Hey everyone!

Steve here, to talk about what will be by far the primary feature in this weeks’ update: a complete revamp of the help system, starting with this update. I wanted to talk a little bit about what it will look like, what’s coming, and why it took so long to add!

First, a look into help in general in games, and where I stand on it. As a developer, I think I suffer from ‘game immersion’ where you play a game literally for years – you know every nook, cranny, and line of code. You know exactly how to do everything in the game, what everything does, and you can visualize what’s happening ‘under the hood’ – so you know why something did or didn’t happen, even if there’s no feedback with that info.

Here’s the obvious issue; your players don’t have that same feedback and insight. So what you know to be gameplay working correctly might come across to a player as a broken feature, a bug, or something that just doesn’t do anything. If that happens enough, they will most likely quit out of frustration, and will have a negative impression of your game! Fairly enough. This issue multiplies when you’re trying to do something ‘different’ whose game mechanics are not common.

As an example: If I’m playing Dominus Galaxia, a great MOO1 update currently in development, as a 4X gamer I already know many of the concepts I’m working with. Research, colonization, economy, build queues, combat, diplomacy, etc. Even though I haven’t read a manual of the game, I can still get around and use and play it with very little help because I have a grounding in the basic concepts. Maybe I need help with specific UI conventions, or some new twists on features, but generally I can pick up the game and play with little help.

A game like AotSS, on the other hand, has several unique concepts that are not common to other 4X/strategy games (Projects, Actions, trade system, production system, etc). While the ‘back of the box’ feature list would lead one to believe that these games are similar (Colonize! Expand! Explore! Exploit!), in truth the systems are different enough that it’s much harder, if not impossible, to ‘pick up and play’ AotSS as it currently stands.

When developing a game, it’s a lot more fun to add features and AI than it is to document it, and I think almost any game developer would agree with that. So help and documentation often get kicked to the back burner, but with the growth and sales of AotSS, I have enough feedback to see that the game can’t grow and gain an audience without stopping to plan and implement a real, thorough, in-game help system. So at last, players can wrap their arms around this huge game.

So what will the help system look like? It will be made up of 6 key components, 2 of which will be implemented this week and 1 which is already in:

  1. Tooltips for every single icon and value, explaining in greater detail what the value is AND how it can be affected (key change) – In for .7.1
  2. A larger help screen for each panel that explains what you do in this panel and how to do it – In for .7.1
  3. A grand vizier window that reviews current goals, opportunities, gives advice, and game progress – In as of .7.0.3
  4. A grand vizier chat for each screen that gives advice on what to do with this panel and some strategies – TBA
  5. An in-game Alliancopedia (working title) that goes into detail into concepts, history, Houses, etc). – TBA
  6. In-game links to the written documentation and tutorial videos – TBA

Hopefully, this will be enough to get players up and running. With AotSS poised for growth and on the verge of being known to a wider audience, the last thing I want is some influencer trying to play the game and not having a clue about what to do. Plus, the game has evolved enough that customers need and deserve a comprehensive help system.

So here it is. I would love your feedback as it evolves!

Steve

Hello everyone! In advance of the LP that will be out later tonight, I wanted this week’s DD to be focused on a new concept that’s really pretty neat, I think, and certainly unique to 4X-type games. I will be going over the economic system in detail, but because it’s pretty intricate, I will be going over chunks at a time, so as to dive more in depth into each system. First, retail!

 
So, to understand where retail fits into the planet economy, you have to know that all planets have a Gross Planetary Product (GPP) that is comprised of 4 ‘parts’: the ‘base’ GPP, retail revenue, trade revenues, and import costs. This GPP is used throughout the year to set an import budget (to allow the viceroy to know how much they can/should spend on imports) and to improve the ADL (Average Development Level) of the planet by building infrastructure. While most of the ‘economy’ is based on goods and materials, the GPP of the planet is important for one critical reason: it funnels tax money back to the empire (and by proxy, you), the province governor, the system governor, and the viceroy. Since money and power are two lifebloods of AotSS, it is critical that both the Empire (and you) and Houses have as much as possible. Poor planets are worth very little, and provide very little wealth and power to Houses who Hold them.

 
With that in mind, let’s talk more about retail. So in AotSS, retail is somewhat abstract, and is based around 4 things: merchants, their skill, the planet’s ADL, and the number of Pops on a planet. (There are some other things that can affect this, like Viceroy skills and traits, or planet traits, but these are the main levers.) Basically, the idea works like this:

 
1. CALCULATE THE MONTHLY ALLOCATIONS TO THE RETAIL SECTOR: A yearly percentage of a planet’s stockpile of food and energy (and basic if the viceroy or emperor allow it; heavy and rare materials are mostly used for military and space technologies and would not be widely available for retail as we know it). For this example, let’s say 4% is the hold percentage that the viceroy has selected for their planet. So by using the formula (x * .04) / 10 (for 10 months per AotSS year) we can calculate how many goods are put ‘on the market each month.

Let’s work our way through an example on the planet Argus. If we assume, say 10,000 food units are in Argus’s planetary stockpile, and we’re holding 4% yearly, calculating the monthly food units available for retail on Argus comes to 40 units (10,000 * .04) / 10 = 40.

2. DETERMINE THE MERCHANT EFFICIENCY: The next step is determining how effective your merchants (and remember, these are merchant POPS, not individual merchants, representing a million units with an average skill level and culture between them) are in actually selling the goods to the citizen Pops on the planet. So while I’m not going to give the exact calculations, I will give enough information so that you understand how best to utilize retail. The merchant efficiency (ME) is calculated using the merchant skill and total merchants on the planet to determine a ratio from .01 to 3.0. To get the best ratio, you need either a lot of Merchant Pops or highly skilled Merchant Pops (there is a bonus to efficiency after 50 Skill, 50 is average, and below 50 is a malus).

For the purposes of this example, let’s say the ME on planet Argus is .35 (there are only 20 Merchant Pops, and their average skill is 41). 

3. DETERMINE REVENUES FROM EFFICIENCY: So now you’ve got a set amount of food out on the market, and you have an efficient (or not so much) merchant corps distributing it throughout the planet. Great! There’s 2 other things that determine how much the planet actually wrings from a given retail network: the good price on that planet, and the ADL of the planet. Since ADL is derived mostly by the types of Pops that are on a planet, you’re going to have scientists and engineers who make more money going out to expensive restaurants and buying nutritious organic food, not your miners and farmers. So: the higher the ADL, the more money made.

So for our example, on Argus it’s a nice planet and there are a lot of scientists, government folk, and engineers, so the ADL is 17 (pretty high). After determining how much of the food is actually sold, the result is 11.5 units (Available Food Units / Merchant Efficiency) * (Average Merchant Skill / 50). That’s a lot of wasted food. So the last step is to determine how much revenue is made from those 11.5 units planet wide. We simply multiply the amount of goods by the current food price on the planet (we’ll say $.10 to keep it easy), and add a variable for the ADL (17) and… congratulations! Your merchants made $19.5 billion crowns (BC) from food this month!

4. DETERMINE THE PLANET’S CUT: Great! You now have your merchants out on the planet, hopefully finding a market for the finest food and finding buyers for every bit of goods you have allocated. One last thing: what part of that amount goes to the GPP? Easy. There’s a commerce tax that is set by the viceroy that determines how much of the profits the merchants make stay in their pockets. Keep the tax low? Not as many revenues, but your merchants will love it (and will stay, increasing their skills, and a planet with such a progressive tax structure for humble merchants will attract other, good merchants as well). Jack up the tax? You’ll get a quick spike in revenue, but be prepared for merchants, grumbling about oppressive fees, leaving for greener pastures. And your other Pops won’t love it either as their favorite retail establishments close up shop as well, leading to unrest and lowered Popular Support. So smart viceroys do not increase this tax too high unless there’s dire need. This is changed every year at the start of the year, like all other taxes and the Imperial Budget.

So for Argus, the viceroy set the commerce tax at 15%, so the empire’s cut (what goes to GPP that month) in food is only $2.9 BC. That’s our final number!! Remember that the same calculations are made for your energy sector and (if you have allowed it) basic materials as well.

So what happens to the goods that don’t sell? Well… they’re gone. That’s why it’s important to not set your retail allocation very high especially on a new planet. You won’t have the Pops or Merchants to support tons of retail, and the goods that are unsold are basically wasted. And if you waste too many goods, you risk running low on food or energy (or Basic) which creates its own issues. So don’t be greedy – you can overrule the viceroy on any given planet, and usually they’ll be OK with it unless you try to set the value too high, but be judicious. Also, you have the option to allow your Basic stockpile to be released to the retail allocation and since prices on basic units tend to be much higher than food or energy, this can be a quick way to boost your retail sector.

So some of you may be asking – can the retail sector cause prices to change? No. Remember that on a global scale, retail in this futuristic economy is not as all-encompassing as what we know today. Even 15% of stockpile allocation of a given good on a planet is extremely high, and that’s a yearly allocation. It’s not enough of a lever to move prices one way or another. But don’t fret. It’s possible, and I’ll describe how to manipulate prices of goods on the next DD.

So that’s a decently detailed explanation of how retail works. Now the real question: How can you, as emperor, affect the retail engine on any given planet? Several ways, in fact. Here’s just a few – you can use your imagination for others (that’s why it’s called strategy!)

  • Create shortages within a trade group of a certain good. The higher the price, the more the profit
  • Expand your trade infrastructure to attract more merchants
  • Look for ways to keep your merchants happy! Low taxes, high ADL, a benevolent (high Humanity) viceroy, and a nice planet (terraforming) all help.
  • Attract, shall we say, more noble folk (Pops) to your planet
  • Train your merchants! You will eventually have the ability to build Academies on planets that train Pops, and lower-class Pops will look to use those Academies to become another Pop, and existing Pops will use them to improve their skills
  • Change your retail allocation – but be careful, you don’t want to flood the market with unsold, wasted goods and decrease your stockpile!

A tooltip will give you your monthly allocation of goods and the merchant efficiency so you know how you’re doing there. Remember, if it’s low, you need either a) fewer goods b) more Merchant Pops c) better Merchant Pops d) lower Population.

That’s all for today! LP coming in hot – look for it as well! And next week: How goods work in the economy, what each good does, and how you can manipulate them all like a champ!

Excelsior!

-Steve

Hello everyone! As we prepare for the first EA release in a few months, I will be writing some extensive diaries and focusing on specific systems that are already in the game, so you have a better idea of exactly how they work. The first system that I am going to explore in detail is trade. We wrote a trade primer several months ago, so this is going to build on that and focus on more detail, including using internal error logs to help readers understand how the system is thinking when trades are considered!

First, a short reminder of how the trade system works, macro-scale. There are 3 types of trade ‘hubs’: Empire, Province, and Secondary. Trade can only happen within these spheres of influence (SOI) that they generate- if a planet does not have at least a secondary hub, it can only receive goods, not create profit-generating trades of its own. If a system is not within any SOI, it can not receive any trades at all, just emergency goods shipments sent by a special Project from the Empire (at great cost, both materially and politically) Province spheres of influence are much larger than Secondary spheres, but any number of Secondary hubs can be built (one per system limit). The more merchants there are in a hub, and the more skilled they are, the more influence a hub can have. It is possible, though not likely that a planet with only a Secondary hub, but with many skilled merchants, can generate an SOI almost a large as a Province hub with fewer and less-skilled merchants. Contiguous SOIs create a Trade Group, from which any trade can take place as long as a system is within them. Empire Hubs can trade with any hub regardless of distance; Province Hubs can trade with any other Province Hub regardless of distance. You will be able to initiate Projects that increase a hub’s SOI permanently (this represents creating fueling stations in deep space, more docks, transfer stations between outlying systems, staff, etc.) Fleets are generated by Merchants that are at these hubs, and usually it takes 15 Merchants to create a trade fleet. While a trade fleet is active, these Merchants are not available for other trades.

So now that the areas where trade can occur are established, let’s talk about how they are generated. Basically, trade happens in these steps:

  1. A viceroy of a planet determines what the needs of their planet are. This depends heavily on the current production of the planet, what the Focus of the planet is, and their Humanity, Intelligence, and Caution. Humanity determines how likely they are to take care of their people as opposed to their projects, and make sure that things like Food and Energy are well-taken care of. Intelligence lets the viceroy make better decisions about what is most beneficial for the planet, and Caution influences how much of a planet’s total budget for trade they are willing to use (Viceroys with low Caution will blow the budget out early in the year, while more Cautious Viceroys will ensure that there is a reserve throughout the year). Here’s an example of a planet determining their needs through an internal error log – note: you do not see this log as a player but we use it for balance and to make sure all the systems are working as they should!
TRADE ANALYSIS THREAD FOR PLANET ISCANDRANIA OF THE CIVILIZATION CELESTIAL EMPIRE
VICEROY HUMANITY: 25 INTELLIGENCE: 57 CAUTION: 87
Viceroy Hiraniamalie Guerin on planet Iscandrania is calculating Importances….
Food Importance: 0.0
Energy Importance: 0.0
Basic Importance: 24.5
Heavy Importance: 0.0
Rare Importance: 0.0
Total Import Budget for this month is calculated at 20.5 based on a GPP of $52.0 less trade expenses this year of $0.0 and a percentage dedicated to trade of 45 %.
Viceroy allocates $0.0 MCs towards food imports this month.
Viceroy allocates $0.0 MCs towards energy imports this month.
Viceroy allocates $11.8 MCs towards basic imports this month.
Viceroy allocates $0.0 MCs towards heavy imports this month.
Viceroy allocates $0.0 MCs towards rare imports this month.
After allocations, there is 8.7 remaining this month to use for adjusting import bids, or if not used, to return to the yearly import budget.
With a monthly shortfall of 0.4, 0.2 food units are requested from the viceroy this month.
With a monthly shortfall of 0.2, 0.2 energy units are requested from the viceroy this month.
With a monthly shortfall of 19.3, 44.1 basic units are requested from the viceroy this month.
With a monthly shortfall of -7.1, 0.0 heavy units are requested from the viceroy this month.
With a monthly shortfall of 5.8, 13.2 rare units are requested from the viceroy this month.
New Trade Request generated! Taking export budget into account, Iscandrania requests 13.33 units of Basic at a max price per unit of 0.9.
No trade generated for rare – adjusted unit need was zero.
No trade generated for heavy – adjusted unit need was zero.
TRADE ANALYSIS COMPLETED FOR Iscandrania…

So let’s see what happened here. First, the viceroy determined the importance of each trade good for that month, up to a 100 point scale (100 is critical; 0 means no need ACCORDING TO THE VICEROY!)  In this case, since the viceroy has a low Empathy, they are not prioritizing food and energy, even though there are small shortfalls in those areas. They are prioritizing basic materials (the materials from which everything in the game is built from and maintained) and requesting 44.1 basic units to build a surplus IF POSSIBLE. Note that even though there is a shortfall with rare units, the viceroy is not prioritizing them, either because there is a decent surplus or because they do not forsee a need to use rare materials due to the Focus on the planet, their plans, etc.

Second, with the importances of the trade goods determined, the viceroy then proposes up to 3 trade proposals that are ‘broadcast’ throughout their SOI. In this example, the viceroy has allocated $11.8 BC (billion crowns) of their yearly trade budget, and because of their high Caution and reasonably high Intelligence has kept a reserve. They are asking for 13.33 units of basic materials and is willing to pay up to .9 BC per unit. Keep in mind that a ‘unit’ on this planetary scale is several thousand tons of materials (or several million kW of energy supplies, including oil, fissiles, battery power stored, etc.) Since even though there is a need for rare and heavy, the viceroy determined that the much greater need was for Basic. they did not allocate any money from the planet trade budget to buy anything but Basic.

OK! So each planet goes through that calculation, and from there a galaxy-wide list of trade proposals are generated!

2. Now, it’s time for the trade hubs to ‘go shopping’ as such. They start to look through the trade proposals that are within their SOI and make 2 passes: first, to see if they have enough goods to actually fill the trade request, taking into account the importance of that good for their own planet, and the amount of their stockpile they are willing to part with (influenced by Gluttony and Caution traits). Here’s what that looks like for the empire trade hub, New Terra. Since it’s the imperial hub, it can reach most all planets, so it’s a long list for the viceroy to consider.

I have highlighted the planet example listed above. Iscandrania, so that you can follow the trade flow through one specific example:

Looking within NEO-SIRIUS TRADE GROUP….
Checking civtradehub: New Terra.
Viceroy trade tendency for hub New Terra is 65; caution is 11
Checking on valid trades for planet Iscandrania….
Basic material request found for Iscandrania! Checking stockpiles to see if it can be considered…
Basic materials requested: 13.3 units. Basic materials allocated for export on New Terra: 1,981(includes 17 % allocated from stockpiles)
Trade request has been accepted and is now under review: 13 Basic units of basic for 0.9 MCs requested from New Terra to Iscandrania.
Checking on valid trades for planet Dreamland….
Energy request found for Dreamland! Checking stockpiles to see if it can be considered…
Energy requested: 0.9 units. Energy allocated for export on New Terra: 5,772(includes 29 % allocated from stockpiles)
Trade request has been accepted and is now under review: 1 Energy units of energy for 0.8 MCs requested from New Terra to Dreamland.
Heavy material request found for Dreamland! Checking stockpiles to see if it can be considered…
Heavy materials requested: 0.1 units. Heavy materials allocated for export on New Terra: 4,328(includes 87 % allocated from stockpiles)
Trade request has been accepted and is now under review: 0 Heavy units of heavy for 1.9 MCs requested from New Terra to Dreamland.
Checking on valid trades for planet Falacer….
Basic material request found for Falacer! Checking stockpiles to see if it can be considered…
Basic materials requested: 0.9 units. Basic materials allocated for export on New Terra: 1,981(includes 17 % allocated from stockpiles)
Trade request has been accepted and is now under review: 1 Basic units of basic for 2.9 MCs requested from New Terra to Falacer.
Heavy material request found for Falacer! Checking stockpiles to see if it can be considered…
Heavy materials requested: 0.7 units. Heavy materials allocated for export on New Terra: 4,328(includes 87 % allocated from stockpiles)
Trade request has been accepted and is now under review: 1 Heavy units of heavy for 1.9 MCs requested from New Terra to Falacer.
Rare material request found for Falacer! Checking stockpiles to see if it can be considered…
Rare materials requested: 0.1 units. Rare materials allocated for export on New Terra: 233(includes 23 % allocated from stockpiles)
Trade request has been accepted and is now under review: 0 Rare units of rare for 3.9 MCs requested from New Terra to Falacer.
Checking on valid trades for planet New Jove….
There are no active trade proposals on New Jove.
Checking on valid trades for planet Huanxiang….
Energy request found for Huanxiang! Checking stockpiles to see if it can be considered…
Energy requested: 5.9 units. Energy allocated for export on New Terra: 5,772(includes 29 % allocated from stockpiles)
Trade request has been accepted and is now under review: 6 Energy units of energy for 0.8 MCs requested from New Terra to Huanxiang.
Basic material request found for Huanxiang! Checking stockpiles to see if it can be considered…
Basic materials requested: 2.2 units. Basic materials allocated for export on New Terra: 1,981(includes 17 % allocated from stockpiles)
Trade request has been accepted and is now under review: 2 Basic units of basic for 2.3 MCs requested from New Terra to Huanxiang.
Checking on valid trades for planet Wuxiaci….
Rare material request found for Wuxiaci! Checking stockpiles to see if it can be considered…
Rare materials requested: 0.4 units. Rare materials allocated for export on New Terra: 233(includes 23 % allocated from stockpiles)
Trade request has been accepted and is now under review: 0 Rare units of rare for 3.9 MCs requested from New Terra to Wuxiaci.
Checking on valid trades for planet Verdancy….
Basic material request found for Verdancy! Checking stockpiles to see if it can be considered…
Basic materials requested: 0.1 units. Basic materials allocated for export on New Terra: 1,981(includes 17 % allocated from stockpiles)
Trade request has been accepted and is now under review: 0 Basic units of basic for 2.4 MCs requested from New Terra to Verdancy.
Heavy material request found for Verdancy! Checking stockpiles to see if it can be considered…
Heavy materials requested: 0.1 units. Heavy materials allocated for export on New Terra: 4,328(includes 87 % allocated from stockpiles)
Trade request has been accepted and is now under review: 0 Heavy units of heavy for 1.2 MCs requested from New Terra to Verdancy.
Checking on valid trades for planet Adawia….
There are no active trade proposals on Adawia.
Checking on valid trades for planet New Ceres….
There are no active trade proposals on New Ceres.
Checking on valid trades for planet Orcus….
Basic material request found for Orcus! Checking stockpiles to see if it can be considered…
Basic materials requested: 3.2 units. Basic materials allocated for export on New Terra: 1,981(includes 17 % allocated from stockpiles)
Trade request has been accepted and is now under review: 3 Basic units of basic for 2.0 MCs requested from New Terra to Orcus.
Heavy material request found for Orcus! Checking stockpiles to see if it can be considered…
Heavy materials requested: 1.4 units. Heavy materials allocated for export on New Terra: 4,328(includes 87 % allocated from stockpiles)
Trade request has been accepted and is now under review: 1 Heavy units of heavy for 1.7 MCs requested from New Terra to Orcus.
Checking on valid trades for planet Conlong….
Basic material request found for Conlong! Checking stockpiles to see if it can be considered…
Basic materials requested: 0.7 units. Basic materials allocated for export on New Terra: 1,981(includes 17 % allocated from stockpiles)
Trade request has been accepted and is now under review: 1 Basic units of basic for 2.3 MCs requested from New Terra to Conlong.
Heavy material request found for Conlong! Checking stockpiles to see if it can be considered…
Heavy materials requested: 0.4 units. Heavy materials allocated for export on New Terra: 4,328(includes 87 % allocated from stockpiles)
Trade request has been accepted and is now under review: 0 Heavy units of heavy for 1.3 MCs requested from New Terra to Conlong.

Hooray! Since New Terra has a s*itload of Basic in stockpile, they have put the proposal in their ‘shopping cart’, so to speak. This only means that they are willing to part with the resources. At this point, no analysis has been done regarding profitability, or whether they want to trade with that viceroy (their Houses are enemies, they personally hate each other, etc). That comes next.

3. So we have a list of possible trade partners. (By the way, a trade can be picked up by multiple parties). Now we need to look at profitability. This is a complex equation that simplifies into ‘the farther away trade partners are, the more energy and ships are required, meaning that the convoy will need to haul either less goods at a very high price (special delivery) or more goods at a lower price (shipping in bulk). Each viceroy has a ‘cutoff’ amount beyond which they will not consider a trade – it is not profitable enough for them! This is very heavily influenced by their Humanity and Gluttony. Let’s take a look:

Now determining trade profitability for the Celestial Empire.
Viceroy Gluttony: -15 Trade Aptitude: 0 Humanity: 41
Trade hub New Terra’s viceroy will not consider trades with less than $1.1 MCs per trade.
Viceroy is considering trade with Iscandrania for Basic. The current profit per unit based on prices and energy needed for the trip is 0.6 MCs, with total profit of 7.8.
…. After careful consideration, this trade is provisionally accepted, pending sufficient fleet availability! Final cost of trade, including fuel and shipping: $25.1. Total expected profit: $7.8.
Viceroy is considering trade with Dreamland for Energy. The current profit per unit based on prices and energy needed for the trip is 0.5 MCs, with total profit of 0.4.
…. After careful consideration, this trade is denied! Not enough profit to make the trip.
Viceroy is considering trade with Dreamland for Heavy. The current profit per unit based on prices and energy needed for the trip is 1.2 MCs, with total profit of 0.2.
…. After careful consideration, this trade is denied! Not enough profit to make the trip.
Viceroy is considering trade with Falacer for Basic. The current profit per unit based on prices and energy needed for the trip is 2.2 MCs, with total profit of 2.1.
…. After careful consideration, this trade is provisionally accepted, pending sufficient fleet availability! Final cost of trade, including fuel and shipping: $3.7. Total expected profit: $2.1.
Viceroy is considering trade with Falacer for Heavy. The current profit per unit based on prices and energy needed for the trip is 0.8 MCs, with total profit of 0.6.
…. After careful consideration, this trade is denied! Not enough profit to make the trip.
Viceroy is considering trade with Falacer for Rare. The current profit per unit based on prices and energy needed for the trip is 2.2 MCs, with total profit of 0.3.
…. After careful consideration, this trade is denied! Not enough profit to make the trip.
Viceroy is considering trade with Huanxiang for Energy. The current profit per unit based on prices and energy needed for the trip is 0.1 MCs, with total profit of 0.6.
…. After careful consideration, this trade is denied! Not enough profit to make the trip.
Viceroy is considering trade with Huanxiang for Basic. The current profit per unit based on prices and energy needed for the trip is 1.6 MCs, with total profit of 3.4.
…. After careful consideration, this trade is provisionally accepted, pending sufficient fleet availability! Final cost of trade, including fuel and shipping: $7.3. Total expected profit: $3.4.
Viceroy is considering trade with Wuxiaci for Rare. The current profit per unit based on prices and energy needed for the trip is 1.6 MCs, with total profit of 0.6.
…. After careful consideration, this trade is denied! Not enough profit to make the trip.
Viceroy is considering trade with Verdancy for Basic. The current profit per unit based on prices and energy needed for the trip is 1.0 MCs, with total profit of 0.1.
…. After careful consideration, this trade is denied! Not enough profit to make the trip.
Viceroy is considering trade with Verdancy for Heavy. The current profit per unit based on prices and energy needed for the trip is 0.0 MCs, with total profit of 0.0.
…. After careful consideration, this trade is denied! Not enough profit to make the trip.
Viceroy is considering trade with Orcus for Basic. The current profit per unit based on prices and energy needed for the trip is 0.9 MCs, with total profit of 2.9.
…. After careful consideration, this trade is provisionally accepted, pending sufficient fleet availability! Final cost of trade, including fuel and shipping: $10.2. Total expected profit: $2.9.
Viceroy is considering trade with Orcus for Heavy. The current profit per unit based on prices and energy needed for the trip is 0.3 MCs, with total profit of 0.4.
…. After careful consideration, this trade is denied! Not enough profit to make the trip.
Viceroy is considering trade with Conlong for Basic. The current profit per unit based on prices and energy needed for the trip is 1.2 MCs, with total profit of 0.8.
…. After careful consideration, this trade is denied! Not enough profit to make the trip.
Viceroy is considering trade with Conlong for Heavy. The current profit per unit based on prices and energy needed for the trip is 0.0 MCs, with total profit of 0.0.
…. After careful consideration, this trade is denied! Not enough profit to make the trip.

So what does this mean? First of all, the viceroy of New Terra has a negative Gluttony score, meaning that they are not very greedy, and aren’t looking for a huge profit margin. They have a 0 trade aptitude, meaning that they have no special skills in trade that will increase profit per trade (or decrease it), and they have a decently high Humanity, meaning that they will be more likely to accept lower-profit trades, especially on food and energy. So in Iscandrania’s case, they will be making enough from the trip even though it is a longer-based trip to make it worth the expense of merchants, fleets, and energy (remember that it costs the sending hub Energy to create a fleet, and the longer the trip, the more energy it costs – and energy ain’t free) So they have accepted the trade request, will be charging a total of $25.1 BC to ship 13 units of Basic. This will generate a profit of $7.8 BCs after paying for the energy for the trip, as well as the cost of the basic supplies themselves. Note that the viceroy likes some trades, but not others, so it’s worth going through the trades that were denied to see their ‘thinking’. Almost there! Now since there are enough fleets for the Imperial trade hub to send all this stuff, this example is done, but if there’s not enough fleets for all the accepted trades, there is one final step.

4. So let’s say there’s 5 trades that the viceroy likes, but they only have 3 available trade fleets! Bummer! So now hard choices have to be made. Generally, the most profitable trades will win out, but sometimes a high Empathy viceroy will green-light a trade for food or energy at less profit.

So that’s trade in a nutshell! This system still needs to be balanced a lot along with the general economic model, but hopefully it will answer some questions about how trade works. If you have other questions, please ask in a comment and I’d be happy to answer them! I will also post a video soon with this information in video form, for a more visual representation. Thanks for your time!

-Steve

Hey everyone!

Sorry the blog hasn’t gotten much love lately. I’ve had a lot going on with my ‘real job’ but rest assured we’ve been working on a lot of design and structure with Imperia, and we’ve even done some programming as well! Here’s the latest video blog. If you haven’t been to the Imperia channel, this will have all our videos, LPs, diaries, etc. Check it out!

More coming soon!

-Steve