is that stellars are too easy to generate, i.e. it requires substantially less than $1 to generate $1 so inflation spirals.

Yet another reason to reduce stellar generation.

I agree completely. Thoug it hurts to say so mad.gif

It is easier to generate steller than produce modules. Also, there isn't much to spend those stellers on apart from research, and buying more modules.

Avatar
Regarding merchandizing complexes and the reason why 0.1 value items have few demand.

How about if global and local markets required that type of items to make even a single stellar. Then one could also sell lifeforms, drugs and trade goods, but only those really special?

The idea being that the complexes would be selling something from the base and not just generating cash out of just existing.

Just and idea, what did people do with those old and very common goods we had from BSE, like food, etc...
DMJ
QUOTE (Mica Goldstone @ Mar 8 2004, 04:20 PM)
QUOTE (Mandible @ Mar 8 2004, 03:12 PM)
If outposts could no longer produce trade items (only starbases), now that would shake trade up I think!

This is not the issue as they do not produce stellars. In fact this allows players to generate goods and drag them to their own nearby starbases for more general sale.

The issue is that people can totally avoid trade as long as they have local stellar generation.

I'm not in agreement with anything that would force trade to become a fact of life. I like changes that would make trade a stronger commoditiy.

To force trade on players would make them play a game they may not wish to.

DMJ
QUOTE (Avatar @ Mar 8 2004, 04:31 PM)
Regarding merchandizing complexes and the reason why 0.1 value items have few demand.

How about if global and local markets required that type of items to make even a single stellar. Then one could also sell lifeforms, drugs and trade goods, but only those really special?

The idea being that the complexes would be selling something from the base and not just generating cash out of just existing.

Just and idea, what did people do with those old and very common goods we had from BSE, like food, etc...

Hmmm, a fairly good idea.

Rather than limit basic merchandisng why not add a substrate requirment. As said it would provide a use for those low valued goods, food, etc.

Mica Goldstone
QUOTE (DMJ @ Mar 8 2004, 03:35 PM)
I'm not in agreement with anything that would force trade to become a fact of life. I like changes that would make trade a stronger commoditiy.

To force trade on players would make them play a game they may not wish to.

Ooh guddy, somebody in favour of taxes. Well said that man. wink.gif
ABBA
No solutions, just comments...

I like the idea of ship officers getting experience for trading, as well as combat. Obviously a different 'stat' though - how about a percentage chance of a %age increase in 'trader' skill for every $1K in a sell/buy transaction? e.g. selling 3200 MU's at $5/MU might give a 16% chance of a 1% increase. This couldn't give a direct stellar benefit though, otherwise we'd end up having the other party buying for more, or selling for less, unexpectedly. How about a TU decrease on 'trade' transactions - i.e a 6% trader experience might just scrape a 1 TU decrease on buying or selling, and 90% experience giving 1 TU buys/sells.

I'm not keen on decreasing basic merchandising complex income, if that's what's being proposed. Due to the dumping of a vast amount of foodstuffs on the planetary economy before i took it over (eight months ago) local trade value is still only $0.26/MU. I haven't sold more than a couple of hundred 'life' items to the local population since I started.

I think trade is vastly better than BSE - mainly due to the on-line markets. I've made most of my stellars trading between colonies, rather than selling from or to my own.

The current system could be tweaked I think. The race-specific items are a good move. Also increasing the amounts of each type of goods, but decreasing the amounts for specific items, could be beneficial. Having a market for 5,000MU's of general goods, but only 100 of those allowed to be Kastorian delecacies, could be interesting. To keep it simple (thinking like a developer) how about categorising trade items as Very common (food)/Common (consumer goods)/Rare/Very rare/ Utra rare. These could be allowed a percentage of the basic market volumes, e.g. 60/25/10/4/1. This would mean there would be an improved market for food, and high-value stuff would have to be spread about a bit more.

TonyH
Ted
Some of us want to trade but there's not enough markets willing to buy and sell.
Recently I set up a deal to supply items to a certain aff.
I worked out how much each item costs to produce.
It works out that even after a modest mark up I can sell said items for less than 1 stellars per MU.

Some of the prices being asked and offered on markets are just plain stupid!! wink.gif
Just because something may be a hi-tech item that only you can produce doesn't mean it should be worth hundreds of thousands of stellars.
I've heard the argument but it cost research to get to the point where I could make the item.
My answer is sell more!!The lower the price the more customers you'll get.
My point is that prices are high so people produce their own stuff and generate income from merchandising complexes.This kills trade!! mad.gif

The answer is,and I don't believe I'm saying this ohmy.gif
Reduce income from broker fees!!!!
Garg
produced goods are easy to calculate on, 1mu = 1mu, no difference there, but the unique trade is different, as it depends in which periphery you are in and what modifier you got, that is why there is big difference in prices and why Valhalla sell goods at rather high value, but merchants still come and buy and i would do so as well, why because i can still earn money from that and i bring valhalla goods, which it buys at high price, so nice all around profit.
DMJ
One thing that does strike me about markets is that they seem a little focused. Good are classified into 3 broad groups, which in itself does not allow for much diversity.

I know little about programing and therefore there could be very good reasons for this. But it stikes me as strange that I have this unique item, now the only modifiers on my this item are how much it's worth, distance, and the market modifiers at the destination. Surely there should be more modifiers, or even more specific modifiers.

Could markets themselves become unique? For example I could spend SA's to give the soon arriving unique (Say Falconian Wool), a major publicity hype? Thus increasing demand, and the amount people are willing to pay for it. I think at the moment the main problem we have, is that markets aren't unique enough?

I dunno, maybe I've dragged this too far off point...
DMJ
QUOTE (Mica Goldstone @ Mar 8 2004, 04:38 PM)
QUOTE (DMJ @ Mar 8 2004, 03:35 PM)
I'm not in agreement with anything that would force trade to become a fact of life.  I like changes that would make trade a stronger commoditiy. 

To force trade on players would make them play a game they may not wish to.

Ooh guddy, somebody in favour of taxes. Well said that man. wink.gif

I'm all for the introduction of tax... But then I'm in a large militant aff. wink.gif
Mandible
QUOTE (Mica Goldstone @ Mar 8 2004, 04:20 PM)
QUOTE (Mandible @ Mar 8 2004, 03:12 PM)
If outposts could no longer produce trade items (only starbases), now that would shake trade up I think!

This is not the issue as they do not produce stellars. In fact this allows players to generate goods and drag them to their own nearby starbases for more general sale.

The issue is that people can totally avoid trade as long as they have local stellar generation.

Why would you take the goods to a nearby base and then sell them on the open market? Its far more profitable to sell them at your own base. So if you have a base already established, you look farther afield to set up outposts so that you can get a high modifier when you sell them to your own base. You can totally avoid trade and still get high cash generation.

With no large auto-cash making machines, then it comes down to whether it is more profitable to produce the goods yourself (via an outpost far, far away), use your own ships to transport from someone else, or whether you can pay someone else to ship it for you (eg public markets).

The big problem is there are no guarantees with getting goods when trading - no one might buy/sell to you, or if you are using your own ships, then the base you went to could be sold out. The public market is always the last resort, because its the least profitable and makes no guarantees to getting a regular sale. Players will either do it all themselves (from outpost to sale) or else set up private deals.

Apart from this, players will, generally, seek to only buy/sell trade items with allies, to keep the whole profit internal (of course, if youve got no allies thats different<g>). With reduced cash, will this not be more common?
DMJ
Something else worth bearing in mind, is that should the merchandising get reduced, and the big militant aff's be forced to trade, or tax this will effect the merchant aff's out there.

Will their large ship building capabilities, and large warfleets, it is more likely that the militant aff's would push the the merchant aff's out of the way in order to control trade runs etc.

If trade is forced, every aff will have to become militant in order to survive.


Garg
Taxes will be on merchandising mainly, because if i am taxed, then will i do most trades in private deals instead, so to avoid the taxes of anyone.
This is one way to avoid most taxes, if any appear.
Avatar
The one good thing I see about this is the possiblity to bring back the old practice of smugling tongue.gif Do tell me that would be taken into account?
Garg
I personally think that to improve this well, you might need to do away with merchandising income totally and introduce a new system.

Local Starbase demands. One part i have not been happy with is the removing of food, a starbase on an asteroid without food, would mean no one exist there anymore.

So what i would like is this.
Starbase local demand, each have one.
Food Demand, 25mu per 1000 in starbase. modifier should be *1 for open planet with local population (they got farms and stuff food is cheap) *1.25 for a missing local population or is closed planet or *1.5 for missing both. (asteroids)
clothing demand, but this should be split, class planets in 3, warm planets need clothing, demand is half, temperate normal demand, cold planet demand becomes furs. and the modifier i could not say yet what should be based on, but can always find a way smile.gif
Consumer goods demand, like food, these are always needed, modifiers the same as food generally. or possible make those on gravity, low gravity stuff lasts longer and high gravity things break more, so higher prices.
last is extra goods demands, like medical supplies, chic clothing and stuff like that, make it max 20% of the consumer + food demand or so, so if they are 500mu each, then you got a 200mu extra good demand.

Possible you need to change the local prices of common goods a bit still, due to missing basic income suddenly, but this would mean starbases on asteroids could generate stellars. so we would not just all place starbase on open planets.

and possible use the 5 groups of value as one suggestion could be a good idea.

mind you, that this is just a suggestion.
Guest
QUOTE (Mica Goldstone @ Mar 8 2004, 12:36 PM)
QUOTE (Harlow @ Mar 6 2004, 11:23 PM)
I would bet that most people agree, that we need to have trade looked at!

There is a fundamental flaw in trade at the moment. You are indeed totally and utterly correct.
Take this starbase for example:

Sell Qty --- Price --- Item
69476 --- 0.75 --- Falconian Woodcrafts (30310)
48340 --- 6.50 --- Falconian Goose (681)

Value of items at source:

Falconian Woodcrafts (30310) $0.1
Falconian Goose (681) $0.5

Who in their right mind would actually buy these items? The mark-up is truly ridiculous. They would have to be taken to another galaxy to get even a few pennies!
A real world analogy is a tin of beans being sold at £2.30 in England because it can be sold for £2.40 in the Antarctic! blink.gif

Yes, trade is largely screwed simply because players have unreal expectations of what other players are prepared to do even though they will not do it themselves.

Nothing that we implement will sort this problem out. sad.gif

Oddly enough the Goose market has collapsed several times at valhalla... and if it wasnt for the huge stockpile of around 300,000mu i started with, i'd have bugger all left. hence the large price. since some people are buying them and selling them on for 16+... there is a market for them.
Romanov
Going back to the original tax issue.

I don't think the current suggestion from Mica will work. How many planets exist with a Military Starbase defending a Merchandising starbase. In Solo, the AFT who own the system are on a world with the DTR and the DOM. Should the AFT pay the DOM to protect Ariel, should I demand that the AFT defend me.

I would like to see two taxes

Income tax - All positions in the system pay tax on their maintain day to the system owner. If you don't want to pay an income tax ensure you are in your own systems on the maintain day.

Transaction Tax - The system own gets to set a tax for each item type (Stellars per MU). Every transaction (buy, sell, deliver, pickup) gets taxed.

Positions can opt to be tax paying (default to not paying) and are then flagged as such on the turnsheets. ie warships would be non-paying tax, if you are in your own system there is no point paying yourself, if you are in another affs system you are probably not there for a trading run.

This system gives the system owners a big advantage since they can influence the local economy knowing that they will get an extra tax on any transactions. This gives an economical advantage to owning a system.

To shift from non paying to paying tax is instantaneous, to shift from paying to non-paying takes 10 week (or similar or even make it impossible). Non-paying positions don't pay tax and this makes it worthwhile smuggling. Instant shifting of status would be open to abuse.

For example the DTR place a 100 stellar per MU of tax on Drugs (effectively banning them), it is now worthwhile smuggling drugs to avoid the tax.
Ted
I like the idea of the transaction tax,not to sure about the income tax though dry.gif
So would the transaction tax be shown on base printouts as who's paid and who hasn't?so the taxers know who's dodging! biggrin.gif
gordon
I still don't like it.

I don't like the fact that I have to spend REAL LIFE time plotting trade routes, so I can afford to pay my taxes, JUST because the military aff players can't be bothered spending their REAL LIFE time doing the same thing.

Lets not forget that this IS the reason why a very select few want the tax brought in.

Speak to people on mIRC and most don't like it, except for the occasional wimble tongue.gif

Besides, the military aff's have tons more freighters than most merchant aff's. just look at the DTR blink.gif

Gord
MasterTrader
Hmmm, where to start...

I agree that stellar generation is currently too easy, and at the current rate will remain too easy until affiliations have expanded a lot from where they are now. It is currently far more profitable for most bases to build more merchandising complexes than it is for them to produce something to sell. With lower merchandising income, other sources of income become worthwhile - this might even encourage more people to trade in produced goods, rather than only trading in luxuries!

That said, if you reduce merchandising income then I think that taxes are important, simply in order to give military affiliations a way to earn stellars without being forced to trade.

Modules are a bad example when it comes to item pricing. There is a huge demand for modules, because of the constant need for modules for more complexes. This has driven prices up. I suspect that they will drop a little eventually, as players start to get sufficient production of BCMs and ICMs to start selling them (and as people run out of stellars!).

Just reducing merchandising income will not remove the problem of people only trading within their affiliation/alliance. Virtually all affiliations/alliances have starbases at least two Peripheries apart, and so can get x14 modifiers. This is largely why I believe that a revised value of trade modifiers, based on jump distance rather than just number of Peripheries, is necessary.

The infrastructure upgrade will help with this. Planetary demand values will drop rapidly if you keep on selling the same item to the same planet. People will have to start varying where they sell their goods to in order to keep making a decent profit, which should encourage them to seek sales outside their own affiliation/alliance.

A very important point has been made about the shortage of merchandising capacity. I like the idea that the planetary demand levels should vary depending on the value of the goods sold. Thus you could happily sell 10,000 MUs of basic goods (e.g. food) to a planet where you would only be able to sell 2000 MUs of a more expensive good. This could be as simple as changing things so that each planetary population has a set amount of stellars to spend each week, rather than a set number of mass units of demand.

Regarding life-forms, there is a wide range of local values that can be obtained for local sales of lifeforms. While on the one hand this makes things more interesting, with more variation between planets, it does also mean that those starbases on planets with high local values (2+) can effectively force out of business any starbase on a planet with lower demand value. I'm not sure of the solution to this one...

And finally, I am all in favour of the idea that there should be more options for experience than just the current combat experience!

Richard
AFT
Romanov
QUOTE (gordon @ Mar 8 2004, 11:10 PM)
I still don't like it.

I don't like the fact that I have to spend REAL LIFE time plotting trade routes, so I can afford to pay my taxes, JUST because the military aff players can't be bothered spending their REAL LIFE time doing the same thing.


Any transaction taxes on market buys and sells can be easily added by the phoenix program so would not require any calculation on the traders behalf.

ie Market Sell 100 Trade good at 5 gives a price showing on the market of 5.5 if the taxes are 0.5 per MU.

Only for pick ups and deliveries would you need to know what the taxes actually were and the involved players would easily be able to sort out who pays what.

The current system already charges a "tax" on employees/troops transactions so the programming tools must already be in place.

If a local tax system was put in place then a section of the turn would need to state what the local taxes actually are for the system you are in. A standing order could be added so that you don't complete a transaction if the taxes are above a certain price.

All taxes would need to be paid in to a central pot with no visibility of what position is paying what otherwise it would be like extra intelligence for nothing.
Dan Reed
QUOTE (Harlow @ Mar 8 2004, 03:48 PM)
produced goods are easy to calculate on, 1mu = 1mu, no difference there,

aren't you forgetting the cost of the ores? Not every ore is cheap to obtain....

But I agree that modules are in general overpriced - hence the proce for structurals at Antioch

Dan
Dan Reed
QUOTE (gordon @ Mar 8 2004, 10:10 PM)
I still don't like it.

I don't like the fact that I have to spend REAL LIFE time plotting trade routes, so I can afford to pay my taxes, JUST because the military aff players can't be bothered spending their REAL LIFE time doing the same thing.

Lets not forget that this IS the reason why a very select few want the tax brought in.

I don't like the idea of being forced to trade - I have a lot of other players who do like it and I prefer to leave things to them. As I effectively own a few systems on the FEL's behalf, I would like to see taxes as an option within the game - but certainly not a necessity...

In fact I could see the war-aff/merch aff within the Felini as we do have several players that specialise one way or the other

Reducing merch. income on planets would leave me with two options: force me into trade (which is forcing me away from the administrative and diplomatic side of the game, which is the part I like), or force me to effectively tax my players just to survive financially.

While it's not perfect, I would rather that the reason for the tax came from the "protection money" argument as Mica originally proposed... if an aff can't give decent protection to it's tenants then t should set a lower level of tax accordingly (or perhaps have a limit on the tax it can levy based on the relative sizes of the starbases?)

Dan
Nik
QUOTE (Mica Goldstone @ Mar 8 2004, 03:48 PM)
I am becoming more of the opinion that two things should be implemented:
Making standing generation of stellars harder to generate.
Making the repetitive dumping of unique goods profitless.

This should produce the following:
Running successful trading fleets becomes as skilled as running successful warfleets.
Open markets due to desperation to sell simply to get the stellars in.

This is achieved through:
Reducings local merchandising incomes.
Increasing trade goods demands by populations.
Calculating in to all 'sell to local population' modified values for the specific item sold in the past.

Please debate this, I'm enjoying the responses. biggrin.gif

I think a lot of what has been posted here by Mica (to pick on the poor GM as he's the decision making guy) is just plain wrong.

A number of points.

At conversion, affiliations were made to be balanced financially (with the worthy exception of the DTR ;-))

In BSE, it didn't cost to have x crew sitting round on their bums all day doing nothing. But on conversion, this did cost an upkeep, and so on conversion affiliations were balanced with having these x crew sitting around doing nothing. So affiliations build ships to utilise the crew so at least they have a chance of earning their keep.

At conversion, the balancing meant that colonies were given merchandising complexes to cover expenses and on worlds with decent incomes. But this was far from optimised and it's a bit late to complain when people start to get the most out of optimising a planets resources (at least with originally present starbases).

In BSE, people had 5 or even 10 years exploiting a resource. Since trade didn't work, then there were vast excesses of trade goods sitting around doing nothing. These could be converted in some cases to planetary specific luxuries. Thus affiliations have been selling off 5-10 years worth of luxuries over a year. If you look at the amount of luxuries now compared to a year ago, it will have dropped significantly. Thus there is not the amount of luxuries to sell off now to make up for short falls in merchandising income.

In BSE, a number of affiliations had many millions of stellars in the bank, which can be used to cover losses in Phoenix over a year or two. But this money will run out eventually.

Yes, affiliations have grown a lot but this should have been expected at conversion. This growth is unsustainable and will slow down over time, with some affiliations no doubt getting burnt badly by over expanding. But this is not something for the GM to meddle with. It is the PDs/affiliations fault if he over expands and the affiliation crashes.

Some of suggestions of tampering with income from merchandising complexes are just plain wrong. In a way this is easy money, but this whole idea was the fundamental basis for bringing in wages at conversion to pay for everything. There was no selling of luxuries at this point in time. This aspect of the game was there so that affiliations could expand and again goes back to the point above regarding the selling of luxuries vs. their current income. You cannot simply tinker with it here and there in a hope to shape the game since you don't like where it is heading.

Thus changing the fundamental basis of merchandising income (i.e. how income was at conversion) will over a year or so lead to collapse of the game. This will be exasperated by the smaller amount of luxuries to sell as well as the fact that you have to find new markets for your luxuries on a constant basis.

Your suggestion, quote ‘Should we decrease local values for merchandising on planets, thereby forcing players to look to trade at any level in order to bring in income? This is actually a serious point.
It would ensure that revenue from merchandising would not support multiple starbases unless heavy use of selling is instigated.
Obviously we would implement this incrementally (reduction of 5% every month for a year or so).?’ will destroy the game. Look at the major Starbase planets in Yank, Solo, Venice, Capella, Darkfold. These planets give out a large chunk of an affiliations income. If you suddenly instigate it so that planets do not support multiple starbases, then all large affiliations are screwed. This is absolutely unavoidable.

The problem is not with the conversion values. The problem is with building lots of new starbases on garden worlds, which already have a number of very big starbases present. This is what needs to be stopped so that growth is moderated or expansion comes by the forcible expulsion of another party from a system.

Any program modifications should therefore be based on the number of Starbases on the planet at conversion. This is the base merchandising value, any new ones then have reduced income from merchandising meaning that it is quickly pointless to have more merchandising starbases here. This is how to limit growth, not by the crude manor suggested.

Finally, I do agree that selling the game luxuries to the population is wrong since it does stop trade. But as the game stands, more ability needs to be set up to sell luxuries to a planet at a general price and also buy/sell it to traders. I don’t want each week to go through my Starbase and send in 30 sell to local population orders to sell 30MU of this, that ad the other. Likewise if I was a trader, I don’t want to frantically search the market pages each day desperately trying to sell something most people haven’t heard of before.

I want a system whereby I state what mark-up I want to buy an item at and have this based on the distance this item has travelled. The sell to local population routine has the system/planet mark-up value. So when buying a good on the open market, I want to take this value, times it by 0.6-0.7 (my mark-up value), times this by the local value of the item and then buy up to 10k of goods, max 500Mu of each item per week. Thus there is no actual value stated for each luxury item. Just a mark-up value. I get ca. 35% of the items value, the seller from the original colony gets a similar amount and the trader gets a similar amount.
This then helps remove the turning up and finding no market for item bit as well as the Starbase desperately trying to have every single trade good on it’s market report.
The same can then be done with the sell to local population order, thus automating this area.

Long mail, rant over, hope it makes sense.

Nik







gordon
QUOTE
Long mail, rant over, hope it makes sense.

Nik



It does biggrin.gif

I am curious what your views on taxes are though.

Gord
Rommy
To disagree with my PD.

The current economy makes resource complexes pointless which is why I want it changed.

I have a mid size colony with 100 merchandising complexes (100000 MUs of modules). Each new merchandising complex adds over 250 stellars (I'm all alone on the planet). My best resource is a 0.3 local with 40 per resource so can only generate 144 stellars if I sell at x12. Before the resource complexes actually start making any money I will have needed to built another 50 merchandising complexes. So why build any resource complexes, all my BCMs go to merchandising.

Each new merchandising complex gives me enough stellars for 24 other complexes or ~5 research complexes. My 100 merchandising complexes currently could support 4k complexes or about 800 research complexes. This is without any trade whatsoever.

Income from merchandising should be high for small numbers of complexes to allow new players/positions to have the purchase power to expand but a 100 merchandising colony should not be able to support x40 its number of merchandising complexes by itself. Such colonies should have to support expansion by trading luxuries and selling manufactured goods.

Nic
Mica Goldstone
Still purely on the discussion front.

First point, let us get clear what we are trying to achieve.
We do not want to change things for the sheer hell of annoying players (although this is not a totally specious reason wink.gif ).

The goals are:
Increase Trade
Allow competition between Military and Merchant Affiliations.
Set dynamic relationships between growth and wealth.
Ensure that spiralling economies never occur.

It seems that taxes are unpopular (now there’s a shock).

We still have plenty of mechanisms to choose from.

How about this?
Automated Employee/Troop wage demand
NB. It has always been presumed that wages are in fact the average wage. So even though the standard wage is $1.00 per person, a starbase employing 5,000 employees has some on $0.5 and probably a few on as much as $20.00 per week.

Currently this is static. This is also a little unbelievable.

The Principle
Employees (inc. troops etc) demand wages that are tied to the current affiliation wealth, its assets and total employee workforce. This is weighted by position location and risk. Finally there is floating monthly variable.
From a player’s point of view, all they will need to set is a wage based on a percentage of their employee’s average base demand, i.e. a simple percentage, no calculations, no continuous checking, set and forget.

What does this mean?
Employees working in high-risk situations will demand high wages.
Employees working for affiliations with hoards of stockpiled trade goods will demand higher wages.
Employees working for affiliations with hoards of stockpiled stellars and a relatively small workforce will demand higher wages.
Employees working on affluent worlds in huge starbases (analogy: the inner city) will demand higher wages (higher living costs).
Employees working in the arse-end of the galaxy in small mining outposts (analogy: Blackpool) will demand lower wages (low living costs).

Clarifications: Risk is calculated by chance of engaging in combat versus defences, i.e. warships, bunkers etc.

At the extremes of specialisation:
Merchant Affiliations with tonnes of goods, large civilian workforce, small military workforce small warfleet and huge wealth will have employees demanding higher wages, i.e. the public sectors pays well.
Military Affiliations with few goods, small civilian workforce, large military workforce, large warfleet and low wealth will have employees demanding lower wages, i.e. the private military sectors pay less well.
Obviously most affiliations fall somewhere between.

Anyway, players’ thoughts are always appreciated.
ABBA
Too messy and complicated.

How about a planetary wage multiplier, which might move according to planetary improvements, pollution, overcrowding, number of merch and recreation complexes, etc.

TonyH
Mica Goldstone
QUOTE (ABBA @ Mar 9 2004, 12:01 PM)
Too messy and complicated.

How about a planetary wage multiplier, which might move according to planetary improvements, pollution, overcrowding, number of merch and recreation complexes, etc.

TonyH

er.... the above is a wage multiplier huh.gif
ABBA
I mean a planetary wage modfier applicable to all starbases on a planet, visible to all via one of the scans.

I cant see why some pleb working in my starbase should know he can charge extra wages because of the number of luxuries being stored or produced affiliation-wide, when I as a senior political dont know.

TonyH
DMJ
I dunno I kind of think the complexity is quite good. I do think the effects should be base specific rather than aff.

I disagree with Tony on the one modifier for a planet planet, I think the idea is to generate a difference between merchant and military aff's. The more specificity, the better.

Dave
Mandible
I like the idea of having wage demands that arent fixed, but as to the approach taken to do it...there current suggestions (including taxes, etc) all seem to be on the basis that merchant affiliations are too rich and military affiliations are too poor; is that the case - or something that will only happen when the Enemy list charges come in?

Using a dynamic equation that includes affiliation wealth, stockpiled goods in the affiliation, etc is too hard for players to control (a rich player could stockpile their goods, making the rest of the affiliation pay a higher wage bill, forcing internal dissension and making us all bland drones playing the numbers). Its also something an affiliation would start to hide from their employees - why let them know how much cash you have, or how many luxuries hidden away if it means higher bills?

I dont follow the logic on how a Military Affiliation would have low wage bills - in RL military have high wage bills.

Similarly, in RL, the large Merchant companies have low wage bills - and the richer they are, the more they get away with it!

In RL this is down to the skills and risks eg. sales assistants are generally minimum wage and can quickly be replaced.

How about basing wage demands upon skills/specialisms. In-game, for employees this could be represented by the Complexes within an affiliation eg. research complexes need higher skilled staff, so if an affiliation has a high number of them, wage bills in general will go up as more of your staff are high skilled. This is already in the game though, with research complexes needing 5 times as many staff to run, but its just an idea. This would also work with Crew, Marines, etc - some sort of modifier based on number of ships to crew factors available to set wage levels.

Nik
QUOTE (Rommy @ Mar 9 2004, 11:41 AM)
To disagree with my PD.

The current economy makes resource complexes pointless which is why I want it changed. 

I have a mid size colony with 100 merchandising complexes (100000 MUs of modules).  Each new merchandising complex adds over 250 stellars (I'm all alone on the planet).  My best resource is a 0.3 local with 40 per resource so can only generate 144 stellars if I sell at x12.  Before the resource complexes actually start making any money I will have needed to built another 50 merchandising complexes.  So why build any resource complexes, all my BCMs go to merchandising.

Each new merchandising complex gives me enough stellars for 24 other complexes or ~5 research complexes. My 100 merchandising complexes currently could support 4k complexes or about 800 research complexes.  This is without any trade whatsoever.

Income from merchandising should be high for small numbers of complexes to allow new players/positions to have the purchase power to expand but a 100 merchandising colony should not be able to support x40 its number of merchandising complexes by itself.  Such colonies should have to support expansion by trading luxuries and selling manufactured goods.

Nic

Don't know how you calculate this.

Complexes require 50 employees, research 250 employees, to run. Each merchandising can then afford to run 1 research, less as the drop takes effect.

Note also that perhaps you haven't found all the luxuries available on the planet. A Starbase on a reasonable garden world can bring in 40k stellars from merchandising complexes. On the same world, I can also sell items to the local population for 40k stellars. The latter will not happen forever, but it can be kept going for a while.

Finally, you can turn your argument round and then state this is exactly why you need to have merchandising as the main source of income since luxuries on planets are so variable - at least with merchandising you know what is there pretty quickly.

Nik
ABBA
QUOTE
I dunno I kind of think the complexity is quite good. I do think the effects should be base specific rather than aff.

I disagree with Tony on the one modifier for a planet planet, I think the idea is to generate a difference between merchant and military aff's. The more specificity, the better.


Yes, I'd go allong with starbase specific modifiers, on top. More of a reason for having those recreation complexes. Not affiliation-wide though.

If you want a difference between merchant affs and military affs.. how about a wage differencial between employees and troops? A warehouse supervisor, a research technician and a veteran startrooper in a combat zone, on the same wage? I think not...


TonyH
Nik
QUOTE (Mica Goldstone @ Mar 9 2004, 12:57 PM)
Still purely on the discussion front.

First point, let us get clear what we are trying to achieve.
We do not want to change things for the sheer hell of annoying players (although this is not a totally specious reason  wink.gif  ).

The goals are:
Increase Trade
Allow competition between Military and Merchant Affiliations.
Set dynamic relationships between growth and wealth.
Ensure that spiralling economies never occur.


Before we move onto other topics (maybe an idea to create a new topic for this), I'd like some comments on my mail Mica. I'm not totally against these suggestions, but likewise you cannot just cut affiliations incomes off at the knees. If you base modifications around conversion values then things would not be so bad. Only you can see the decline in the number of trade items throughout the game, but I know in the DTR the amount has drop significantly and this can also be seen looking at public markets. Thus expansion will come to an end at it's own accord without the need for change provided that new Starbases do not have the same local income as conversion ones on the same planet. It really is as simple as that to fix. Nothing fancy is required.

If affiliations expand too rapidly then crash and burn, that is not the GMs problem and it shouldn't be a reason to change the program. In general, turning off research complexes would stop this quite quickly so it's not really going to happen in the end.

If you want competition/difference between trade/military affiliations, then specialisation is the way to go, based on a captains experience.

Taxes on trade could work if implemented properly - need to think about this more.

Nik
Guest
QUOTE (Nik @ Mar 9 2004, 12:41 PM)

Complexes require 50 employees, research 250 employees, to run. Each merchandising can then afford to run 1 research, less as the drop takes effect.


Nik, your maths is crummy.

Complexes require 500 employee hours, each employee gives 50 hours QED 10 employees, Research costs 2500 employee hours or 50 employees.

Nic
Rommy
QUOTE (Nik @ Mar 9 2004, 12:41 PM)
On the same world, I can also sell items to the local population for 40k stellars. The latter will not happen forever, but it can be kept going for a while.

Finally, you can turn your argument round and then state this is exactly why you need to have merchandising as the main source of income since luxuries on planets are so variable - at least with merchandising you know what is there pretty quickly.

I think that the original idea behind Phoenix was that uniques and standard luxuries would be sold in combination. Currently no one builds any large quantities of standard lux because there is no need. No one transports the standard luxs because there is huge money to be made in moving modules and uniques.

For example, my colony described earlier is two peripheries away from the main DTR manufacturing colonies. If the economy was working correctly I would pickup modules in Venice, ship to my colony then pick up lux and uniques to ship back. However all my modules go into merchandising so I have nothing for the return journey.

The stockpiles of luxuries would be bigger if people were actually building resource complexes.

I recently found this resource

Product: 60 Clothings (30152)
10 % Drop: 1000 Complexes
Quantity: 774017
Weekly Change: 107520


This is actually a very good standard luxury that could generate tens of thousands of stellars. It will never be exploited because I will never have the BCMs to build up the complexes because I can generate more stellars from merchandising.
Mica Goldstone
QUOTE (ABBA @ Mar 9 2004, 12:45 PM)
Yes, I'd go allong with starbase specific modifiers, on top. More of a reason for having those recreation complexes. Not affiliation-wide though.

If you want a difference between merchant affs and military affs.. how about a wage differencial between employees and troops? A warehouse supervisor, a research technician and a veteran startrooper in a combat zone, on the same wage? I think not...


TonyH

The original probably was not clear enough.

Each and every single positions effectively has a modifier. The modifier is calculated by the program. It figures all that various things - aff, planet, lists, wealth etc.

This comes out as a base wage unique to a position. You don't need to know the complexity behind how the figure is generated only that it is done fairly.
All you set is the percentage you intend to pay of this basic wage.

Example
FET Blackpool Mining Outpost
Basic Wage: $0.5
Wage paid: 100%

FET Ritz Shagfest Pleasure Starbase
Basic Wage: $7.2
Wage paid: 100%
Andy
QUOTE (Mica Goldstone @ Mar 9 2004, 01:36 PM)
The original probably was not clear enough.

Each and every single positions effectively has a modifier. The modifier is calculated by the program. It figures all that various things - aff, planet, lists, wealth etc.

This comes out as a base wage unique to a position. You don't need to know the complexity behind how the figure is generated only that it is done fairly.
All you set is the percentage you intend to pay of this basic wage.

Example
FET Blackpool Mining Outpost
Basic Wage: $0.5
Wage paid: 100%

FET Ritz Shagfest Pleasure Starbase
Basic Wage: $7.2
Wage paid: 100%

If this was implemented then the fair thing to do would be to ensure each aff was stellar neutral ie not unfairly impacted by this change. In effect this would be another conversion.

In a way it makes sense and pushes the affs towards specialisation ie mining / factory complexes on balls of rock with high mineral yields versus overpopulated garden worlds with potential higher wages.

One point I would make though is that there are very few worlds in the game that are by any means overpopulated. A good garden world has up to 5 million people which is nothing on a large world. The capacity on a large world must be something like 400+ million. With fast transports the population can spread out and therefore the cost of living will be less. We are out in the peripheries not in the over populated Inner Empire so I would not expect large wage costs as there is the land to expand easily.

Andy
ABBA
Mica - I think I followed your proposal. I just dont see why my aff , let alone my individual political, having lots of money should mean I pay more wages. Maybe we're saving up to by an EEM tech each, or to buy the fleet of 100-hull warships we cant build ourselves.

Just because the military affs have blown their income on hull patches and missiles, I cant see why I should pay more. Especially is the AFT life is generally a low-risk, civilian existance. My staff should get less for a low-risk life.

One of the prime reasons for joining the AFT is for ease of accumulation of money. We dont get the excitement of space battle or covert ops, just a great big wadge of cash if we keep at it. Why should we be penalised for it? If the military affs need more cash - stop fighting!

TonyH
Nik
QUOTE (Andy @ Mar 9 2004, 02:48 PM)

If this was implemented then the fair thing to do would be to ensure each aff was stellar neutral ie not unfairly impacted by this change. In effect this would be another conversion.

In a way it makes sense and pushes the affs towards specialisation ie mining / factory complexes on balls of rock with high mineral yields versus overpopulated garden worlds with potential higher wages.

One point I would make though is that there are very few worlds in the game that are by any means overpopulated. A good garden world has up to 5 million people which is nothing on a large world. The capacity on a large world must be something like 400+ million. With fast transports the population can spread out and therefore the cost of living will be less. We are out in the peripheries not in the over populated Inner Empire so I would not expect large wage costs as there is the land to expand easily.

Andy

I agree. And if you were going to do this the it would be better to start the game afresh so that there would be total balance in the game. In the short/medium term, the game will not be balanced no matter how much tinkering is done.

I also agree with the population levels. 5 million vs. 5 billion isn't in the same ball park even if 1 employee may not actually _be_ 1 employee. No game planet is remotely populated compared to the world we live in, thus there is more than enough space on any planet for a population expansion.

Nik
Mica Goldstone
QUOTE (ABBA @ Mar 9 2004, 01:52 PM)
Mica - I think I followed your proposal. I just dont see why my aff , let alone my individual political, having lots of money should mean I pay more wages. Maybe we're saving up to by an EEM tech each, or to buy the fleet of 100-hull warships we cant build ourselves.

Just because the military affs have blown their income on hull patches and missiles, I cant see why I should pay more. Especially is the AFT life is generally a low-risk, civilian existance. My staff should get less for a low-risk life.

One of the prime reasons for joining the AFT is for ease of accumulation of money. We dont get the excitement of space battle or covert ops, just a great big wadge of cash if we keep at it. Why should we be penalised for it? If the military affs need more cash - stop fighting!

TonyH

Don't take this personally. We are not stupid. Mostly dry.gif
Mica Goldstone
Er... We are looking to the future.... long term.

As we have said, these are economic factors to put into the game to allow for long term expansion without spiralling out of control, i.e. they reins may be slack now but will tighten if expansion becomes exponential.

If everything is tickety boo, then many players will never notice the economic restraints. At the edge however players can seek out new ways of shafting other factions through means both economic and military, the game however remains dynamic.
Mandible
QUOTE (Mica Goldstone @ Mar 9 2004, 12:57 PM)
Still purely on the discussion front.

First point, let us get clear what we are trying to achieve.
We do not want to change things for the sheer hell of annoying players (although this is not a totally specious reason wink.gif ).

The goals are:
Increase Trade
Allow competition between Military and Merchant Affiliations.
Set dynamic relationships between growth and wealth.
Ensure that spiralling economies never occur.

It seems that taxes are unpopular (now there’s a shock).

We still have plenty of mechanisms to choose from.

How about this?
Automated Employee/Troop wage demand
NB. It has always been presumed that wages are in fact the average wage. So even though the standard wage is $1.00 per person, a starbase employing 5,000 employees has some on $0.5 and probably a few on as much as $20.00 per week.

Currently this is static. This is also a little unbelievable.

The Principle
Employees (inc. troops etc) demand wages that are tied to the current affiliation wealth, its assets and total employee workforce. This is weighted by position location and risk. Finally there is floating monthly variable.
From a player’s point of view, all they will need to set is a wage based on a percentage of their employee’s average base demand, i.e. a simple percentage, no calculations, no continuous checking, set and forget.

What does this mean?
Employees working in high-risk situations will demand high wages.
Employees working for affiliations with hoards of stockpiled trade goods will demand higher wages.
Employees working for affiliations with hoards of stockpiled stellars and a relatively small workforce will demand higher wages.
Employees working on affluent worlds in huge starbases (analogy: the inner city) will demand higher wages (higher living costs).
Employees working in the arse-end of the galaxy in small mining outposts (analogy: Blackpool) will demand lower wages (low living costs).

Clarifications: Risk is calculated by chance of engaging in combat versus defences, i.e. warships, bunkers etc.

At the extremes of specialisation:
Merchant Affiliations with tonnes of goods, large civilian workforce, small military workforce small warfleet and huge wealth will have employees demanding higher wages, i.e. the public sectors pays well.
Military Affiliations with few goods, small civilian workforce, large military workforce, large warfleet and low wealth will have employees demanding lower wages, i.e. the private military sectors pay less well.
Obviously most affiliations fall somewhere between.

Anyway, players’ thoughts are always appreciated.

Why not have the EEM issue Galactic Wealth figures each month, showing total number of employees in the Galaxy, total wealth in the Galaxy and from this the Average wage is calculated as some percentage. By being Galactic based (ie everyone) it could add a political element, as you are influenced by your competitors/enemies. Wages could further be modified, if desired, based on risk (location, military presence at the base, etc) and even race - do the HVE desire lower wages as they are drones? Do the FGZ/DEN desire higher wages as they are psychic (all linked...like a big union).

Increase the amount of trade goods that can be produced at resource complexes as well as increase the amount being bought by planetary populations. Perhaps combine this with a change to what populations buy eg. Your planet will not buy products it can produce itself, over-supply of the same item reduces buying price, etc.

Make markets easier. There are so many unique goods out there its impossible to create a viable market to buy them all - and if you did, your market report is so huge you cant find anything on it! Simplify how markets work - there are various ways this could work. You could allow bases to buy "all trade items" with a price linked to the distance its travelled. To buy them at a percentage of the sale price (so if the population buy it from you at 10 stellars and you say buy at 80%, your market says 8 stellars).

Market prices for manufactured goods are irrelevant - this is simply players selling to players and economic demand will set this.

If certain worlds have too high a merchant complex income, then surely this is a game mechanic/balance requirement to sort out those individual planets and dont need an overall change in trade rules.

In game terms, the more cash coming into the game universe (planetary sales/merchandising), the more cash leaving the game universe (wage bill). Everything else is who has the money - which is just another power play. Where it comes to money, Merchant Affiliations should always be stronger - taxes and affiliation-only wage bills simply take cash from merchants and give it to Military, for no benefit to the Merchants.

The problem is cash is essentially outside the game universe as the politicals have it all - you attack a ship, you dont get any cash from it. Unless you want to assassinate people as a means to financing your affiliation :-) And cargo dumping rarely (if ever) occurs. So perhaps destroying an enemy ship gives you some of their wealth(justified by some in-game reason)? This gives Military affiliations the ability to generate cash in their field without having to be traders.

Mark

Mandible
QUOTE (Mica Goldstone @ Mar 9 2004, 02:36 PM)
Each and every single positions effectively has a modifier. The modifier is calculated by the program. It figures all that various things - aff, planet, lists, wealth etc.

Im concerned about how this would affect the number of paying positions a player would have to have. Could you expand on the below scenarios for me?

I have one starbase, on a rich garden world, that has all my factories, all my merchant complexes too - I run everything from the one paying position. It has 10,000 employees.

Or

I have two starbases - one on the Garden World, with only merchant complexes and 5000 employees. The other has all my factories and is on a barren moon, also with 5000 employees. For all other respects (location, size, risk, etc) they are identical.

Will the combined wage bill for the two scenarios be identical? Both scenarios have the same risks, same no. of employees, just split differently. Only one costs me twice as much to play as the other.

Mark

ABBA
QUOTE (Mica Goldstone @ Mar 9 2004, 03:21 PM)
[Don't take this personally. We are not stupid. Mostly  dry.gif


Sorry, having to pay more just because I've got more attacks the very core of my in-game being. Are you sure space opera is the place for your proto-communist leanings, Mica? wink.gif
Mica Goldstone
QUOTE (Mandible @ Mar 9 2004, 02:54 PM)
Im concerned about how this would affect the number of paying positions a player would have to have. Could you expand on the below scenarios for me?

I have one starbase, on a rich garden world, that has all my factories, all my merchant complexes too - I run everything from the one paying position. It has 10,000 employees.

Or

I have two starbases - one on the Garden World, with only merchant complexes and 5000 employees. The other has all my factories and is on a barren moon, also with 5000 employees. For all other respects (location, size, risk, etc) they are identical.

Will the combined wage bill for the two scenarios be identical? Both scenarios have the same risks, same no. of employees, just split differently. Only one costs me twice as much to play as the other.

Mark

Er... dunno. huh.gif

This is why it is still a discussion.

Until, in principle, dynamic wages are the alternative players want, there ain't much point working out details. Nope, nada, nosireebob.
Mandible
QUOTE (Mica Goldstone @ Mar 9 2004, 04:07 PM)
Er... dunno. huh.gif

This is why it is still a discussion.

Until, in principle, dynamic wages are the alternative players want, there ain't much point working out details. Nope, nada, nosireebob.

i realise its still a discussion rolleyes.gif

I wasnt really after specifics, but rather the assurance that any of these changes would only gather in-game benefits and that any side-effects forcing players to spend more money would be taken into account.

So the answer I really wanted was, "dunno, but we will make sure any change wont affect the number of paying positions you have to run" ph34r.gif
Mica Goldstone
QUOTE (Mandible @ Mar 9 2004, 03:20 PM)
So the answer I really wanted was, "dunno, but we will make sure any change wont affect the number of paying positions you have to run" ph34r.gif

That has to be a given biggrin.gif
Duckworth-Lewis
If there is a move towards shifting the balance of how money is generated towards selling trade goods, then I would personally like to see a revision of TU cost when we make sell/buy/deliver/pickup orders because it has never made sense to me that moving 5000 MU's of one item would be 'quicker' than shifting 500 MU's of several items.

Whilst Mica has made an excellent point about the current cost of trade goods that players are setting, I also think that the TU cost for trading lots of small amounts of trade goods is offputting.
Jons
Hell, this has to be the longest thread I have ever seen on here!

Speaking from a purely selfish view here, and getting back to the original text.

The SMS must be the biggest Aff in the game that does not own a single system. I own 6 starbases in different areas and do not own a 'controlling' starbase on any of the planets (well, apart from 2 lifeless worlds where I am the only starbase present).

If system/orbit taxes are levied then I will be having to pay every where I go.

3 of the starbase have trade sales of approx 100 each (and 2 of them have still not recovered from being at worth of 0.12 after a whole year) and no life form. The other 3 starbases have resonable trade amounts (ie 4000+) but I share the planet with at least 3 other starbases of different Aff's. The only resource complexes I have running are for minerals because 3 of them have no resource available trade items and the other 3 have so many starbases resourcing the same stuff that it would be self defeating to gather it myself as well and add to a market that is already flooded by the same old stuff. (Eridani pickled fish - no thanks mate, I can smell the amounts that the other starbases have from here)

So I am left with the money made from merch complexes and building items in order sell to others to make money. The Aff is a mining Aff, not a war or trade but miners. We operate resonable amounts of shipping in both war and trade but pale into nothing compared to the Aff's that specilise in those areas (as is right).

So what about the middle men like us? If the money made from merch complexes is going to be reduced in order to promote trade (as one of the suggestions) or different Aff's are forced to levy taxes to support their warfleets then where will the extra money come from?

I like the idea of buying trade goods at a percentage of their worth but without the infrastructure there to take advantage of it, there is no point. If the amount of personnel in your starbase represents about 1/100th of the total number of colonists then surely variety will interest them more than 100mu of the same old stuff week in week out. I prefer the way that command complexes issue and feed the people and would hate to have to go back to building houses and farms (like in the old BSE days).

Cheers
Jons - SMS
CNF_PD
Having read all this lot above I must say I feel very uneasy about what is being proposed, a few points :

Funding of military affs by getting merchant affs and others to pay for us is simply not going to work.

1) they wont pay for it (taxes or otherwise) so there wont be any incoming trade
2) theres nothing stopping them building enough warships themselves to potect against skirmishes without the need for a large warfleet

I must say it kind of smells of forcing players to engage in lots of trading which is fine for some players but for others like me who like to occasionally trade to make up shortfalls in stellars it is a big turnoff with the prospect of having to out trade the trade affs in order to make ends meet. Yes I know theres nothign stopping a military doing more trade but this is simply not what the CNF (as an example) is about in terms of profile....

I can see a prospect emerging where the military affs say sod it, its too expensive to try and make any serious impact in a war and simply opt for easy defensive measures instead or worse become just traders and the game stagnates.

Yes, this increases the prospect of phoenix being more trade oriented but at the expense of the military affs whose prime focus is on fighting the good fight.

More and more players are joining the game and demand a part in the war effort. This is a serious worry if the aff cant afford to actually put more warships out without the player having to be more trade oriented than say an AFT person to generate enough stellars to do what the AFT does AND maintain / operate the warfleet stuff.... remember the average military aff has lots more expense than a trade aff (10,000 stellars for every extra blueprint, 600 factories for every capitol warship, double stellars charged for each movement of troops and / or employees, the list of expenses is endless)

I thought the whole problem with bse was that affs never actually lost anything in mu's really, at least if everyone can afford to build extra warships then some of it will actually get blown up and used up in that way. Thats an alternative constraint on what stellar inflation has been described as....

Im sure others will strongly disagree with me but the only thing that will happen if I cant find enough stellars in game to play a military aff because I am forced to do copious amounts more trading than I do now is that I will loose interest in the game and quit.

In bse there was far too little if any aspect of stellar economic control and phoenix with these new ideas is going completely to the other extreme where it is THE only control and players/time/effort/profile really doesnt come into it, its just whether you can crank out more stellars - and the only option would be through becoming a full time trading player.

I know Im looking at it from one angle and looking at extreme scenarios but in phoenix im not looking for ground breaking reality where inflation and the economy is finely balanced with a cause and effect algorithm that only albert einstein can fully understand. For me the aff im playing has a profile where we are engaged in a civil war and most concerns revolve around that, not how many times I can remortgage my granny to offset the rise in universal hyper inflation on the stock market.
Mica Goldstone
QUOTE (CNF_PD @ Mar 10 2004, 01:56 AM)
Having read all this lot above I must say I feel very uneasy about what is being proposed, a few points :


Lots of points....

Yup, the aim is to strike the balance between the extremes of economics and military. There is absolutely no point in implementing something that is fundamentally flawed.
DMJ
QUOTE (Mica Goldstone @ Mar 10 2004, 08:57 AM)
QUOTE (CNF_PD @ Mar 10 2004, 01:56 AM)
Having read all this lot above I must say I feel very uneasy about what is being proposed, a few points :


Lots of points....

Yup, the aim is to strike the balance between the extremes of economics and military. There is absolutely no point in implementing something that is fundamentally flawed.

Yeah I think Ewan has hit the nail right on the head here...

Merchant aff's will have more freighters and therefore have the ability to generate more income through trading.

Military aff's have more warships and more expenses, and therefore do not have as much money.

Big aff's with huge starbases have large production capabilities, but huge starbase expenses.

It all levels out eventually. As the merchant aff's seem to be using their income to buy produced items from the big affs, who use the stellers to pay their defecits. The miltary aff's attempt to generate cash to deal with their defecit via minor trading, and the possible sale of ships.

I know Mica is trying to avoid one of either the exteme's, but I'm not too sure the system is wrong as it is i.e. no need for change. Sure trade needs to be tweaked, but rather than making major game changes (which no matter how well planned, will probably end up in generating one of the major extremes), tweak trade so that is more 'desirable' rather than a 'neccesity'.

Ted
Here's another thought!! rolleyes.gif

The IMP are always getting requests from other affs to set up bases within their systems.I assume other power blocs do as well!

What do the power blocs gain from allowing such bases?

If neutral affs have bases or wish to set up bases in systems claimed by the major factions why should they not be taxed?

The neutral affs are getting income from said bases,but the "ruling" powers gain nothing for allowing these bases to operate. wink.gif

Is that right????
The military affs(powerblocs)should be answering requests to set up bases with"What's in it for us"!! biggrin.gif

Maybe taxes are not going to work,maybe they are and maybe if affs want to set up bases in systems claimed by others they should make a one off payment to the systems owners!
David Bethel
QUOTE
I agree. And if you were going to do this the it would be better to start the game afresh so that there would be total balance in the game. In the short/medium term, the game will not be balanced no matter how much tinkering is done.


We are not going to tinker with induvidual locations, we are going to implement a mechanic that generates a wage demand based on location and situation every week. The wages would have both long term and short term threads so that we would not have to account for starbases with excesses of luxuries when its implemented (because it is long term). Short term effects would be generated due to enemy list changes etc.

The idea would be to keep the game balanced on a per employee basis in the long term. Large affiliations or small ones would be equally affected.
Mandible
QUOTE (DMJ @ Mar 10 2004, 10:39 AM)
It all levels out eventually. As the merchant aff's seem to be using their income to buy produced items from the big affs, who use the stellers to pay their defecits. The miltary aff's attempt to generate cash to deal with their defecit via minor trading, and the possible sale of ships.

Does it all level out though? Only KJC can tell us, but I assume this thread was started because it doesnt ie there is far more stellars being added to the game each week (merchandising) than is being taken out (wages).

If a wage dynamic is brought in I would far prefer the calculation to be a simple one, rather than include stockpiles, etc. it needs to be something that players can see how their average wage has been calculated so that they could do things differently to reduce it.
David Bethel
QUOTE
Im sure others will strongly disagree with me but the only thing that will happen if I cant find enough stellars in game to play a military aff because I am forced to do copious amounts more trading than I do now is that I will loose interest in the game and quit.


I don't think military operations with ships will be dramatically effected. It will mainly be starbases that carry enemy list that will cause the cost. This can be migrated away by placeing the enemies on the platforms, etc. or building more bunkers for employees etc.

For adding to lists a one off payment to the crew may well be better than an increased wage - also storing what the current payment is for transfers of crews (to ensure they get payed danger money as well). The crew wages could then be modifed by casulties take in the last x weeks or something.

Really the intension is to place a elastic band around the stellars in the game, so that you have to continually push if you want to work outside the envolope. We basically want to make stellars meaningful not pointless to the extent that you stock pile 500k of a trade good and don't put it on your markets.
Garg
Ewan, what you said i disagree with a bit, the merchant affs, of which i believe FCN is one, currently producing more warships, then merchantships and i bet this is true for all merchant affs, because the need for more merchantships seems not to exist.

This mean we just cant keep making stellars from trade or well we can, but it will take like 4 years of trade, to just pay of the hulls of a condor, if you do it with basic low income goods alone and add equipment, then will it take 4 years even with higher income <g>

If we get effected too much, then would we unlike you go from being merchant into being military aff, because i would rather have 300 Dreadwings and 50 condors, then 50 dreadwings an 300 condors. simple reason being, the dreadwings can make sure my things survive and condors cant.

While condors can earn lots of stellars from trade, then are merchantships simple not as needed in this game as warships, which is a problem as there is in rl, many times more merchantships then warships smile.gif

also the military affs dont have to do alot of trading themselves, they just need to sell stuff and buy stuff, if they do, then will the merchant affs sort out the rest normally, but many of us still have problems with markets around us, as my merchant friends in AFT said, a few places buy weaponry, but hardly any sell it, this also means there will always be more demand then we can sort out. But if our stellars are cut, then that might not really boost trade, because those who are to buy the stuff, if they then dont have the extra stellars anymore, then will we have a double effect, lots wants to sell stuff, but no one can afford anything smile.gif

take me, i have had millions in my hands already, but i have still only for a single week, had 1 pure million in my hands, so stellars for me is something that i get and that leave me again due to trading. Not getting rich here still as you see smile.gif
DMJ
QUOTE (Harlow @ Mar 10 2004, 12:07 PM)
Ewan, what you said i disagree with a bit, the merchant affs, of which i believe FCN is one, currently producing more warships, then merchantships and i bet this is true for all merchant affs, because the need for more merchantships seems not to exist.

This mean we just cant keep making stellars from trade or well we can, but it will take like 4 years of trade, to just pay of the hulls of a condor, if you do it with basic low income goods alone and add equipment, then will it take 4 years even with higher income <g>

If we get effected too much, then would we unlike you go from being merchant into being military aff, because i would rather have 300 Dreadwings and 50 condors, then 50 dreadwings an 300 condors. simple reason being, the dreadwings can make sure my things survive and condors cant.

While condors can earn lots of stellars from trade, then are merchantships simple not as needed in this game as warships, which is a problem as there is in rl, many times more merchantships then warships smile.gif

also the military affs dont have to do alot of trading themselves, they just need to sell stuff and buy stuff, if they do, then will the merchant affs sort out the rest normally, but many of us still have problems with markets around us, as my merchant friends in AFT said, a few places buy weaponry, but hardly any sell it, this also means there will always be more demand then we can sort out. But if our stellars are cut, then that might not really boost trade, because those who are to buy the stuff, if they then dont have the extra stellars anymore, then will we have a double effect, lots wants to sell stuff, but no one can afford anything smile.gif

take me, i have had millions in my hands already, but i have still only for a single week, had 1 pure million in my hands, so stellars for me is something that i get and that leave me again due to trading. Not getting rich here still as you see smile.gif

Dan, is this due to you buying produced goods?
Garg
nah, i try to buy all kinds of goods, but there is not that much around and once there is some goods around, then is it a common item of low value, you have to move from outer capellan to cluster, but this can take along time and tends to be hardly worth it and as the DTR said, unique goods are dropping alot now on markets, i think our problem is that in BSE then could each starbase use same special, but in phoenix have the markets been limited by a global almost in all cases, many specials cant even really be made, because the regrowth are so small, that its hardly worth doing.

I have sent out a few condors to buy some common ores and goods to move them around a bit, will not give me much compared to the value of the ships, but better then nothing.
Rommy
What's to stop a position owning 100k of luxuries dumping those luxuries into a single man GP in their starbase to avoid the increase those luxuries cause to their wages at the starbase.

If the value of those luxuries is 1 stellar per MU, and increases the wage bill by 1 stellar per person, I can see a lot of people just dumping the luxuries rather than selling them. This is especially for common lux which you might be able to only sell at 0.3.
David Bethel
QUOTE
What's to stop a position owning 100k of luxuries dumping those luxuries into a single man GP in their starbase to avoid the increase those luxuries cause to their wages at the starbase.


It will most likely be calcualted per player and per aff to avoid this - the effect will just be most noticable on the starbase since it has more ppl in it. We can also add something to do with location of the wealth...

QUOTE
If the value of those luxuries is 1 stellar per MU, and increases the wage bill by 1 stellar per person, I can see a lot of people just dumping the luxuries rather than selling them. This is especially for common lux which you might be able to only sell at 0.3.


If 1 mu of lux increased the wage bill that much very quickly then surely the whole thing would be stupid ? Also its value that i would be interested in not mass. The intent is not to make lux etc a liablity but to make hording them counter productive.

And since i said it would not occur all at once you would be a muggins to dump them. I was thinking that long term factors rev up over 6 months to 1 year.




Garg
on the other side of things, if i produce chic clothing and sell it rather cheaply, then will it still be counted against me, so i would have to sell it at a higher price, to make sure i get those stellars back, that my people get in higher wages, but with higher prices, then do the item perhaps not sell, leaving me with more per week, i cant sell, which again would press the wages up futher, in that i would end up with disbanding it all and nolonger produce anything that is either not a unique good or at least value 1 stellar or more, to ensure i can earn from it.

To me it seems that this will make food, consumer goods and items like that even worse then before, as you need to sell higher value items to pay those wages.
Andy
QUOTE (Rommy @ Mar 10 2004, 12:14 PM)
What's to stop a position owning 100k of luxuries dumping those luxuries into a single man GP in their starbase to avoid the increase those luxuries cause to their wages at the starbase.

If the value of those luxuries is 1 stellar per MU, and increases the wage bill by 1 stellar per person, I can see a lot of people just dumping the luxuries rather than selling them. This is especially for common lux which you might be able to only sell at 0.3.

What's to stop a player using a friendly IND position for stellars and luxuries? One that does not have a political?

Something to be aware about
ABBA
I dont believe the way this discussion is being led by the 'KJC faction'

There is no in-game reason I can see for wanting to hold onto vast stockpiles of goods, rather than the trading system at present which makes it uneconomic to shift vast quantities of virtually worthless tat.

Rather than address this (and if you've no ideas how, I've read a few just in this thread, over the last few days) you propose effectively just to 'tax', through higher wages, simply for having large stockpiles (is there a real-life analogy to this - I dont think so) and tax again for actually shipping the stuff around.

This will mean that I, for instance, will be penalised for saving up enough of the stuff to fill a super-carrier ($0.2/MU sounds better if it adds up to a couple of thou) and will have to run cloned auto-turns once a week. And I'll also be penalised if, after doing that, one of my affiliation associates cant be bothered, and lets the stuff build up.

Of all the game-improving, or even just interesting, game tweaks I could think of, charging for stockpiles of goods, or wealth, would be just about the most pointless.

TonyH, AFT
PS Not too familiar with emoticons, but mad.gif mad.gif mad.gif mad.gif
Andy
How about the following simple solution that would limit escalation.

Total the profit an affiliation makes from it's politicals each week and tax the total amount say at 20%. This amount comes out of aff funds. The PD needs to set the aff tax amount he taxes the politicals to make sure there is enough in the aff bank account. This tax is to provide the every day running of the local infrastruture.

If you don't make a profit you don't pay tax. The less you make the less you pay.

This will limit the expansion of the affiliations and force 2 things.

1. More starbases on garden worlds
2. More trade because you have to get those stellars in.

The affiliation / players decide what the want to do. It will also provide more conflict as Garden worlds will be in demand.

Andy

Mandible
QUOTE (Andy @ Mar 10 2004, 02:48 PM)
How about the following simple solution that would limit escalation.

Total the profit an affiliation makes from it's politicals each week and tax the total amount say at 20%. This amount comes out of aff funds. The PD needs to set the aff tax amount he taxes the politicals to make sure there is enough in the aff bank account. This tax is to provide the every day running of the local infrastruture.


I like the idea of taxing the net profit being made, but I would suggest that the "KJC Tax" (which is just cash being taken out of the game) should come straight from the politicals accounts, rather than via the affiliation. This is because the affiliation gets money by taxing wages - so those who make no profit, but have high wages will pay even more.

Mandible
Having thought about it a bit more, it probably wouldnt really work. Those making loads of cash would use it to buy loads of goods that week, so their political doesnt make any profit. But they are gaining all those goods they are buying (modules for example) and getting massive growth and paying no tax, so the high growth problem doesnt go away.
ABBA
If avoiding limitless escalation is the problem, how about attrition of stockpiles of normal goods?

Your basic perishables, like food, could decrease at 3/4/5%, but how about gatling lasers at 0.5% - scrapped due to dust in the initiaton chamber? Or consumer goods at 1% - pilfered by warehouse staff? This would stop infinate escalation far more effectively. And I'm still in favour of higher wages for 'prestige' employees like troops or researchers - how about a training blueprint for research technicians, to be trained up from basic employees, and payed at $10/week each? The recent appearance of MkIV items on open market sale suggest research is escalating uncontrollably.

I still dont see why a big bank account should get trimmed though. Has the equivalent of the Swiss bank account supposedly ceased to exist?

TonyH
Garg
stockpiling is not a real problem, or is anyone really trying to stockpile stuff? smile.gif
i normally stockpile a bit, but so i can use a condor to move it, as i dont want to take like 800mu each time and just move that, when my ship can hold 6000mu.

I would think most affs are running low on trade goods by now, those that are not, either dont care about trade or have not found out, what to do with it yet.
Mandible
QUOTE (David Bethel @ Mar 10 2004, 02:13 PM)
If 1 mu of lux increased the wage bill that much very quickly then surely the whole thing would be stupid ? Also its value that i would be interested in not mass. The intent is not to make lux etc a liablity but to make hording them counter productive.

Wages being based on Total stockpiled wealth (cash and luxuries) simply cannot work. It will fuel expansion rather than control it - everybody will be seeking to get rid of their cash and luxuries as fast as they can, to control wages. The only replacement for that wealth is infrastructure items (modules, etc) - if you use your cash to buy luxuries, your stockpiled "wealth" remains the same. So the value of produced goods goes up and bases get bigger, faster. Which is one of things the wage system is trying to stop.

Stockpiled wealth stagnates/controls an economy and this is being penalised.

I also doubt whether the need to shift stockpiled luxuries will benefit trade. In the short term, yes, as everyone will be seeking to change their luxuries into cash (and then into infrastructure items), but once stocks are gone, what then? A base needs a stockpile of luxuries to attract a reasonable number of traders, who want to get a ship full of goods, but also dont want to waste their time going somewhere and find the stocks have all been sold. So the best items to stockpile are the cheap ones (clothing, food, etc) as their value is low, so the effect on your wage is low. but then the profit is minimal and has so many unknowns (just how much is it costing me in wages have all those clothes sitting around??) that it encourages the "why bother" attitude. The alernative is to have a small amount of high cost luxuries - its value is the same, so your wage bill would be just as affected, but you will get few traders coming for just a handful of goods. And if you still got traders, great...but the overall affect on the game is that trade ships need only be very very small as there are no large qty of luxuries to haul. So trade, in quantity, is still tiny.

Surely it is the weekly net surplus in wealth that needs to be controlled, regardless of stockpiles?
Garg
suggestion could be to have wages be based on planets, if you are on a large population world, then would employees not be expensive, because its easy to get employees, on small population worlds on the other hand, employees are not demanding and would demand more money.

Being stationed on an asteroid would demand more pay as well, because who would really want to be there.

Make crew, troops and all want more wages, as they are more specialised compared to an employee i would say.

like why does a normal crew and a veteran crew cost the same? veteran gives twice benefit and should cost at least 25% to 50% more then a normal crew as well.

again i think one of the weak points in phoenix is right now, that local demands in starbases are missing, people need basic goods to survive, but we dont have that, this makes it more easy to run starbases and dampens trade in poor goods as well as makes a problem with placing a starbase on a asteroid with no population.
Sam_Toridan
God - that will teach me to go away for a week. Bloody long thread this one.

A few comments, with various degrees of relevance smile.gif

1. Niks idea about buying certain types of goods at a certain percentage price would be a really great way to unclog the trade system. If I could set my colonies market to buy 1000MU of "Non-Perishable Trade Goods" at X% of local value each week then I don't need to worry about having 1000 different uniques on my market report. Traders will also be able to sell me any trade good within that broad category instead of worrying about a specific item. This alone should increase trade.

2. The distance modifier needs to be smoothed out a bit. At present the colonies on the edge of a periphery have a huge advantage. One jump from Yank for instance offers a number of different peripheries and a decent distance multiplier. To get the same bonus from a colony in Darkold usually needs about 3 jumps. Distance needs to be by jumps or areas like Capellan/Darkfold need more areas (i.e. Core/Inner/Mid/Outer/Rim). Maybe 1 jump blocks taken from a fixed point like Yank?

3. Not too sure about the whole tax issue. I generally lose several tens of thousands of stellars every week and reckon the aff loses 30-50K$/week on average (and thats on a good week without lots of agent activity). We can sustain this for a few more years but will eventually go broke. Most of my colonies worlds have naff populations and I'm lucky if I can offload 200MU of trade goods/week. I am getting to the point where I am running colonies whose only purpose is to generate stellars to support my other bases and thats a real boring use of RL money. If everything suddenly gets more expensive we could find ourself bankrupt in no time - especially as most CIA operations are going to be classed as high risk sad.gif

4. If the amount of stellars comming into the game is too high then the area to target is the garden worlds. Someone has already mentioned (Nik I think) that limiting the number of colonies on these worlds is one option. An effective way to achieve this is by shifting a larger proportion of the merchandising income to the global value. This would have to be calculated using current levels as severe changes here could screw certain affs royally.

No doubt this debate will run for quite some time but my general impression is that our level of stellar generation is on a knife edge. Sudden changes in this area are not welcome.

Sjaak
QUOTE (Mica Goldstone @ Mar 8 2004, 02:48 PM)

Players want others to sell to their starbase.

Players want to sell their own goods to their own starbases.

Players do not want to sell goods to other player's starbases.

Players want to sell goods at prices close to destination prices even at the origin.

Well, as long as we are discussing trading instead of taxes.

At this moment, I am shutteling some goods within an system, with some small margins, earning some 300-400 stellars a turn. Not much, but with an investment of 1800 stellars its a nice gain. I have been looking at other oppertunities, but sadly, most of them are two jumps or more away. It would increase my margin with about some 600-900 but still I can make more staying there, where I am now. I don't think that more experienced players (with more ships) would bother to do so.. Problem is, there are simply not enough goods to continue to do so.

The sad part of this trade is, that I am going to run out of places to buy real soon. Most of the bases don't sell stuff. So can anyone explain where the goods which are produced are staying??

Mica has been talking that Traders make too much money, and that they should pay to maintain Warlike fleets. But looking at the market reports (with the many "we are only buying" remarks written all over on it). it does seems that a lot of starbases keep their goodies for themselves or trade among themselves.

Can anyone explain my why I as an trader should pay taxes when the taxing empires aren't willing to keep their goods on the open market??

Whatever changes, the new extra rules should benefit those who are willing to sell their goods on the open market.

Sjaak
QUOTE (ABBA @ Mar 9 2004, 01:52 PM)
One of the prime reasons for joining the AFT is for ease of accumulation of money.  We dont get the excitement of space battle or covert ops, just a great big wadge of cash if we keep at it.  Why should we be penalised for it?  If the military affs need more cash - stop fighting!

Well, I switched from CNF to FCN to be able to trade almost everywhere...
But I have been looking at my little warship.

This is what he is carrying. Sell Buy
60 Human Crew (505) -
90 Human Marine (506) 9.34
385 Missile (209) - 3.85 3.59
23 Phalanx Missiles (212) - 2.50 3.00
15 Torpedo (220) - 30.00
If I am was able to sell this, it would generate (not counting the Human Crew) some 2800 stellars.
Looking at my ship equipment I would waste that in 15 salvo's in missles and only 3 salves for
point defense. If I needed to replace this it would cost me some 2500 stellars on the open market.
So it looks like that missile weapons are fairly expensive.

Even looking at those figures, it looks like that waging war is an pretty expensive thing to do.
But is it really?? Are the warlike nations not producing those goods in high quantity??
If we look at real life, the USA (and allies) spend an awfully amount of money on their latest war in Iraq. How did the USA was able to afford this?? Because they got an enourmess inside economy. So, basic economy would tell us, that ANY affl will need to be an mixture between Trade and War-abilities.

Maybe the bigger warlike affls should get their own traders, which would generate some needed cash. Or they try to get an reduction on smaller battles.. which wouldn't eat away the hard needed cash. The easiest way would be to open up your own markets for foreign traders, which would bring in those highly exotic goods.

The best way is to give goods from far away a better selling price to the local population and reduce the profit on the local goods. Just look at the RL (especially in the past). There was a time that exotic things like spice or silk was an very valued item in Europe. But was pretty worthless in the region it was produced. The number of jump would be the decisive factor in the equation and ofcourse things like quantity sold... So, that an huge influx of spice would reduce the market price considerable.

Changes like this will mean that starbases will be a collection point of special goods, which will be delivered by the Traders. Starbases will make money by selling to the natives and merchants will make money by selling to Starbases (or the open market).
Sjaak
QUOTE (Ted @ Mar 10 2004, 10:01 AM)
Here's another thought!! rolleyes.gif

The IMP are always getting requests from other affs to set up bases within their systems.I assume other power blocs do as well!

What do the power blocs gain from allowing such bases?

If neutral affs have bases or wish to set up bases in systems claimed by the major factions why should they not be taxed?

The neutral affs are getting income from said bases,but the "ruling" powers gain nothing for allowing these bases to operate. wink.gif

You do have an point.

At this moment the smaller affl are having problems, and will get more if the taxes thing is introduced. At the moment taxes are introduced, it won't take long untill one after the other affl starts claiming it. Especially after they had an big war.. The current outcry from the IMP/CONfed sounds nice, but (sorry to say so) this is NOW.

An possible solution would be to introduce an Primary Trait for the affl. Some, like the AFT, seems to be concentrated on trading, while others are mainly warlike.

An IMP or CONFED should have something something to gain, for offering small Starbases on their turf. Trading Posts should generate more stellars for everyone. Not only for the owner but also for the planet it is on.

What?? I don't really know.
MasterTrader
First, a quick point for those complaining about stockpiles having an effect on wages - David has specifically stated that this will be a long-term effect, so only having large stockpiles for a long time will have an effect; just building up to full ship-loads shouldn't have a huge impact.

That said, I am someone who has reasonable stockpiles of luxuries at various bases. This is purely because they are low-value goods. Those I have bought I have stockpiles of because my ability to sell to the local population is limited by demand, and so I am choosing to sell higher-value and perishable goods first. Those that I am producing I am selling, but only slowly due to limited demand (Eridani Pickled Fish or Picadillian Euphorics, anyone?).

Thus my personal issues is only with the limited demand for low value goods. Hence I like the idea of being able to sell greater quantities of basics (low-value goods). For example, perhaps each MU of low value items (value at source 0.2 or less) should only count as 0.1 MU towards the planetary merchandising demand?

Combined with the effect that the infrastructure upgrade is going to have on making it unprofitable to sell items to the same planet week after week, increasing the worth of low value items in this way should boost trade.

Moving on, increased trade for military affs should not be massively more costly in terms of player time. Military affs should trade through their starbases, and by this I mean both buying and selling. They can then leave it up to the trading affs to actually run the trade ships (which require a fair amount of player time to run).

I totally agree with the idea of introducing a "standardised" order for buying trade goods (buying at a set percentage of local value), and I have said many times before about wanting more smoothed-out distance modifiers smile.gif.

Richard
AFT
Mandible
QUOTE (MasterTrader @ Mar 10 2004, 09:26 PM)
First, a quick point for those complaining about stockpiles having an effect on wages - David has specifically stated that this will be a long-term effect, so only having large stockpiles for a long time will have an effect; just building up to full ship-loads shouldn't have a huge impact.

I hope that is the case....but then, if it is, whats the point in including such stockpiles in a calculation? It'll have very minor effects on trade, costs or anything. If its effects are going to negligible it only serves to makes what could be a straight forward calculation overly complicated, to such a degree that no one could work out how its calculated and so no base owner could work out how to change their assets to lower their wage bills. It may as well be an arbitary figure - a one off event that changes average wages from 1 stellar to 2, or whatever is wanted.
Romanov
My personal opinion about this different wage for affiliations is that has more holes than swiss cheese.

How does employee transfers work, do you pay the wage cost of the transferring or receiving position? How are traders going to know what extra wage transfer cost they are going to pay?

Is it affiliation based (David suggestion) or location based (Mica's Blackpool outpost suggestion)?

If its affiliation based then what's to stop affiliations putting all their costly bases into one affiliation and splitting off another affiliation and then working the two affiliations as one.

How does this system improve the trade of normal goods?

DMJ
QUOTE (Sjaak @ Mar 10 2004, 06:41 PM)
QUOTE (Mica Goldstone @ Mar 8 2004, 02:48 PM)

Players want others to sell to their starbase.

Players want to sell their own goods to their own starbases.

Players do not want to sell goods to other player's starbases.

Players want to sell goods at prices close to destination prices even at the origin.

Well, as long as we are discussing trading instead of taxes.

At this moment, I am shutteling some goods within an system, with some small margins, earning some 300-400 stellars a turn. Not much, but with an investment of 1800 stellars its a nice gain. I have been looking at other oppertunities, but sadly, most of them are two jumps or more away. It would increase my margin with about some 600-900 but still I can make more staying there, where I am now. I don't think that more experienced players (with more ships) would bother to do so.. Problem is, there are simply not enough goods to continue to do so.

The sad part of this trade is, that I am going to run out of places to buy real soon. Most of the bases don't sell stuff. So can anyone explain where the goods which are produced are staying??

Mica has been talking that Traders make too much money, and that they should pay to maintain Warlike fleets. But looking at the market reports (with the many "we are only buying" remarks written all over on it). it does seems that a lot of starbases keep their goodies for themselves or trade among themselves.

Can anyone explain my why I as an trader should pay taxes when the taxing empires aren't willing to keep their goods on the open market??

Whatever changes, the new extra rules should benefit those who are willing to sell their goods on the open market.

The problem is that people make way much more money either transporting to sell internally, or taking to other bases.

If traders were to reduce the amount they demand to come to your base and buy you uniques I think you would see more uniques going onto the market, to encourage traders to come visit them.

The way it stands at the moment, alot players don't want to trade but do because they would make much more in doing so (with their own uniques). On the other hand, alot of players want to trade, but can't because nothing is going on the markets.

Soultion make less profit on each trade deal, but do more deals. Everyone is happy.

DMJ
QUOTE (MasterTrader @ Mar 10 2004, 09:26 PM)


Moving on, increased trade for military affs should not be massively more costly in terms of player time. Military affs should trade through their starbases, and by this I mean both buying and selling. They can then leave it up to the trading affs to actually run the trade ships (which require a fair amount of player time to run).

Yep, Rich has hit the nail firmly on the head.

This is the direction trade needs to take, and I think most would agree.
David Bethel
QUOTE
How does employee transfers work, do you pay the wage cost of the transferring or receiving position? How are traders going to know what extra wage transfer cost they are going to pay?


I don't see what that has to do with wages so much. You just pay your wage rate at transfer - the explot requires you to shift them in and out.

QUOTE
Is it affiliation based (David suggestion) or location based (Mica's Blackpool outpost suggestion)?


It would most likely be both. and be per position (may be better served just being starbases that have increased wages). Having increased wages will not increase explansion in the game, because having more money in the short term does not equate to more production being availiable in the game as a whole. Cash in the affiliatiion/politicals would have less of an effect on wage inflation cos its less apparent.

QUOTE
How does this system improve the trade of normal goods?

It doesn't and you can not.

QUOTE
Thus my personal issues is only with the limited demand for low value goods. Hence I like the idea of being able to sell greater quantities of basics (low-value goods). For example, perhaps each MU of low value items (value at source 0.2 or less) should only count as 0.1 MU towards the planetary merchandising demand?

Yup deman needs to be for value and not mass and that sorts it.

QUOTE
If its effects are going to negligible it only serves to makes what could be a straight forward calculation overly complicated, to such a degree that no one could work out how its calculated and so no base owner could work out how to change their assets to lower their wage bills. It may as well be an arbitary figure - a one off event that changes average wages from 1 stellar to 2, or whatever is wanted.

Negligiable in the short term. There would also have to be an order to audit the wage demands and give you details of what is causeing the current trend in wages gains/loses.

So far i can not see anything against wage changes except the complication however since not all positions would be effected by it (if they are operationg in the normal envelope) that is less of a consideration.



finalstryke
QUOTE (DMJ @ Mar 11 2004, 09:35 AM)
QUOTE (MasterTrader @ Mar 10 2004, 09:26 PM)


Moving on, increased trade for military affs should not be massively more costly in terms of player time. Military affs should trade through their starbases, and by this I mean both buying and selling. They can then leave it up to the trading affs to actually run the trade ships (which require a fair amount of player time to run).

Yep, Rich has hit the nail firmly on the head.

This is the direction trade needs to take, and I think most would agree.

not me.

Why does an aff have to be classed as either 'military' ot 'trading'.

Being self-sufficient and thus having fewer weaknesses requires both.

I guess that the Association of Free Traders by definition is going to always be a trading aff, and the Confederate Naval Forces speaks volumes about their role.

But most affs represent whole races / states (FCN, KRL, FEL, DTR, WMB. FLG, DOM, DEN etc) so have no need to define themselves one way or the other.

If trade suddenly starts producing more stellars than merchandising then those affs are not suddenly going to consider sub-contracting to the AFT/FET/SSL/RIP etc without looking to see what they can manage themselves first.

What an aff can achieve is largely based on players hours I think, if you have the players to take care of trade routes, as well as the player to do military stuff then with the free-cost of running ships you should be able to achive at least the same as two smaller specialist affs?
Rommy
QUOTE (David Bethel @ Mar 11 2004, 10:19 AM)
QUOTE
How does employee transfers work, do you pay the wage cost of the transferring or receiving position? How are traders going to know what extra wage transfer cost they are going to pay?


I don't see what that has to do with wages so much. You just pay your wage rate at transfer - the explot requires you to shift them in and out.

If for example the accepting position has wage rate of 1 stellar and the supplying affiliation has a wage rate of 5 stellars then there is a lot of money to be saved if you use a intermediate to pick up and deliver (2x1 stellar) than a direct transfer (5 stellars).

Rommy
If the proposed system is purely to get more people to sell more uniques then alternative method to get more uniques on the market is to increase the perishability of goods based on the quantity of items.

Make all goods perishable (current perishable goods even more so).

Increase the perishability of goods based on the quantity owned

ie 10k good perishes at 40%
5 k perishes at 20% etc.

Increase the value of uniques to compenstate for the increase in perishability.

Adding in the new requirement to sell different goods to local markets and storing large quantities of goods becomes impossible.
DMJ
QUOTE (finalstryke @ Mar 11 2004, 12:23 PM)


What an aff can achieve is largely based on players hours I think, if you have the players to take care of trade routes, as well as the player to do military stuff then with the free-cost of running ships you should be able to achive at least the same as two smaller specialist affs?

I think maybe what Rich is saying applies to both aff and player. If you want to spend time running traders you get rewarded, if you don't so be it.

Personally I like the idea where you can generate reasonable income via static (buying and selling on markets) or hauling means.

I guess the real greedy buggers could do both ;-)
Garg
ok, consider this for a moment.

If you got a local value 1 unique.
Then if you sell it rather high, at 5 times its value, then will seller get 5 and someone buys at 10 times value, then merchant would get 5 and buyer only 2.

Problem is that if you can skip it all and move it yourself, you would get 12, so nomatter how this turns out, then will internal aff sells ofc to be preferred.

But i think this comes down more to demands outstripping the production of trade goods, while some say, we would concentrate on making merchandising, then is that only true to a limit, because best planets will only support a max of 200 merchandising and most good planets its hardly worth making more then 120.

Perhaps just kill of the global income bit, if you want to reduce it smile.gif

But what is really needed is more trade goods, because i am pretty sure, that we in total produce less then our demands needs, thats why we move it around much, if we can, but once we have made more resource complexes, then will supply be higher then demand, causing another problem, that people are forced to stockpile or will not bother produce some goods. But trade will then be as it should.

Now to the part of why we dont have lots of resource complexes.

One could argue, its because there is more trade in modules, i dont think so, its because we all want something for our starbase or affs, if you want to produce a ship, you will need ICMs, for factories and mines, if you want research, you need BCMs, if you want resources you want BCMs, but you wanted a ship, then ICMs and a 100 hull ship, require 200 factories at mass production to just make hulls for 1 week and then all the requipment or armour plates, another 200 most likely, thats 400 alone for a ship per week, but why dont we boost resource more, well many hostile aliens out there, that means you need warships, i would think all affs now are trying to make a warship or more per week, just to try and follow up a big on you warmonger affs smile.gif why dont more make merchantships, well because there is not really much out there to get, yes we can trade in ores and all, but you notished how far away from each other some of those starbases are? smile.gif

But when all comes to all, we need production to make BCMs and with more resources, you need ships, again meaning you need more factories, then you need mines to support those factories, its a spiral here, that is causing most of the problems, if you are already behind in all things, you will need to boost production first, then sort out ships, then research to not end up there and then trade can finally be sorted, i think this cant be fixed properly with taxes or changing demands, because the production is what is forcing people to consider their options.
ABBA
The proposal to move to limiting starbase sales to population by value, rather than MU's is still too crude I think. Most people would still prefer to shift and sell the small-mass, high value stuff, simply because it can be done with far fewer, smaller ships. Faster, cheaper and less of a risk. The only answer is to segment the market, with bands for high-volume, low mass staples, up to tiny volume ultra-expensive goods. I think it realistic that even a high-population world with a demand for 1000 MU's of medical supplies weekly might only have a demand for 10 MU's of Botolphian pearls. They'd get shared out between more destinations then, I'd assume.

As for limiting endless growth and escalation - how about bringing back planetary population death rates. As the worforce grew, more and more of recruitment effort would go into just replacing weekly losses. These would obviously be at a higher rate on a toxic atmosphere iceball than a garden world. Recruitment also should be related to the pay rate of the workforce being joined: If you pay double the going rate you might be able to boost recruitment by 20%, and thus achieve a 20% higher workforce before deaths matched recruitment. It would also cost 2.4 times as much.

Another nice spinoff - the going rate for 'immortality alpha' goes through the roof, because it works?

TonyH
Garg
Something i had not considered much is risk in trade and what effects can be on trade as well.

People say that merchants are to cut how much they earn from their trading with ships, so seller and buyer starbases gets more, but then when i think of it, then that is unrealistic, because Phoenix is not like shipping of today, but more of Victorian Age, the futher away you move it, the more the ship earns for their company.

Also a point to consider is the risk, seller risk nothing and buyer as well nothing, unless in a war, but that have nothing to do with a merchantship, but on the other hand, a merchantship even in Phoenix risk being hit and the loss of a ship with a possible value of 50k, 100k or even 200k can be alot, especially if the merchantship generally only earn 500, 1000 and 2000 stellars per week, for one.
if with those, then will it take you 100 weeks to pay for a merchantship and then you need to pay wages, so that is even more, so ofc should merchantships make more stellars, so with this i am perhaps partially in favor of taxes, so we could pay some protection fee, if they ofc do defend us, otherwise is it bad, but will other affs then make sure to have ships for defence like that? <g>
Garg
mistake!
Guest_Roswell
Ok so I hate to trade and I play Phoenix for other elements. I lose over 50k a week and I know that other BHD members lose stellars as well. We are already heading for bankrupcy and now you want to impose yet more rules so that we head for bankrupcy quicker, great!.

Looks to me that this game is turning into frankensteins monster. Not only is it turning into sim city (which I really hate) but its getting far to complicated, far to time consuming and a bloody nightmare to explain to the newbies, and I must admit changing the goal posts and making us read hours of comments just to keep up on everything is not doing my faith in this new improved system any favours.

I pay to play, if my employees walk out because they have no wages, because of yet more goal post manoeuvering, my factories grind to a halt so I cant run my ships that need maintaining then what will that do? Yes it will make me leave and get a social life, one a lot less stressful than Phoenix is becoming.

Brett
Dan Reed
QUOTE (Guest_Roswell @ Mar 12 2004, 01:21 AM)
Ok so I hate to trade and I play Phoenix for other elements. I lose over 50k a week and I know that other BHD members lose stellars as well. We are already heading for bankrupcy and now you want to impose yet more rules so that we head for bankrupcy quicker, great!.

well, the good news is that Mica's proposals on variable wages will help this, not hinder it - they are intended to curb large stellar variances, both positive AND negative biggrin.gif

But if you're losing that many stellars, shouldn't you have expanded your holdings with a little more concern for your stellars?

Dan
Garg
if as you say, that it takes into consideration, if you are loaded with stellars and if you are low on them, along with goods and then you also reduce merchandising income and introduce taxes, then just how do you expect merchants to bother with it?

I use alot of ships, earn tons of stellars, but most of these stellars could end up being stolen in taxes, wages and with reduced merchandising they are needed to fund starbases to same level as before they where reduced, did i meantion that merchantships are costly to make?

If a ship like a condor is worth 200k and you do all these things, then how am i to ever replace it, if its killed by PIR? if you really hit us on stellars, then will it be worthless to trade, because already you might need to do alot of trading for a few years just to earn enough to handle the ship value.

But as others say, if this go this way, then yeah FCN will go military as the others, because i would rather want to run 100 warships, trade internally to fund it and just a few merchantships, then to run 100 merchantships, hardly making enough money to pay for the ships and few warships.

If you really want to reduce anything, kill off global income, reconsider taxes, until another part is sorted, like you wondered about David, then yeah something is wrong with trade, if we only produce 50% of all the demands in the game, then will people keep on trading internally, its first when there is more supply, then demand in the aff, that they would consider to trade outside the aff properly.
finalstryke
QUOTE (Harlow @ Mar 12 2004, 12:47 PM)

If you really want to reduce anything, kill off global income, reconsider taxes, until another part is sorted, like you wondered about David, then yeah something is wrong with trade, if we only produce 50% of all the demands in the game, then will people keep on trading internally, its first when there is more supply, then demand in the aff, that they would consider to trade outside the aff properly.

Would it not be more entertaining to kill off local income and have even more global factors.

Thus, a large starbase or two will compete for merchandising rights (coke/pepsi?)
rather than 234235342534 per sector on the garden planets each making big bucks from the planetary population.

Also, maybe the local populations should only have a finite amount to spend in starbases on their planet per-week / month? (including on trade goods, as well as merchandising complexes).

I know that this is sort of reflected in the way you can over supply a planet and the value per MU drops, but would be sort of cool if your merchandising was so good that the planet became too poor and had no stellars left (for 6mths or somthing) so that they could then be contacted via special action and exchange complexes could come into play?


just a thought.
Garg
i dislike both local and global incomes.

I wanted BSE concept to be continued and expanded, so that means with phoneix, that all common goods should be part of a local market for starbases and unique should be something you sell to the planetary populations.

Why is that, well because starbase personal dont have time to also farm, run independent complexes while working for you, that means they will need food to survive, clothing or furs if on a cold planet, medical supplies in case of problems, consumer goods, as they are furniture and cars and all the rest, these should be local demands, this is what i thought would be in phoenix and unique would be in demand for planet populations, so we can make money there.

But we now have this phoenix system and if you did away with local income, then will most affs crash right away, due to expentitures and trades will cease to exist, because no one would be able to afford any, also people tend to forget that while we do have lots of stellars now, then will we in the near future have many starbase that can only grow, due to trade income, because basic income, while alot, can only allow you that much.

again i dont think changing the merchandising income will help, because those affs who dont own systems and who is not part of big alliances, tends to not be on real good stellar income planets, so you want to reduce them futher, so they cant compete with those with lots of good planets?

I see several problems in phoenix and i know why people have lots of stellars, because they place starbases on the best planets they can find, if you change that, then will we just have fewer stellars, so that would mean less ability to buy produced goods and more will trade internally.
ABBA
QUOTE ( Dan Reed @on Mar 12 2004 @ 08:06 AM)

well, the good news is that Mica's proposals on variable wages will help this, not hinder it - they are intended to curb large stellar variances, both positive AND negative  biggrin.gif


But the way they do this is so... I disappove of.

Taxes... OK, I can live with opt-in. But making it cheaper to run things for people who cant be bothered with stellar generation, but more expensive for those with more money just because they've got more money, is wrong. And, if it's going to be so delecately crafted that it will have negligable effect, why bother?

The way to go is to encourage those who dont want to trade to sell stuff through their starbase markets, and buy stuff in to 'sell to population' at a price that encourages those that do want to trade to supply their markets, with a profit to both buyer and seller.

I'm getting the impression that these changes are further on than 'issues for discussion' and it's already been decided. Maybe even part coded?

I'm also concious that it's the same old people (myself as prime candidate) who is spouting off on this. No more from me.

Can we have a poll? One that reflects the range of proposals discussed - maybe more than one, covering tax/trade/other?

TonyH
Rich Farry
QUOTE (Harlow @ Mar 12 2004, 01:12 PM)
i dont think changing the merchandising income will help, because those affs who dont own systems and who is not part of big alliances, tends to not be on real good stellar income planets, so you want to reduce them futher, so they cant compete with those with lots of good planets?

I think the suggested changes to planetary merchandising is to rebalance the local and global factors, so that bases will still get roughly the income they get now, but limiting excessive growth of merchandising complexes on the planet. Currently a large world with high local merchandising could be the home to large numbers of 'merchandising bases' for very little in-game cost, upsetting the stellar flow into and out of the game. Perhaps this would be enough of a balance without having to introduce variable wages?

Taxes; I'm not pro-taxes, but if they're opt-in (to apply and to pay) then I'm not against them either.

The upcoming infrastructure update (and adjustments to distance/value multipliers for unique trade goods?) could potentially iron out most/all of the current issues with trade.

The idea of starbases being able to purchase trade goods in a generic fashion is a good one, but could prove frustrating once the infrastructure update is added and you're constantly sold the same items. Definitely a step in the right direction though.
Garg
i dont mind changes, but lets have those promissed first, the infrastructure, if they are made good and so we could accept merchandising falling in income, then fine, but sofare we have little info.

If you keep going with how it is now, then will the new changes just mean those affs with good planets, will place more starbases on those planets and you should remember also, that several planets are not good in ores, trade goods, but only in stellar income, so its another balance, to not make a worthless planet in all except stellars so poor, that they will ask mica to have their starbase moved off planet to another.

also i note that if it will balance out to what its like now, then will some planets, where demand might be 10k now, could become 20k, so if there is 5 starbases, then will they have same as now, but a new starbase is setup, then the other 5 will begin to loss income, another is setup, now all the 6 others will loss income
next will just futher annoy it, because demand will not raise as fast.

But also with these changes, then what is the result of increasing demands, when so many specials are poor yields, keep in mind, that if you buy an 200 stellar BCM, to make resoure complexes with, then will you not make food specials, because most of those will never be worth it.

lets say a Module cost 80 stellars, then you need 25, thats 2000 stellars, you then produce lets say 100 food, they are value 0.2, but you have to sell then lower, at what 0.1 lets say that, so you earn 10 stellars for making 100food, but stop, how does that pay itself, when it cost you already 10 stellars to run the complex, so thats worthless.

Our problem comes down to us only selling luxury goods then, but there is certainly not alot of that, so do i want a planet to go from 10k demand to 20k, while i already know, that the share i got of the 10k is hardly being used?
gordon
I must admit that I've given up following this thread as there is as many opinions about this as there are people posting.

I agree with Mica about making stellars harder to come by. I disagree with his methods/ideas.

He fails to take into account the current player debts to GM run base and to other players. If you make stellars harder to come by the debts effectively increase by the degree he is making it harder to make a profit.

If however, there was a year advance warning we could tweek our bases, debts to fit the upcoming change. It would give us time to accumulate enough stellars to pay off debts and still have a large sum in the "bank". Then you wouldn't need to do the change in increments.

Maybe you should do a vote on the taxes bit and the merchandising bit to see what people want.

Gord
Howellers
QUOTE (Guest_Roswell @ Mar 12 2004, 02:21 AM)
Ok so I hate to trade and I play Phoenix for other elements. I lose over 50k a week and I know that other BHD members lose stellars as well. We are already heading for bankrupcy and now you want to impose yet more rules so that we head for bankrupcy quicker, great!.

Looks to me that this game is turning into frankensteins monster. Not only is it turning into sim city (which I really hate) but its getting far to complicated, far to time consuming and a bloody nightmare to explain to the newbies, and I must admit changing the goal posts and making us read hours of comments just to keep up on everything is not doing my faith in this new improved system any favours.

I pay to play, if my employees walk out because they have no wages, because of yet more goal post manoeuvering, my factories grind to a halt so I cant run my ships that need maintaining then what will that do? Yes it will make me leave and get a social life, one a lot less stressful than Phoenix is becoming.

Brett

well said smile.gif
Guest
Why should warship crews expect more pay because their ship has an enemy list? They knew the risks when they signed on. Ask anyone who has been in the armed forces.

Geoff