Category:Contraband

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[edit] Overview

  • Contraband is another type of trade goods in the game. There are 12 different types of contraband that can be bought and sold on a pseudo stock market at your own bases, but some also have additional uses.
    Each type of contraband has its own price that is controlled by market conditions. If a race that likes one sort of contraband has lots of colonists the price of that contraband increases. If a large number of colonists that happen to like a certain type of contraband get killed the price of that type of contraband will fall.
  • Contraband can only be transported using Gold Pods. These can also be used to sell contraband to bases of other players. Selling contraband via a gold pod will generate crime to the targeted base.
  • Amorphous Worms produce free Lerchin Spice contraband.

[edit] Gathering Contraband

On some planets there is contraband lying on the planets surface that can be collected by colonists.
In the game there is a distinction between finding "Peanuts" and "Big nuggets".

The chance P to gather a big nugget amount is: P=((race PSI factor + 30) / 400) + .2 Centaurs will get a 5% bonus per race track to this.

The chance to gather a peanuts amount is then 1-P.

This is then applied for each single CB type.

[edit] Peanuts

"Peanuts" is defined by

Collected amount=Min(RND * surface amount * 0.1 + 10;surface amount) * Min(Colonists/1M;1)

[edit] Big Nuggets

"Big nuggets" is defined by

Collected amount=Min(RND * surface amount * 0.3 + 200;surface amount) * Min(Colonists/400k;1)

This was given by Magik (Rick Glover) at Drewhead: Contraband Collectors

RND is a random number between 0 and 1.

[edit] Conclusion

There is no easy way to give a formula for the time evolution of the gathered amounts or the time needed to collect all the CB on the surface. But one can calculate the conditional mean for the collected amount if currently a certain amount is on the surface. Even this is not simple. To give the exact formula in a compact form we need a certain notation:

Let 1[a;b](x) be denote a value, which is either 0, if x<a or x>b, or which is 1, if a<=x<=b.

Let 1(a;b](x) be denote a value, which is either 0, if x<=a or x>b, or which is 1, if a<x<=b.

Let 1[a;b)(x) be denote a value, which is either 0, if x<a or x>=b, or which is 1, if a<=x< b.

[edit] Examples

1[0;10](5)=1 1[7;10](5)=0 1[3.1;10.2](10.3)=0 1[200;oo)(3456)=1 1[23;78](78)=1 1(23;78](23)=0

[edit] General Formula

Let P be the probability for collecting a big nugget, which is calculated with the aforementioned formula. Then if now an amount of x kT contraband is on the surface of a planet and the base contains C colonists then the expected amount E(x) for the collected contraband is

E(x) = P * {x * 1[0;200](x) + (2000/3-7x/3) * 1(200;2000/7](x) + (5x/3-200000/(3x)) * 1(200;2000/7](x) + (3x/20+200) * 1(2000/7;oo](x)} * Min(1;C/400000) + (1-P) * {x * 1[0;10](x) + (100-9x) * 1(10;100/9](x) + (5x-500/x) * 1(10;100/9](x) + (x/20+10) * 1(100/9;oo]} * Min(1;C/1000000)

[edit] Special case

This formula simplifies for a contraband amount x >= 2000/7 ~ 286:

E(x) = P * (3x/20+200) * Min(1;C/400000) + (1-P) * (x/20+10)* Min(1;C/1000000)

This can be used to examine via an excel sheet for example to calculate the expected income for a given distribution of colonists among bases on planets with an interesting surface CB situation.

I think one can say that in many cases it is the best to put 400k on the planet with the highest produkt sum of amount and prices. Then fill the second best planet up to 400k and so on.

--GFM GToeroe 00:25, 26 July 2007 (CEST)

[edit] The Contraband Black Market

Contraband Blackmarket
Contraband Blackmarket

The contraband / black market screen lists the current price of all the contraband types on the black market. You can buy and sell contraband here.

[edit] Buy Contraband

  • You can buy up to 10,000 of each type (provided you have the money).
  • The contraband you buy is generated from thin air.

[edit] Sell Contraband

  • You can sell up to 10,000 of each type (provided you have the contraband).
  • The amount of contra you can sell is also limited by the colonists in the base. You need 1,000 colonists for each unit of contra you want to sell.
  • Contraband you sell is removed from the game.
  • Selling contraband is based on the colonists that your base starts the turn with. Podding and transferring off/on colonists happen after contra sales. (i.e. give the sell order before you start transferring off, also any colonists transferred to the base will not be able to count during host run, despite being able to give the order in the client).

[edit] Selling via Gold Pod

The details on selling contraband to another player can be found at the Gold Pod page.

[edit] Racial Likes

Each race has some type of contraband that it likes more and some it likes less. These likes in combination with races in play have an effect on prices of the different types of contraband. A rule of thumb: The higher the combined likes of the races, the higher the price (knowing the participating races this enables you to predict which types contraband will constantly rise and which are about to stagnate at a low level).
The following table shows the likes.

[edit] Race Stats - Contraband Likes Table

All the Contraband Likes race stats (Rept. = Repterrian).
Bold = high value, Green = highest value.

Name Contraband Likes
Illegal Books VR-6x Holo- Chips Stim- Bright Pills Grecken Blood Wine Emotion Chips Hand Guns Illegal Music CDs Kerria Crystal Artifacts Lerchin Spices Alpha Wave Floggers Vaggen War Hounds Rept. Psi- Geese
The Aczanny Pyramids 0 12 0 0 4 20 0 0 0 46 0 155
The Birdman Republic 0 0 0 190 0 0 0 0 0 0 0 60
The Centaurs 0 0 0 0 0 0 35 0 0 0 0 0
The Colonies of Man 0 0 30 0 0 0 50 0 0 0 50 10
The Crystal Assembly 0 0 0 0 0 0 0 200 0 40 0 0
The Cyborg Collective 0 0 0 0 0 0 0 0 0 0 0 0
The Evil Empire 10 0 70 40 0 0 0 0 110 0 0 60
The Holy Draconian Empire 10 0 40 20 0 20 0 0 0 50 0 0
The Interstellar Master Traders 125 0 0 0 0 30 95 0 0 0 0 0
The Lizard Kingdom 10 0 0 60 0 0 0 70 0 60 0 150
The People's Army 0 0 50 60 0 0 0 30 120 0 80 0
The Privateer Bands 10 70 170 140 0 120 91 0 10 10 2 3
The Rebels 20 10 10 20 180 10 0 10 0 0 0 0
The Reunited Coalition of Systems 90 0 0 65 0 0 40 15 5 0 0 120
The Robotic Imperium 0 0 0 0 0 0 0 110 0 0 0 0
The Scavenger Tribes 0 25 0 0 0 30 0 90 60 0 0 0
The Solar Federation 10 120 60 0 0 0 0 0 0 0 0 0
The Solorian Unity 0 150 0 0 100 0 0 30 0 20 0 0
The Stormer Kingdom 10 9 10 210 0 0 0 0 0 0 80 10
The Thrinakian Swarm 0 0 0 0 0 0 0 0 35 0 10 50
The United Enforcement Authority 86 75 95 0 0 100 0 0 0 20 0 0
The University Alliance 110 90 60 0 0 50 0 0 0 0 0 0

[edit] Price Changes

The prices of contraband change from turn to turn. The change in prices depends on the colonists in the entire game, the race's likes, and the prior contraband prices.

[edit] Price History

Historical prices of contraband for 10 turns are available to you. When a game is first created, this pricing history is nonsense...just a bunch of random numbers. So, as turns are processed, the pricing history will show a more predictable trend. If you can figure out this trend, have a good idea of what changes in the game may affect the market, then you may be able to get make some intelligent contraband transactions. For example, if you are about to activate Tank o Tronics, then you may predict that the contraband in your likes will increase in value. If you know that you or someone is about to destroy a huge population ground base, then you know that a contraband price is about to drop.

[edit] Price Calculation

These are the steps that the host takes to calculate the new prices for the new turn.

  1. For each contraband type, perform a calculation for each player, which is the sum of the formula: 120 * (<race contra like> / 100) * (<race colonists> / 1000000)
  2. Determine a total for the result of the above individual calculations, call it TGBCR
  3. Determine a value CMP that is 100 + (<sum of all colonists in the game> / 10000000)
  4. Age the contraband prices to prepare for new prices
  5. Assign new prices as (((<contraband calculation from step #1> / TGBCR) * CMP) * 0.4 + 2.2) * 0.6) + ((<price 2 turns ago> + <price 4 turns ago> + <price 5 turns ago>) / 3) * 0.4 for each contraband type individually

[edit] See also


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