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<blockquote data-quote="FormerlyHemlock" data-source="post: 6623581" data-attributes="member: 6787650"><p>I can't comment on the specific rules you're proposed, but I find this thread inspiring! My players have in fact expressed an interest in founding a colony on another planet, and I should definitely think about whipping up some 4X rules for them to play with instead of just handwaving it through RP interactions. That is, I think it will be more satisfying for them if I give them some rules to play with.</p><p></p><p>They're already having fun with the logistics aspects of the game (a good 25% of the fun and tension of last session revolved around whether they had enough cows to fuel their lifejammer to the next planet and back), which is why I think they will enjoy adding more 4X aspects to the game.</p><p></p><p>I think I'll start by throwing out some basic rules along the lines of:</p><p></p><p>* Their spelljamming ship currently generates zero gp profit per day of operation, and costs 2d4 cows to run. (Or the players can opt to actually roll the Con saves/damage dice per cow, at their option.)</p><p>* Interplanetary trade will generate revenue based mainly on how good their network of contacts are. As a lowball figure, once they meet some other humans and figure out how trade works, they'll make 10 gold per day per point of SR (cows give SR 1) per ton of cargo capacity (they have a hammership so 60 tons).</p><p>* It takes 1 ton of cargo capacity to move supplies for 1 person to the new planet (costing 100 gp). The rock they explored last week can support 16,000 people (25 square miles = 16,000 acres), so they could fill it up with colonists in about 3 years.</p><p>* Each colonist on the rock will produce economic activity and taxes equivalent to 1 gp per month. So if they fill up the rock with 16,000 colonists, they'll be making about as much money as they could from moving cargo, only without spending anything on cows.</p><p></p><p>All of the above coefficients are subject to negotiation during play. If they find a rich location, colonists might produce 2 gp per month there. If they find a rich trade route or get a lucrative trade contract, it might be worth 20 or 100 gp per day per ton of cargo space. Rich trade routes will be contested more heavily by pirates.</p><p></p><p>I'm not sure what to do about interstellar trade: either it will be very lucrative, or it will be too expensive to exist. I'm leaning toward the latter, which will make interstellar travel rare and a financial gamble.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 6623581, member: 6787650"] I can't comment on the specific rules you're proposed, but I find this thread inspiring! My players have in fact expressed an interest in founding a colony on another planet, and I should definitely think about whipping up some 4X rules for them to play with instead of just handwaving it through RP interactions. That is, I think it will be more satisfying for them if I give them some rules to play with. They're already having fun with the logistics aspects of the game (a good 25% of the fun and tension of last session revolved around whether they had enough cows to fuel their lifejammer to the next planet and back), which is why I think they will enjoy adding more 4X aspects to the game. I think I'll start by throwing out some basic rules along the lines of: * Their spelljamming ship currently generates zero gp profit per day of operation, and costs 2d4 cows to run. (Or the players can opt to actually roll the Con saves/damage dice per cow, at their option.) * Interplanetary trade will generate revenue based mainly on how good their network of contacts are. As a lowball figure, once they meet some other humans and figure out how trade works, they'll make 10 gold per day per point of SR (cows give SR 1) per ton of cargo capacity (they have a hammership so 60 tons). * It takes 1 ton of cargo capacity to move supplies for 1 person to the new planet (costing 100 gp). The rock they explored last week can support 16,000 people (25 square miles = 16,000 acres), so they could fill it up with colonists in about 3 years. * Each colonist on the rock will produce economic activity and taxes equivalent to 1 gp per month. So if they fill up the rock with 16,000 colonists, they'll be making about as much money as they could from moving cargo, only without spending anything on cows. All of the above coefficients are subject to negotiation during play. If they find a rich location, colonists might produce 2 gp per month there. If they find a rich trade route or get a lucrative trade contract, it might be worth 20 or 100 gp per day per ton of cargo space. Rich trade routes will be contested more heavily by pirates. I'm not sure what to do about interstellar trade: either it will be very lucrative, or it will be too expensive to exist. I'm leaning toward the latter, which will make interstellar travel rare and a financial gamble. [/QUOTE]
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