New Trade System

Traders of the Imperium, I have news!

To some, this will be exciting, to others boring, but regardless we have a new trade system in place.

First big change: Bargain and Commerce are being removed and replaced with the single skill Commercia. Commercia applies a flat 2%-per-level favourable bonus to buying and selling actions in downtime. Evaluate remains as a skill, purely to be used to determine the uptime value of loot – knowing what’s going to be the most valuable in general terms rather than exact knowledge. People with those skills can re-spend their points appropriately. The related change that goes with this is that the Seneschal skills are now: Commercia, Evaluate, and Politics.

Second big change: all former trade goods are now invalid under the new system. This isn’t just an overhaul, it’s a replacement system. Since some people will undoubtedly have stacks of goods they haven’t sold on yet, there are two options here. The first is to sell them, and the second is to exchange them for goods in the new system. We have an IC reasoning for the mass sale of goods which I will explain below.

Third big change: each sub-sector now has its own trade values based on supply, demand, and illegality of goods within that sector. This means that prices for some goods will just be better in some areas than others. You will only be able to trade goods at one market per ship. If you do not specify a market, you will be assumed to be trading at Arkangel.

Fourth big change: how much cargo your ship can carry now matters. You can only take as much cargo to market as you can fit in the hold of the ship going to that market. You can also only carry as much loot away from an event as your ship can carry. If you do not have a ship, you need to negotiate with someone else to ship and/or sell your goods for you.

So that’s a rough summary of where things are with the trade system. All of the above and more is explained in the handy-dandy trade system guide linked to below. In addition, the public price lists for the new system for the past four events are also available below. If you have a title which gives you a trade sheet for a sub-sector, you can request the sheet of trade factors which will give you insight into the economy of that sub-sector.

ICly, a massive Imperial Chartist vessel will be visiting the Ruhrort sector. The Imperial Prosperity is a massive transport vessel that patrols the entire segmentum buying goods from the outer reaches and shipping them inwards towards the core. Its schedule is known about, and traders across the sector have been stockpiling goods to sell on.

The new trade system is in effect immediately, and all trade goods available at In the Footsteps of Giants are from the new trade system. Any trade goods provided in this downtime cycle’s returns will also be using the new trade system. If people send me their goods lists before the event, I will try my best to respond with either a value in WU or an equivalent list of trade goods under the new system before the event. Equivalency in this case is taking “2 Tech II” and converting that into an equivalent WU value of technological goods under the new system.

If there are any elements that don’t make sense, let us know.

Be seeing you,

No Rest for the Wicked

Rule System Doc:
Trade Goods overview:
Current trade values:
Trade Values (When Angels Fall):
Trade Values (Xanadu):
Trade Values (Fair Met by Midnight):

Downtimes & Spreadsheets

Evening One & All,

Firstly my apologies for the previous announcement not going out on all channels, this one should be doing so and then some in an attempt to make up for it. In addition due to the delay in getting the Downtime Spreadsheet to people for pre-DT-cycle testing I will be extending the Downtime window until the 17th of July. I would ask that people try and submit individual endeavours and total group actions as early as possible before the deadline, the 10th of July is going to act as a soft submissions deadline of sorts and we would really appreciate it if you were to let us know if you have finalised your downtimes by that date so we can start organising responses.

Attached is the new downtime spreadsheet, designed to record individual endeavours and assist with the calculations of each. This spreadsheet does not replace the normal submission system for individual character actions, so do please remember to write up and assign your individual character actions on the website!

As for the endeavours on the website, in fairly short order there should be the option to upload your endeavour’s spreadsheet to the page for each individual endeavour. Unsurprisingly this is where the completed spreadsheet goes.

As for the spreadsheet itself there are certain things that it can do and certain it can’t yet. As yet it can’t factor in Keywords, multiple methods or calculate your target cost from your target difficulty depending on your desired outcome. I’ve included the explanation of how specific outcomes influence costs and difficulties on a separate tab to help with that. However once you’ve worked out your target costs and difficulties the sections on the first tab will allow you to keep track of meeting them.

The second tab is the Cost Calculator which allows you to take your target cost, the resources available to you and your desired priority for spending them to calculate the split of currency you’ll have to spend to reach your target value. There’s additional explanation on the tab to assist as well.

The spreadsheet as a whole should have sections of it protected so there’s no risk of accidentally deleting the formulae that make it work, and you will need to enable macros to get it to work.

If you’ve got any queries or problems please do get in touch, and though it’s intended to be compatible with different excel formats I can contact my datasmith if it starts playing up.

I hope it all makes sense,

Richard, Rob & Yoda

Downtime Spreadsheet Player Copy

Trade Goods

I’m currently working on the new trade system for No Rest for the Wicked, and it’s… interesting. We’ve already worked out what we want it to do, so I’m working on achieving those goals. One of the key things that’s coming up for me at the moment is trade goods.

We want 40-50 types of trade good that people can run around the sector trading between sub-sectors and places that need them. I currently have a list of 45 types of trade good[1]begged, borrowed, and outright stolen from other places including our old trade system which can be further diversified by applying the “archeotech” or “xenos” keywords without requiring the need for a separate trade good to be created. Sounds good, right?

The problem I’m running into is the problem we’ve run into ever since we started talking about our trade system at all – where do you stop abstracting? Currently my trade good list has “natural textiles”, “synthetic textiles”, and “leather” all of which could be considered under the heading of “textiles”. Do we need three different types of textiles? Does it add to the game by having them? These are the sorts of questions I have to ask myself, and they’re not all easy ones.

Once I’ve got my list down, I then need to consider costs for each, and then how much costs alter between the various sub-sectors. That part is probably the easy part – getting the right balance of abstraction is the hard part. This could be interesting.

References   [ + ]

1. begged, borrowed, and outright stolen from other places including our old trade system