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In Sundog (the game), there were 30 types of cargo that could be transported by the pod (and thus by the ship), plus nothing and cryogens (the ‘green ice’ pods) — 32 types in all (because, binary). Each had an associated base price. Here’s the data from the original game, with the base price for each cargo type:
code | cargo | price |
0 | nothing | 0 |
1 | ship’s fuel | 20 |
2 | radioactives | 193 |
3 | gems/crystals | 176 |
4 | rare earths | 201 |
5 | exotic metals | 175 |
6 | gold | 123 |
7 | antimatter | 243 |
8 | grains/cereals | 25 |
9 | fruits/vegs | 44 |
10 | woods/fibers | 15 |
11 | seeds/sprouts | 37 |
12 | meats | 67 |
13 | stock embryos | 77 |
14 | spices/herbs | 69 |
15 | organics | 71 |
16 | chronographs | 110 |
17 | silichips | 134 |
18 | biochips | 179 |
19 | cadcams | 153 |
20 | synthesizers | 146 |
21 | sunsuns | 134 |
22 | comgear | 169 |
23 | nullgravs | 199 |
24 | droids | 222 |
25 | pharmaceutical | 114 |
26 | clothing | 93 |
27 | weapons | 174 |
28 | furs/silks | 200 |
29 | art objects | 220 |
30 | stimulants | 255 |
31 | cryogens | 0 |
This is actually not a bad list to consider in Frasgird, at least to start with. The names are generic, suggestive and mostly understandable (“sunsuns” were portable fusion power units for home and industrial use).
The actual buying or selling price for a given cargo type on an actual exchange in a specific city on a specific planet in a specific system depended upon several additional factors. These included:
All this was implemented with a relatively small section of code, all using integer math (8-bit 6502 processor). But it was highly effective. I knew of players who used a second personal computer to keep track of the prices for goods in all visited cities.
However, Frasgird introduces a number of differences. For starters, the dominant sapient populations are alien, not human, and certain cargoes (such as food, clothing, etc.) would tend to be species-specific. Since different worlds will have different types and sizes of alien populations on them, it makes trading in general more complex but also more interesting. Likewise, cross-species trading would readily occur for many other cargo types, particularly for areas of specialization and expertise. And even than could vary. Alien art from a particular species might be highly prized by other species, but perhaps only on certain worlds or even just in certain cities.
More later.
Boy, that “base price” table sure would’ve been handy with SunDog. I had no idea whether I was paying (or getting) a high or low price for a commodity!
Heh. I knew of people who used spreadsheets or database programs running on a separate computer to try to keep track of prices in different cities.
[Added later] On the other hand, one of Jerry Pournelle’s criticisms of Sundog (and a valid one) is that the player should have access to technology at least as advanced as the computer the player is playing on. Our problem in Sundog was the very tight limit on RAM and disk space, but he’s right: you shouldn’t have to write down stuff. In Frasgird, you are going to start out with a lot of information, and that will get updated as you have characters you are interacting with or controlling return from visiting various systems. What you can’t count on is how well that information will hold up between successive visits, or after a quantum jitter.