We are now into version 3 of trade system.
Planets, moons and asteroids are generally a source of resources, which are then traded across the galaxy. When worlds are created, the types of resources that they provide also needs to be generated.
Resources are listed as a commodity type and density for each planet. This is the simplest approach, and has been settled on (again) because any other approach, whilst in theory more flexible, is too complex to get right.
See also: Facility, Commodities, Consumers
Commodities have a Source, which define the type of facility that is required to produce goods.
| Code | Description |
|---|---|
| Mi | Mining resource, must have a Mining facility. |
| Ag | Agricultural resource, must have an Agriculture facility. |
| In | Industrial resource, must have an Industrial facility. |
Resources are defined by the world type, according to the Planetary Classification List. They may be modified by other factors, including random chance. Some resources are only found in particular types of star systems (such as around white dwarfs, or particularly hot stars).
Resources are obtained with Facility, which mine or farm the commodity to generate actual trade goods. Such facilities are known as Generators, and turn resource into a trade good of the same type. Currently, generators are either Agriculture or Mining.
The following applies to all types of resources.
All resources have a density associated with them, which is an indication of how much of the resource is available at a given location. Density generally ranges from 0 (not present) to 100 (sitting around on the surface).
| Quality of resource | Range |
|---|---|
| Unavailable | 0 |
| Trace | 1-5 |
| Scarce | 6-15 |
| Poor | 16-30 |
| Moderate | 31-50 |
| Good | 51-75 |
| Ideal | 76-100 |
Different ores have different commonality. An ideal world for a common resource will have more available than an ideal for a rare resource. The commonality of a resource multiplies the base density.
| Commonality | Multiplier |
|---|---|
| Very rare | x0.10 |
| Rare | x0.20 |
| Uncommon | x0.50 |
| Common | x1.00 |
Should have common random values.
The amount of resources that can be gathered, is based on the population, the density of the resource and the type of resource.
Each commodity has a production rating, where PR = 0 are easiest to produce, and PR = high are hardest. 1 unit of commodity can be produced each week per population for a PR of 0. Each +2 PR multiplies the population requirement by 10 (so PR = 6 means 1 unit per week per 1000 population).
The density multiplies the people requirement by (1000 / density^2).
Resources are turned into goods. Normally, a resource produces goods of the same commodity type. This is not always the case however. If the commodity resource has a code of PR, then it produces goods of different types. One or more child commodities will have P? codes, where ? is 0+.
If the resource commodity itself has code P?, then it is also produced.
If the commodity has a code of VR, then it is a variable resource, which produces goods of different types based on the resource density. This can be combined with PR resources, and behaves in a similar way. Child commodities have V? codes, with higher codes only being produced at higher densities. Low codes (V0 etc) are only produced at low densities.
If a commodity is marked as VL, it will cease being produced at higher densities.
A commodity cannot have a P? code as well as a V? code, but may have both VR and PR. In the latter case, all P? children are added, then all matching V? children are added.
A resource cannot be produced if the commodity TL is higher than the planet's TL. If the planet's TL is sufficient, then the resource is produced at full rate.
If the commodity has a code of Tl, increase production by 10% per extra TL.
If the commodity has a code of TL, increase production by 25% per extra TL.
If the item is illegal on this world, multiple the number of people required by 10 for each level of difference (e.g. if good has law of 4, and local law level is 6, multiple by 100).
If the resource has an Agricultural source, and the world has an Ag trade code, halve the number of required people.
Otherwise, if the world has an Na trade code, multiply required numbers by 10.
If the resource has an Industrial source, and the world has an In trade code, halve the number of required people.
Otherwise, if the world has an Ni trade code, multiple required numbers by 100 (yes, this is much worse than lacking agriculture).
If the resource has a Mining source, then:
| Trade Code | Multiplier |
|---|---|
| Mi | 0.5 |
| In | x1 |
| Ni | x4 |
| Ag | x2 |
Resources are consumed according to what the population wants. See Consumers.