The Economy of FW:TOWThe systems map is finalized. This afternoon there was a final update for you to see (Thanks Mirkha)

It was a huge job mainly performed by Deety, Sovereign and Oma to get all these systems up there and populated by planets, stations and npc's.
It isn't nearly done yet, as there are many more stations in the process of being converted from other mods who donated them to FW:TOW. Some new stations have to be built still.
Bilbringi Shipyards of Overfiend's design.

But all stations have at least a placeholder docking bay. It's a bit weird to see a station called 'shipyard' which only is a single docking bay, but there are many other ones that are finished, and they are huge and epic.


That we now have placeholders for all stations, makes that I can program the economy.
There are three parts of the economy in FW:TOW that need to be built.
1. All the base trade runs, prices and units have to be set. That is my job. But when it is in place, a
2. FLHook mechanism must make all prices dynamically changing on offer and demand; that machine is being made by W0dk4. In the end we also want to
3. couple the economy to the forum, through auction houses and banks. That mechanism is being developed by Demios`, and later I will make the forum screens on top of that. I intend to have banks (personal accounts in the forum that can move money from the ships in game) already on 18.x. Snake will help with that.
For now, I am focusing on making all the trade runs. There will be 1000 runs. The whole thing is stored in a mysql database so it is all parametrized and analyzed. There is no leg work (hopefully) like the old systems had.
How did this analysis go exactly?
The first thing to set in stone is how much work is it to have the money for a ship?
Also, we need to take care once and for all about that bloated economy where players have billions of credits and nothing to spend it on.
Also, we like mining just like we like trading, but most of all we like hunting and killing.
That means we like lots of npc's flying around that we are allowed to kill for loot. Oh yes, we could not find the solution to the buggy mission system, so we have no missions (except one).
Well, I can tell you, you all know I'm an average Joe in fighting skills. Lately I fly around in FW:TOW in an admin ship (Baby Death Star), because I got killed like all the time by npc pirates. Hunting and killing for loot is not a problem.
To start with, how much time does a starting player has to spend on trading to pay for a heavy fighter. That time is the corner stone of the economy. After much discussion we have set this standard time to 4 hours trading in an YT or shuttle. The light fighter (for killing npc's), YT and shuttle (trading) and miner are our starter ships.
At the other end of the spectrum are the heavy capital ships. We have set the time to earn the largest ship to 8 work weeks (2 weeks for 4 traders) of Heavy Freighters hauling pharmaceuticals (high profit with moderate risk).
We have worked through the shiplist and have set all the ship classes, and the hold sizes to this standard. The ship classes look like this:
ship type--------------------hold size------------price--------estimated trade labor
---------------------------------------------------------------(with a YT) - (with a hvy Freighter)
========================================================================
Light Interceptor---------------8----------------125,000------------2.5h -
Medium Interceptor-----------10----------------175,000------------3h -
Heavy Interceptor-------------12----------------225,000------------4.5h -
Make the difference between "Light Fighters" (Z-95), able to take on heavy fighters, and crappy fighters (starting ships, like the old
version Z-95).
Light Fighter (crappy)--------10-----------------25,000------------.5h -
Light Fighter (good)----------10----------------100,000------------2h -
Medium Fighter---------------12----------------150,000------------3h -
Heavy Fighter-----------------14----------------200,000------------4h -
Light Bomber------------------22----------------125,000------------2.5h -
Medium Bomber---------------24----------------175,000
Heavy Bomber-----------------26----------------225,000------------4.5h -
Light Patrol Ship---------------34----------------215,000
Medium Patrol Ship------------36----------------245,000
Heavy Patrol Ship--------------38----------------275,000------------5.5h -
The YT is a Shuttle class, while Transports are ships like the Modular Conveyor : basically, a medium cargo capacity and a quite powerful weaponry (unlike Freighters, that are unarmed).
Light Shuttle------------------104----------------110,000
Medium Shuttle (YT)---------108----------------125,000------------2.5h -
Heavy Shuttle-----------------112----------------140,000
Light Assault Shuttle---------68----------------215,000
Medium Assault Shuttle--------72----------------245,000
Heavy Assault Shuttle-------- 76----------------275,000------------5.5h -
Freighter have a greater cargo hold (even the greatest capacity, if we consider that super/bulk freighters are restricted), but little or no guns. Basically, you can't use them alone in dangerous systems. On the contrary, transports have less capacity, but are cheaper and can defend themselves.
Light Transport--------------360--------------1,000,000
Medium Transport ----------360--------------1,100,000
Heavy Transport ------------370--------------1,250,000------------25h - 4h
Light Freighter---------------526--------------3,000,000------------60h - 9h
Medium Freighter------------540--------------4,500,000
Heavy Freighter--------------554--------------6,000,000
The Corvettes, basically, they're trade gunships (little less armor and firepower, but more cargo hold).
Light Corvette----------------456
Medium Corvette-------------468--------------3,000,000------------60h - 9h
Heavy Corvette---------------480
Where Bulk Freighters are the trader's ultimate ships : huge cargo hold, very good defense systems (able to take on a Corvette or a Gunship).
Light Bulk Freighter---------708--------------3,000,000
Medium Bulk Freighter------702--------------4,500,000------------60h - 9h
Heavy Bulk Freighter--------738--------------6,000,000
Light Gun Ship----------------236-------------1,000,000-------------20h - 3h
Medium Gun Ship-------------240-------------1,200,000
Heavy Gun Ship---------------244-------------1,400,000
Light Frigate------------------354--------------4,500,000
Medium Frigate---------------360--------------5,000,000-------------100h - 13h
Heavy Frigate-----------------366--------------5,500,000
Light Destroyer----------------530--------------9,000,000
Medium Destroyer-------------540-------------10,000,000
Heavy Destroyer---------------550-------------11,000,000
Light Interdictor--------------530-------------26,000,000
Medium Interdictor-----------540-------------28,000,000
Heavy Interdictor-------------550-------------30,000,000-------------600h - 80h
Light Carrier------------------530-------------14,000,000
Medium Carrier---------------540-------------15,000,000-------------300h - 40h
Heavy Carrier-----------------550-------------16,000,000
Light Cruiser------------------796-------------41,000,000
Medium Cruiser---------------810-------------45,000,000-------------900h - 120h
Heavy Cruiser-----------------824-------------49,000,000
Light Battleship--------------1198-------------70,000,000
Medium Battleship-----------1216-------------80,000,000
Heavy Battleship-------------1234-------------90,000,000-------------1800h - 240h
We have divided up 260 good types in categories: base material, food, info, lowgrade ore, highgrade ore, luxery articles, pharmaceuticals, tech wares, war materials, smuggler stuff, living beings, civil vehicles, intel, soldiers, VIP's, and war machines for the GE.
There are so many categories because the programs must divide them up in volume units, locations and degradability. But for price there are just a few overall categories: Raw materials, Luxery materials, Unlawfull stuff, High value producs and very high value products.
Below a list of one example of each category.
Note: "1 unit" can be only part of a freight container. Example: swoop bikes go in crates of 40 units. Senators have living quarters of 4 units.
trader_buy---------profit_per------Buy 100 units----sell after---profit after----profit-----Risk
1_unit-------------_unit_per_sec---(shuttle)--------5 min--------5 min-----------per hour--(price/profit)------volume--trade_type------nickname------------------remark
================================================================================================================================
Raw materials & base goodsCheap, very little risk, but low benefits. Low grade ore is minable.
5-------------------0.05-------------500-------------2000---------3000------------18000-----0.3--------------0.1------base_matl------commodity_ferrocrete------strong concrete
5-------------------0.05-------------500-------------2000---------3000------------18000-----0.3--------------0.1------food------commodity_blue_milk------
5-------------------0.05-------------500-------------2000---------3000------------18000-----0.3--------------1------info------commodity_bilbringi_news------
5-------------------0.05-------------500-------------2000---------3000------------18000-----0.3--------------0.1------lowgr_ore------commodity_cobalt------
================================================================================================================================
Luxury & Finished products50-------------------0.067-------------5000-------------7010---------4020------------24120-----2.5--------------0.25------highgr_ore------commodity_aurodium------ore for making currency
50-------------------0.067-------------5000-------------7010---------4020------------24120-----2.5--------------0.25------luxery------commodity_corellian_spiced_ale------
50-------------------0.067-------------5000-------------7010---------4020------------24120-----2.5--------------0.5------pharma------commodity_bacta------
50-------------------0.067-------------5000-------------7010---------4020------------24120-----2.5--------------2------tech------commodity_construction_droids------
50-------------------0.067-------------5000-------------7010---------4020------------24120-----2.5--------------1------war_all------commodity_light_sidearms------
================================================================================================================================
Unlawful stuffHigh price but more benefits than anything else. Nonetheless, trading them is dangerous, and only shuttles should be able to carry them (undockable base?).
200-------------------0.167-------------20000-------------25010---------10020------------60120-----4--------------0.5------smug------commodity_glitterim_spice------from Kessel
================================================================================================================================
High value productsHigh price, high benefits.
250-------------------0.1-------------25000-------------28000---------6000------------36000-----8.3--------------10------beings------commodity_coruscant_passengers------
250-------------------0.1-------------25000-------------28000---------6000------------36000-----8.3--------------50------civ_vehicles------commodity_hover_cars------
250-------------------0.1-------------25000-------------28000---------6000------------36000-----8.3--------------1------intel------commodity_imperial_intelligence------
250-------------------0.1-------------25000-------------28000---------6000------------36000-----8.3--------------5------soldiers------commodity_military_driods------
================================================================================================================================
Very high value productsSame as above, with just a little more profit & risk. NB : passengers aren't VIPs IMO. VIPs are prisoners, officers, politicians...
500-------------------0.117-------------50000-------------53510---------7020------------42120-----14.2--------------10------vips------commodity_imp_ambassador------
500-------------------0.117-------------50000-------------53510---------7020------------42120-----14.2--------------175------war_mach_ge------commodity_at_at------
Having settled the categories, we had a good look at where we can buy and sell. For that, the political map is important:

Also, what is important, is where we can dock fighters, freighters, caps and heavy caps. Here is what Deety wrote about it (in a discussion about cap moors):
Deety wrote:I believe that most of the capships were unable to dock on planets (how do you want to park a Nebulon-B frigate?) and even then, it must be very expensive (how much energy is required for an Acclamator to take off?). Actually, i think that most of the capital ships were parked in deep space or near shipyards. Thus, what about removing the docking near planets? Finally, large capships would only have a few docking points - the shipyards - making them even more valuable. Furthermore, shipyards would be the only place where capships could repair, which may be a good idea (all the more so since our capships are very powerful, and can use
hyperspace)
Then, no need to have a lot of cap moors archetypes. Instead, use the shipyards superstructure. This is more realistic and more amazing at the same time (think about this super station that was able to fit a Mon Calamari cruiser)
Eventually, we should have several dock categories :
- Size 1 : fighters, shuttles
- Size 1+ : transports, freighters, corvettes, bulk freighters. + gunships
- Size 2 : other capships, but heavy destroyers / heavy carriers / heavy interdictors / cruisers / battleships
- Size 2+ : heavy destroyers / heavy carriers / heavy interdictors / cruisers / battleships
Fighters & Shuttles can almost dock everywhere. For scenery purpose, make them unable to dock main shipyard bays but have secondary docks for them there.
Size 1+ ships can almost dock everywhere too. However, we can prevent them from accessing some stations (ie : smuggling bases)
Small capships (2) can dock main shipyards & repair yards & smaller shipyards (ie : "frigate base" archetype that was created some times ago. We could use some of these "small capship dock points" in the few key systems that don't have any major shipyards. Ie : add one frigate yard or similar size station next to Muunilinst Sector Control, Bastion sector control, Kashyyyk planet, the Blood star in Endor...), They could also dock some large military/civilian stations (ie : refueling station in Ryloth, nr fleet hq in Coruscant, imperial fleet hq & imperial naval academy in Bastion, corsec base in Corellia).
Large capships (2+) are restricted to the main shipyards & repair yards (half a dozen bases in the whole galaxy) : Kuat shipyards (3 dock points), Calamari shipyards (3), Bilbringi Shipyards (more than 2 dock points, as there are a lot of super structures), Fondor shipyards (>2 dock points), CEC shipyards (1 or 2 dock points), Sullust shipyards (1 or dock points).
Last point (but not least!). I don't think we have to head toward a perfectly symmetric layout. The game have to be balanced, but the number of bases doesn't matter a lot. Or, rather, the number of dock points doesn't. We can put half a dozen stations around Kuat, because it looks cool, but as they all are at the same place, they only count as "one" on the chess board. On the contrary, the rebel shipyard in Sullust is much more important tactically than the few rebel docks in Calamari, because Calamari is close to every other rebel system (and their dock points) while Sullust is nestled in the south part of the galaxy. So, no need to have the same number of stations, it doesn't make things balanced. Plus, it's annoying for you because you always have to think about that, and finally it's not "pretty", because awesomeness results from having every single system different from another.

After this, I have made a matrix about how the program allocates trade runs.
regions marked "special" : per commodity special location and destination
trade_type---------from_region---------to_region---------items---------no_of_bases
==================================================================================
base_matl---------OuterRimEast---------MidRimNorth---------3---------2
base_matl---------OuterRimEast---------MidRimSouth---------3---------2
base_matl---------OuterRimNorth---------MidRimNorth---------3---------2
base_matl---------OuterRimNorth---------MidRimSouth---------3---------2
base_matl---------OuterRimSouth---------MidRimNorth---------3---------2
base_matl---------OuterRimSouth---------MidRimSouth---------4---------2
beings---------OuterRimEast---------MidRimNorth---------3---------4
beings---------OuterRimEast---------MidRimSouth---------3---------4
beings---------OuterRimNorth---------MidRimNorth---------3---------4
beings---------OuterRimNorth---------MidRimSouth---------4---------4
beings---------OuterRimSouth---------MidRimNorth---------4---------4
beings---------OuterRimSouth---------MidRimSouth---------3---------4
civ_vehicles---------MidRimNorth---------OuterRimNorth---------1---------6
civ_vehicles---------MidRimNorth---------OuterRimSouth---------1---------6
food---------OuterRimEast---------Core---------3---------6
food---------OuterRimNorth---------Core---------3---------6
food---------OuterRimSouth---------Core---------2---------6
info---------Core---------OuterRimEast---------6---------4
info---------Core---------OuterRimNorth---------6---------4
info---------Core---------OuterRimSouth---------6---------4
intel---------OuterRimEast---------MidRimNorth---------2---------6
intel---------OuterRimNorth---------MidRimSouth---------1---------6
pharma---------Core---------MidRimNorth---------6---------6
pharma---------Core---------MidRimSouth---------6---------6
soldiers---------OuterRimEast---------MidRimNorth---------2---------4
soldiers---------OuterRimEast---------MidRimSouth---------3---------4
soldiers---------OuterRimNorth---------MidRimNorth---------3---------4
soldiers---------OuterRimNorth---------MidRimSouth---------2---------4
soldiers---------OuterRimSouth---------MidRimNorth---------2---------4
soldiers---------OuterRimSouth---------MidRimSouth---------2---------4
tech---------MidRimNorth---------OuterRimEast---------8---------2
tech---------MidRimSouth---------OuterRimNorth---------7---------2
tech---------MidRimNorth---------OuterRimNorth---------7---------2
vips---------special5---------special5---------27---------2
highgr_ore---------special3---------special3---------10---------4
lowgr_ore---------special1---------special1---------16---------4
smug---------special4---------special4---------6---------12
war_all---------Core---------OuterRimEast---------6---------4
war_all---------Core---------OuterRimNorth---------6---------4
war_all---------Core---------OuterRimSouth---------7---------4
war_ge---------special6---------special6---------2---------6
war_machines---------OuterRimEast---------Core---------2---------4
war_machines---------OuterRimNorth---------Core---------2---------4
war_machines---------OuterRimSouth---------Core---------2---------4
war_mach_ge---------special2---------special2---------4---------6
luxery---------MidRimNorth---------Core---------11---------4
luxery---------MidRimSouth---------Core---------11---------4
tech---------MidRimNorth---------OuterRimSouth---------7---------2
tech---------MidRimSouth---------OuterRimSouth---------7---------2
tech---------MidRimSouth---------OuterRimEast---------8---------2
civ_vehicles---------MidRimNorth---------OuterRimEast---------1---------6
civ_vehicles---------MidRimSouth---------OuterRimEast---------1---------6
civ_vehicles---------MidRimSouth---------OuterRimSouth---------1---------6
civ_vehicles---------MidRimSouth---------OuterRimNorth---------1---------6
intel---------OuterRimSouth---------MidRimNorth---------1---------6
intel---------OuterRimSouth---------MidRimSouth---------2---------6
intel---------OuterRimNorth---------MidRimNorth---------1---------6
intel---------OuterRimEast---------MidRimSouth---------1---------6
Some special runs are the smuggling routes. As much as possible and allowable according to canon I have made the smuggling trade routes between enemy planets. That way only real smugglers can make use of these routes.
commodity_chak_root
canon: flavorfull plant high taxes, from Naboo
player buys: Calamari(planet_mon_calamari_base/rebel_grp)
player sells: Muunilinst(planet_muunilinst_base/emp_n_grp)
travel: 4jumps
Rationale: from NR to GE base, can only be done by Smug or Civ.
commodity_death_sticks
canon: from Coruscant
player buys: Coruscant(planet_mon_eron_base/rebel_grp)
player sells: Fondor(planet_fondor_base/emp_n_grp)
travel: 4jumps
Rationale: from NR to GE base, can only be done by Smug or Civ.
commodity_glitterim_spice
canon: from Kessel
player buys: Ryloth(planet_or_tuma_base/li_p_grp)
player sells: Coruscant(planet_coruscant_base/rebel_grp)
travel: 5jumps
commodity_lumni_spice
canon: from Hoth
player buys: Hoth(Planet Hoth/li_p_grp)
player sells: Kuat(KDY_andrim_shipyards/kdy_grp)
4jumps
commodity_mekebve_spores
Canon: a rare fungus that causes severe histamin reactions in most mammalian species
player buys: Bastion(planet_bastion_base/emp_n_grp)
player sells: Kashyyyk(planet_kashyyyk_base/rebel_grp)
4jumps
commodity_ryl_spice
canon: from Kessel
player buys: Ryloth(planet_or_tuma_base/li_p_grp)
player sells: Fondor(planet_fondor_base/emp_n_grp)
4jumps
Please give your opinion, especially on matters of canon, in the
blog comments. Luckily all is program-driven so it is not a big deal to make changes after the beta test.