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ERRATA
Planetary Demand (pg 37. Delete the entire page. Keep the side note on Rounding.)
This is one of the most convoluted pieces of rules writing I have come across in a long time...
The suggested re-write is;
To establish Planetary Demand (Total Demand), establish first the worlds Base Demand. On a low population world of Pop 0-3, this will equal the population code. The population is likely a resource exploitation unit, for example a mining or farming community. On most worlds, the Base Demand will equal the worlds resources level. On worlds with infrastructure greater than resources, Base Demand will equal the worlds infrastructure level.
To establish Total Demand, cross reference Base Demand with a 2d6 roll on the “Total Demand” table, using the DM's listed on the table for population and culture.
Planetary Demand = Total Demand
Resource Trade (pg 38. Delete the entire page.)
Hand in hand with the Planetary Demand text & equally convoluted.
The suggested re-write is;
Resource Trade assists with raising the GWP of any planet where there is a surplus or deficit of resources. It both cases the world GWP will increase due to the extra economic activity over and above the worlds total demand.
To establish the level of resource trade, first check for high levels of Infrastructure reducing available Resources. Then establish the volume of Imports/Exports.
In most cases Infrastructure maintenance will not be a factor. But Infrastructure maintenance can be very high where the worlds Infrastructure and Total Demand both exceed the worlds Resource level. (ie: Infrastructure > Resources AND Total Demand > Resources )
The amount of resources needed to support the excess infrastructure in this circumstance depends on Total Demand.
- Reduction in Resources = Total Demand – Resources
- Resources available = Resources – Reduction in Resources
The level of resource trade is established by;
- Imports/Exports = Resources available - Total Demand
Where a positive result denotes Exports and a negative results shows Imports. If negative, drop the – sign, (ie: use the absolute value or multiply by -1). (eg: Resources 6 - Total Demand 8 = -2, or Imports of 2 resources; note the positive value.)
We now know the level of Resources available to satisfy Total Demand and the level of Imports or Exports that are present.
Base Gross World Product (pg 40. Delete the entire page.)
Fairly well written. I've moved adding Import/Export benefits here because the benefit table is intended to reflect the impact on GWP, not the actual volume of Imports/Exports in Resource Trade.
The suggested re-write is;
The Base Gross World Product (GWP) is a measure of the wealth-generating economic activity occuring on the world. For the purposes of Pocket Empires, we will assume the factors consist only of resources (raw materials) and the labour, technology and infrastructue to gather those resources and process them. Later we will cover the effects of interstellar trade and interstellar demand, which will modify the base GWP.
GWP is figured in Resource Units (RU), an abstracted valuation used within the structure of Pocket Empires. The formula is;
- Base GWP = (RE * LF * I) / (C +1)
RE = TL * 0.1 * ( Total Demand + Import/Export benefit )
Import/Export benefit = Import or Export level * Resource Trade Benefit table multiple.
LF = Labour base from the Labour Base table * Population Multiplier
I = Infrastructure
C = Culture
Resources Exploited (RE) is a representation of the worlds resource use, including benefits gained from imports and exports. Multiplied by the Tech Level * 0.1 to reflect technologies increasingly efficient use of those resources.
Import/Export benefits exclude profits lost in trade and transportation and will fluctuate from year to year. The Import/Export benefits are established by rolling 2d6 on the Resource Trade Benefit table and multiplying your Imports or Exports by the appropriate Resource Trade Benefit.
Labour Factor (LF) uses the score on the Labour Base table, multiplied by the Population multiplier found in the Economic Extension. This reflects the portion of the population engaged in actual resource exploitation (Primary Industry).
[/FONT]Pg 29;
Initial Self Determination
Random die roll creates many worlds in disarray.
Correct to:
(Unity Characteristic + Govt Pluralism value + Law Level) / 3
Pg 43;
Discretionary Tax
Governments adjust Taxes with a veiw to Popularity. In general if Popularity is high, the populations tolerance to higher taxes rises and the Government will tax and spend more. This trend is reversed if Popularity is low. Of course this is very a broad generalisation.
Set initial Discretionary Taxes, following these steps. It generates a Popularity within the range of 8-13.
1. Establish Popularity, assume Discretionary Tax = 0%
2. Set Discrestionary Tax Rate at;
Popularity - (7 + 1d6). Note that Discretionary Tax can be positive or negative, adding to or reducing normal tax take.
3. Adjust Popularity;
Popularity (from step 1.) - (Discretionary Tax Rate *100)
Players can of course adjust Discretionary Taxes at any time, but this ensures the Sector Population is largely content with thier lot.
Pg 59;
Self Determination Drift
Correction to calc.
[FONT=arial,helvetica]Change = 2d + Law Level - Current Self Determination[/FONT]
(ref
http://www.travellerrpg.com/CotI/Dis...d=1#post344568 post 32)
(used from Turn 10 on)
Chart, Chapter 6 "World Event"
"6 Major space accident. Interstellar
Demand Modifier (to GWP)
drops to 0.8 next turn, -1 Popularity."
Existing text mislables the modifier and the given 0 will result in World GWP of 0Cr
pg 54;
Population Change
Correction to calc.
Pop Change Factor = (1d + R + I + T) / (Labour + Pop multiple)
(ref
http://www.travellerrpg.com/CotI/Dis...t=21748&page=3 post 25 & 29)
pg 35;
Generating the Economic Extention,
Resources
Resources are responsive to Trade Classifications and Starport improvements. As a world develops, it will lose and gain classifications, losing and gaining any applicable Resource DM's. (eg: once a world is populated, it loses the Ba classification and gains 1d6-1 Resources). Infrastructure and Culture do not get the same treatment, they must be developed.
pg 36;
Generating the Economic Extention,
Infrastructure &
Culture
A barren world (Barren worlds have no population) with infrastructure or Culture, is the remnants of a previous civilization (perhaps roads, usable buildings, monuments, art, etc). Delete the line "however, if the world truly has no population, Culture is always 0, of course".
pg 72;
To settle an un-inhabited world.
Add to Success "Ba (Barren) worlds lose thier Ba code and add 1d6-1 to thier Resources."
First Survey
All unpopulated worlds (POP, Govt. LL, Pop multiple all = 0) have TL =0, Starport = X.
If tech or Starport facilities have survived the Long Night, they are in a bad state of repair, were built originally by a differant culture and are of limited use to an expanding Empire. Repairs will take as long and cost as much as rebuilding.
First Survey UWP's all duplicate the last two codes (Govt & Law Level). Keep the Govt code, roll up a new LL (2d6-7+Govt)