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Economic Questions

Okay I know how to calculate Resource Units (RU)

How would you calculate Per Capita Income?

Also I see on the wiki Traffic Classification (TC) and World Trade Number (WTN).
How do you calculate those?

I appreciate your help,
 
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In T5, to date, I don't believe it is addressed, Striker has rules for per capita GDP, but it is rough estimate. I would like to see something more detailed myself.

You know the population of your world and how many RUs it produces. Per capita GDP is simply RU/population.
 
If I get the GURPS trader will with be useful with FFE Traveller or are the systems and world too different?

It can be made to work, but the conversions (while not hard) are not always obvious to everyone.

GURPS rates starports differently, and governments, and has different TL's, most notable when you hit TTL10+... which collapse to GTLs 9-12 for TTL 10-16.

Plus, all pricing is in GURPS dollars.
 
Striker uses a simple TL times population for GDP calculation. T4 uses a conversion of between 3 and 5 billion Imperial credits per RU, if I am remembering correctly. If not I am sure someone will correct me.

It occurs to me that a problem with RU comes about when efficiency turns to zero. If negative efficiencies represent welfare states, states that cannot provide for their own needs, then at zero efficiency, shouldn't the whole RU number be zero? Meaning the system produces just what it needs to consume?

At present, the rules say if any factor = 0, then set that factor =1 for RU calculations. I am thinking that might be a mistake.

Is it possible RUs represent more "excess production" of a planet or system? How much the planet produces above and beyond what it requires to feed and clothe and provide for its population in the lifestyle they desire.

But on the other hand, if your RUs collapse to 0 then that tells you nothing about how well off this balance between production and consumption is. Is it at an average income level that is very poor? or quite rich?
 
It occurs to me that a problem with RU comes about when efficiency turns to zero. If negative efficiencies represent welfare states, states that cannot provide for their own needs, then at zero efficiency, shouldn't the whole RU number be zero? Meaning the system produces just what it needs to consume?

Ah...RU. Currently, this is my nemesis in T5. I keep trying to use it as an "actual" number, as you are trying to do here. But, RU is not an actual number. It is an index. The reason RU cannot be 0 is that it would make RU useless as an index. There would be far too many systems with RU=0.

What is RU good for? Ranking systems. System A produces RU 2. System B produces RU 1. System A has a bigger economy than System B. How much bigger? About double the size of System B.

What else is RU good for? So far, in MTU, not much. I've considered using it as a multiplier against the planetary Exports number, the population number, and the TL to rough out some kind of production capacity for the system, but I've developed nothing useful from these excursions yet.

We're going to need some other method to determine the actual production capacity of a given system. Once we have that, we can calculate the actual production of one system and then determine the other systems' capacity using RU.

For a while, I was happy to hand-wave this stuff and just declare by fiat that System A could put up and maintain a small system patrol and interdiction force and System B could not, but now I really want to know how many tons of starships a given system can produce in a year. I want MTU to have rules for that kind of thing and be somewhat predictable for my players.
 
Yeah, I think Carl has it. RU is not really relatable to credits. You could do it in a pinch just for hasty, isolated guesstimation. I might put it at BCr 10 per RU, but I wouldn't put any trust in that number. And I wouldn't apply a conversion formula across the board to a thousand worlds.

The reason I think so, is because RU are for empire-building, and therefore they are points used for very large-scale actions. Diplomatic actions, strategic actions, tactical actions on a planetary or system-wide scale. The economies of worlds are the things of star-spanning wargames. They are representations -- indexes perhaps -- of how much power a world wields.

In concrete terms, RUs can be allocated for the construction and maintenance of fleets, so there is actual value. But I think it's more than value, and it's hard to divide "planetary influence" amongst its population.
 
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I think I should do TL * RU to get a GDP number. I'm thinking that negative GDP systems can be assumed to be under the control of positive GDP systems within Jump n distance. Maybe I'll divide the GDP number by the jump to simulate decreasing economic influence.

What do you all think?
 
Interesting.

I think I should do TL * RU to get a GDP number. I'm thinking that negative GDP systems can be assumed to be under the control of positive GDP systems within Jump n distance. Maybe I'll divide the GDP number by the jump to simulate decreasing economic influence.

What do you all think?
I would like to see how that works out. I may even have to try it out after I get my HD back up and running.

Not sure about using Jd as a divisor but I can definitely see it as some sort of negative to influence. Perhaps GDP/(Jd/2)?
 
Using distance as a negative modifier sounds like the right way to go.

I used Importance for guesstimating traffic flow between any two ports.

index = sqrt( I1 * I2 ) - (distance/2).

I've played with subtracting the distance from both values first, or subtracting half the distance, and so on.

The target index is a traffic "size" as an exponent of ten for passengers. The cargo traffic, in tons, is that value times some constant in the range of 2 and 10.

Two Importance 5 worlds, one parsec apart, would have a trade index of 5. That implies:

100,000 to 900,000 passengers per week.
400,000 to 3,600,000 tons of cargo per week (assuming cargo = passenger count x 4).

Two Importance 2 worlds, one parsec apart, would have a trade index of 2. That implies:

100 to 900 pax per week
400 to 3600 tons of cargo per week.

Similarly, two Importance 5 worlds, six parsecs apart, would have a trade index of 2. sqrt(25) - (6/2) = 2.



Everything scales to suit how you view the universe. If you like a low traffic universe, subtract [distance] instead of [distance/2], for example.
 
Just out of curiosity how does this compare to GURPS?

Someone said even if they're different they had a good system to start and could be converted.
 
If you prefer fine-grained precision, GURPS: Far Trader is the way to go.

I believe that fine-grained precision is not only impossible, but counter-productive. Many others believe otherwise.
 
Well to readress the OP.

I'd just like to know the basics. GDP, Per Capita Income, Trade.

I'd like to know how wealthy (or poor) a world/system is and then that would point to the Per Capita of the world. I know this can be skewed also such as in wealth being only held by the few, i.e. Plunge Corr 2505. But knowing that about Plunge gives me a good start.
 
If you prefer fine-grained precision, GURPS: Far Trader is the way to go.

I believe that fine-grained precision is not only impossible, but counter-productive. Many others believe otherwise.

I reccomend using FT to get a ballpark figure and then play around with that in each individual case. For example, when deciding on the number of passengers between Efate and Alell, I use the FT figures for ordinary non-tourist figures and then add millions of tourists.

Right now I'm working on Yori and intend to use FT figures for all the trade except the salt trade and then add enough salt exports to allow the salt trade to be the most important industry on Yori (employing millions of people).


Hans
 
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