Ship Age and Wear and Tear
Fred Kiesche
(22 Feb 2019 15:06 UTC)
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Re: [TML] Ship Age and Wear and Tear
Dom Mooney
(22 Feb 2019 18:24 UTC)
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Re: [TML] Ship Age and Wear and Tear
Fred Kiesche
(22 Feb 2019 18:33 UTC)
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Re: [TML] Ship Age and Wear and Tear
Kenneth Barns
(22 Feb 2019 19:53 UTC)
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Re: [TML] Ship Age and Wear and Tear
Fred Kiesche
(23 Feb 2019 20:32 UTC)
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Re: [TML] Ship Age and Wear and Tear
Phil Pugliese
(22 Feb 2019 20:39 UTC)
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Re: [TML] Ship Age and Wear and Tear
Rupert Boleyn
(22 Feb 2019 22:04 UTC)
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Re: [TML] Ship Age and Wear and Tear
Bruce Johnson
(22 Feb 2019 23:33 UTC)
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Re: [TML] Ship Age and Wear and Tear
Evyn MacDude
(23 Feb 2019 06:02 UTC)
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Re: [TML] Ship Age and Wear and Tear
Jeff Zeitlin
(23 Feb 2019 16:09 UTC)
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Re: [TML] Ship Age and Wear and Tear
Evyn MacDude
(23 Feb 2019 20:24 UTC)
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Re: [TML] Ship Age and Wear and Tear
Fred Kiesche
(23 Feb 2019 20:38 UTC)
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trade and commerce systems
Nick Walker
(24 Feb 2019 22:42 UTC)
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Re: [TML] trade and commerce systems
Timothy Collinson
(26 Feb 2019 21:21 UTC)
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Re: [TML] trade and commerce systems
Phil Pugliese
(26 Feb 2019 22:42 UTC)
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Re: [TML] trade and commerce systems
Ewan
(27 Feb 2019 16:19 UTC)
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Re: [TML] trade and commerce systems
kaladorn@xxxxxx
(08 Apr 2020 18:06 UTC)
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Re: [TML] trade and commerce systems
Phil Pugliese
(08 Apr 2020 18:34 UTC)
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Re: [TML] trade and commerce systems
hemdian@xxxxxx
(08 Apr 2020 20:59 UTC)
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Re: [TML] trade and commerce systems
Thomas Jones-Low
(08 Apr 2020 20:59 UTC)
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Re: [TML] trade and commerce systems
kaladorn@xxxxxx
(08 Apr 2020 22:53 UTC)
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Re: [TML] trade and commerce systems
Thomas Jones-Low
(09 Apr 2020 00:32 UTC)
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Re: [TML] trade and commerce systems Alex Goodwin (09 Apr 2020 06:39 UTC)
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Re: [TML] trade and commerce systems
Thomas Jones-Low
(09 Apr 2020 14:47 UTC)
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Re: [TML] trade and commerce systems
Alex Goodwin
(09 Apr 2020 18:57 UTC)
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Re: [TML] trade and commerce systems
kaladorn@xxxxxx
(13 Apr 2020 00:31 UTC)
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Re: [TML] trade and commerce systems
Alex Goodwin
(13 Apr 2020 07:55 UTC)
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Re: [TML] trade and commerce systems
kaladorn@xxxxxx
(13 Apr 2020 10:11 UTC)
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Re: [TML] trade and commerce systems
Thomas Jones-Low
(13 Apr 2020 12:13 UTC)
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Re: [TML] Ship Age and Wear and Tear
Fred Kiesche
(23 Feb 2019 20:37 UTC)
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Re: [TML] Ship Age and Wear and Tear
Fred Kiesche
(23 Feb 2019 20:33 UTC)
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Re: [TML] trade and commerce systems Alex Goodwin 09 Apr 2020 06:38 UTC
On 9/4/20 10:32 am, Thomas Jones-Low wrote: > On 4/8/2020 6:53 PM, xxxxxx@gmail.com wrote: >> >> >> On Wed, Apr 8, 2020 at 4:59 PM Thomas Jones-Low <xxxxxx@gmail.com >> <mailto:xxxxxx@gmail.com>> wrote: >> >> On 4/8/2020 2:05 PM, xxxxxx@gmail.com >> <mailto:xxxxxx@gmail.com> wrote: >> > I do recall that someone built a massive spreadsheet for GT >> for (I think) >> the >> > Spinward Marches and let GT's trade mechanics define where the >> trading mains >> > would naturally form and the smaller routes (I think three >> levels). >> Somewhere, >> > on an old computer, on an old drive, I have the map that comes >> out of >> that. It >> > looks *a lot* different route-wise than the standard Spinward >> Marches map. >> > >> > Ideally, one day, one of us will build some software that can >> be coupled >> to one >> > of the great online maps or to an arbitrary sector map and use >> that and some >> > decent algorithms factoring in nearby systems (J-1 to J-4 >> range, beyond that >> > likely isn't economical) and UWPs and trade codes to come up >> with all trade >> > routes (which would also tend, of necessity, to become part of >> any X-boat >> > message) and then use that in conjunction with some exchange >> rates, stock >> > exchanges, and random (or inserted) events to model changes >> over time and >> report >> > those in a format a GM could use in game planning. >> >> I've kept up the process of generating the trade maps >> using the >> GT:Far Trader >> Rules and other places. >> Map : https://wiki.travellerrpg.com/File:Spinward_Marches_Sector.pdf >> Data: >> https://wiki.travellerrpg.com/Spinward_Marches_Sector/economic/Milieu_1116 >> Key : https://wiki.travellerrpg.com/Trade_Map_Key >> >> I have the data for generating the spreadsheets and / or >> importing >> into a >> project of this kind. The wiki has maps for all of the sectors in >> Traveller Map >> >> ---> All that's missing is being able to use it for MyTU, vs. OTU ;) >> >> --> And in the long run, what I want to do is have software do that >> so that as things happen (events, movement of populations, >> development, population crashes, you name it), the trade values will >> change and then in a while so will the routes. >> >> --> Really for now I'd just like to be able to submit a custom sector >> to a software and have it provide trade ratings and what trade >> connections make sense as an output. >> >> > The software to generate the maps and other data is here: > https://github.com/makhidkarun/traveller_pyroute > > If you have a custom sector in a compatible text file I can run > the data for you. or you can run it. The problem is the process takes > too long to run by putting it into a web site. > > The GT Trade system is driven by the population numbers, which are > order of magnitude. So unless you are dealing with events which affect > populations at that scale (Black war or pandemics for example), the > trade won't change much. Thomas, So the hash and equality speedups I did for traveller-pyroute didn't really change that? On reflection, I suppose only reducing run time by 40-odd percent wouldn't do overly much. What sort of speedup would be needed to make the "submit custom gubbins and rerun for charted space" approach work? Roughly a thousandfold? I got the impression (from reading GT:FT and traveller-pyroute numerous times) that the algorithm was inherently serial - for those of us alongside me in the cheap seats, I believe that it really couldn't be divided up and farmed out to multiple CPU cores to speed it up. Kaladorn, At least with the GT gravity-trade model and the travellerrpg data, long-range trade is _massive_ and interdependent. From my own experiments (which gave rise to the patches I mentioned above), a single-sector trade map, standing alone, has vastly different trade patterns than that same sector in a full-Imperium or full-charted-space context. One experiment I tried resulted in side effects visible throughout Charted Space, with side orders of multiple, distinct, trade routes to systems within the Great Rift. That temporarily diverted me into thinking about how to implement stable, usable wormholes in traveller-pyroute and their effects on trade.