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==Economy== The economy of a planet is a description of how the people of that world manage their resources and finances. Look at the important contributing factors from the other aspects of the world determined in this process (class of world, population and society in particular), think about your own ideas for the world and the function you wish it to fill in your campaign, and note as many points as you can, or desire, about the planet’s economy. Examples of detail you could give are: What is the local currency called? Do imports from other worlds get paid for in cash or simply a trade value to be swapped directly for exports? How extreme is the gulf between the poor and the wealthy on the world? How much does wealth dictate about lifestyle and opportunities on the world? This is an example of an area where the GM and players can go into as much detail as they wish, or simply create only the bare essential facts. '''Exports:''' Decide what the planet produces that will be valuable on other planets. The produce of a planet is traded to merchant captains who ship it off across the stars. '''Imports:''' Whatever the planet is in need of is brought to them by the merchant captains and traded for exports. Here is a chart of trade goods for exports and imports. Keep in mind that a planet could have unique or unusual goods not on the list, or that some planets would find it difficult if not impossible to produce certain goods at a surplus. Roll D12 or choose. {| border="1" cellspacing="0" cellpadding="5" align="center" ! Trade Goods ! Common Goods ! Luxury Goods |- | '''1.Agriculture:''' Plant based food. Fruits, vegetables, fungi, algae, anything grown and edible. Can also include spices and herbs. Perhaps some non-edible plants for making medicine or chemicals. Must be export if agri-world. | Basic staple foods, such as wheat or rice. Algae chips, bread, anything cheap. Plants with basic healing or mass use chemical properties. Simple decorative plant tissue. Monoculture nutrition bar fodder. Basic multicropping. Basic fungal crops and mold. | Exotic fruits, rare mushrooms, or pungent spices. Difficultly cultivated miracle cures or extremely deadly poisons. Substitutes for industrial chemicals. Beautiful, long lived flowers providing clean air and recycling hazardous waste from the air and soil. High quality permaculture, potentially mixing lumber through agroforestry and animals through mixed farming. |- | '''2.Animal Products:''' The hides, flesh, bones and byproducts of fauna can have a multitude of uses, not to mention the animals themselves. Must be export if agri-world. | Processed grox meat is many a citizen's favorite meal. Eggs, fish and milk can all be plentiful depending on the planet's biome. Basic beasts of burden, transportation, and battle. | Exotic hides for ostentatious coats, bones to make regal tool handles, and the most succulent meats to dine on after a long day of oppressing Imperial subjects. Mixed farming combining animals and plants/fungi and potentially lumber through agroforestry. Gigantic beasts capable of lifting entire cargo containers and tossing tanks around like toys. |- |'''3.Minerals:''' Rocks from the ground that have value. Used in construction, technology, currency or decoration. Must be export if mineral world. | Basic materials for the construction of buildings, machines, etc. Basic armor and weapon components. | Valuable and rare gems, precious bullion or marble. Difficult alloys that can make impenetrable armor and unstoppable weapons as well as high grade industrial goods. |- |'''4.Lumber:''' The body of a tree, used in construction of buildings, furniture, gun stocks, and more. | It may be half rotten or break from a stiff breeze, but it's plentiful and takes less time to grow than the average lifespan of a guardsman. Good enough to toss into a standard Imperial vehicle engine to burn. Regular old trees to jumpstart ecosystems or help clear the air aboard ships and stations. |Wood of a unique color or with peculiar qualities makes for fine lawn chairs or even structural support due to special properties. Creating fanciful colored fire, possibly burning for a very long time, or even living plant tissue creating flames for extremely long lasting and clean torches. Magnificently effective oxygen producing and waste recycling trees. Potentially mixing agriculture and animals through agroforestry and mixed farming, respectively. |- | '''5.Weapons:''' Tools made for putting holes in people. Either require contact with the target or fires projectiles. | Swords and knives, gunpowder firearms, basic missiles, and cannons. Nothing more advanced than the humble lasgun and similar heavy weapons like lascannons. | Fancy alloys folded over a thousand times to produce rapiers of exceptional quality, or powerful and arcane weaponry like meltas or plasma guns. Maybe the planet's culture has a unique and crazy weapon found only there like a super lasgun? Or maybe even super advanced weapons like Grav Guns or Vortex Warheads? |- | '''6.Vehicles:''' Deliver people from point A to point B. | Large civilian transports designed to transfer citizens from their manufactoria shift to their hab block, basic land vehicles. Simple aquatic vessels and aerospace vehicles. Bulk cargo transporters. Mass produced combat vehicles, basic fighter craft, light attack craft, and smaller transports to print out by millions. | Luxury vehicles and custom craft to cruise in style and in speed. Larger transportation infrastructure and rolling (or floating) stock for trains. Larger maritime vessels and aerospace vehicles. Extremely sophisticated war machines capable of turning the tides of battles on their lonesome, ace spec aerospace craft, implacable assault transporters capable of breaching any bastion or landing entire armor companies. |- | '''7.Fuel:''' Generates power, which is released as heat, light or electricity. | Coal, oil, and promethium laced with local contaminants. Low grade reactors. Basic renewable generators. | Highly potent promethium that can burn twice as many heretics with half the amount. Efficiency is loyalty! High grade reactors powering entire hive cities. Advanced renewable generators capable of sustaining a war machine for centuries out of passive starlight. |- | '''8.Spacecraft:''' A vehicle capable of flying through the void of space. Those without warp drives cannot leave the system but are much cheaper than those with one. | Cheap intrasystem crafts, mass transports or Escorts (Corvettes, Destroyers, Frigates) to bolster Imperial fleets. Nothing much larger than a Light Cruiser. Satellites and outposts. | From the personal craft of noble families to gargantuan mass transporters to Cruisers or even Battleships of the Imperial Navy. Components of Space Stations sent to be assembled in place. |- | '''9.Alcohol/Drugs:''' Alters the mental state of the user, usually to create a sense of euphoria or ecstasy, though long term effects may be unpleasant. Alcohol is typically drunk, while drugs can be smoked, snorted, consumed or injected. | Cheap swill or chemicals that will tear up your guts worse than an enraged grox. You're better off drinking unrefined promethium. | The finest wines in the galaxy, usually only available for a limited season. Or maybe hookah's are all the rage among the nobles? |- | '''10.Contraband:''' Shit The Man doesn't want you to have. In a totalitarian, theocratic regime like the Imperium, there's a lot that can fall under this. | Illicit chems or texts that speak out against the Imperium's rule. | Scandalous works and dangerous knowledge that shed light on things man was not meant to know. The real good stuff that'll fly you higher than a Cruiser suffering a reactor detonation. Xenotech and other darker knowledge is in incredibly high demand by the elite; while anyone caught with such heresy is to be executed, some secrets can bring a fate worse than death... |- | '''11.Workers''' People born or vat grown specifically to serve the Imperium. Worlds like these tend to have larger populations than most. | Guardsmen, menials, and servitors. Basic workers, low grade technicians, and middle management. Not much to say, really. | Tempestus Scions, essential adepts, high grade technicians, professional specialists (doctors, architects, etc.), upper management, and powerful tech priests. People from these worlds tend to be the Imperium's best of the best. |- | '''12.General Goods''' Products that don't fall into the any of the previous examples and more general economic goods and luxury items. | Menial attire, low value thrones, and administrator's tools. Daily personal equipment (hammers, nails, respirators, flashlights etc.), basic economic goods (lathes, presses etc.), and home appliances. | High born outfits, highly valuable thrones, and the fanciest decorations you'll find in the galaxy. Sophisticated personal equipment (voidsuits, multi-tools, auspex scanners etc.), high grade industrial goods, and incredible luxury items. |} Due to the economy being obviously important, you are encouraged to use the previous table as more of a recommendation or what the world is famous for instead of being stuck with a monolithically dedicated planet, unless of course its an Agri-World or Forge-World who are actually dedicated, though what form of product they are famous for can still be chosen, and no Forge World worth its name wont at least make industrial goods, weapons, vehicles, aerospace craft, and at least some void-capable assets for example.
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