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Trade on Aoshtai Wiki is governed by optional mechanics through which nations can grow their naval power and trade influence by exporting goods and services. These rules also cover smuggling, tariffs, and efforts to gain control of a nation's trade policies.

Create a new Trade Page

Domestic Prices

Any nation (or corporation) that wishes to participate in the Trade system can do so by creating a trade page, which is typically a subpage for that entity (example). Here, the nation must define the domestic prices of its goods and services. This involves rolling 45d10 in the Discord's #🎲dice-room, like so:

Basic Trade Roll.png

Nations participating in the Trade system share a fixed list of commodities to which they assign domestic prices. These are divided into four categories:

  • Class I materials (Textiles, Spices, Foods, Hydrocarbons, Furs, Woods, Drugs, and Livestock) - commodities that are best produced on planets with lots of vegetation and natural life.
  • Class II materials (Capital, Financial Services, Electronics, Cars, Building Materials, Artificial Intelligence, Radioactive Material, Literature, Video Games, Arts and Culture, and Talent) - commodities that are best produced on planets with large amounts of urbanization.
  • Class III materials (Antimatter, Common Minerals, Rare Elements, Terrestrial Military Vehicles, Space-to-Ground Craft, Small Military Spacecraft, Surveys and Risk Assessments, Large Military Spacecraft, Capital-class Military Spacecraft, Hydrogen, Consumer Appliances, Small Arms, Quantum Breach Drives, Civilian Liners, Terraforming Services, and Megastructural Engineering) - commodities that are best produced in space.
  • Vice Commodities (Liquor, Pornography, Sex Trafficking, Slavery, Prostitution, Soft Recreational Drugs, Hard Recreational Drugs, Unethical Media, Organs, and Weapons of Mass Destruction) - commodities that are often subject to heavy regulation or an outright ban.

The values from a nation's trade roll are assigned to these commodities in the order of rolling. For example, the roll above would produce the following prices:

Class I
Class I materials are best produced on planets with lots of vegetation and natural life

  • Textiles - 4
  • Spices - 6
  • Foods - 4
  • Hydrocarbons - 3
  • Furs - 9
  • Woods - 7
  • Drugs - 2
  • Livestock - 3

Class II
Class II commodities are best produced on planets with large amounts of urbanization

  • Capital - 2
  • Financial Services - 7
  • Electronics - 8
  • Cars - 6
  • Building Materials - 3
  • Artificial Intelligence - 6
  • Radioactive material - 9
  • Literature - 4
  • Video Games - 8
  • Arts and Culture - 4
  • Talent - 6

Class III
Class III materials are best produced in space

  • Antimatter - 8
  • Common Minerals - 4
  • Rare Elements - 7
  • Terrestrial Military Vehicles - 1
  • Space-to-Ground Craft - 1
  • Small Military Spacecraft - 4
  • Surveys and Risk Assessments - 10
  • Large Military Spacecraft - 8
  • Capital-class Military Spacecraft - 8
  • Hydrogen - 1
  • Consumer Appliances - 6
  • Small Arms - 9
  • Quantum Breach Drives - 9
  • Civilian Liners - 3
  • Terraforming Services - 1
  • Megastructural Engineering - 4

Vice Commodities
Vice commodities are often subject to heavy regulation or outright ban.

  • Liquor - 3
  • Pornography - 1
  • Sex Trafficking - 4
  • Slavery - 8
  • Prostitution - 8
  • Soft Recreational Drugs - 6
  • Hard Recreational Drugs - 8
  • Unethical Media - 9
  • Organs - 9
  • Weapons of Mass Destruction - 8

These prices are abstracted, and represent the costs of producing each respective commodity locally, with lower values corresponding to lower costs, and vice versa. A nation cannot reroll these values, but may choose to swap any single pair of numbers. Each commodity must then be assigned a color, marking the level of restriction on that market:

  • Green (<font color="lightgreen">Text</font>) commodities are free markets. Imports are not subject to protective tariffs, subsidies, or regulations, meaning that other nations can contribute to these markets without having to negotiate a trade agreement.
  • Orange (<font color="orange">Text</font>) commodities are protected markets. Imports are subject to protective tariffs, subsidies, or regulations, and trade agreements are required for other nations to contribute to these markets.
  • Red (<font color=#CC0000>Text</font>) commodities are illegal in civilian markets, but can still be contributed to if a trade agreement is negotiated.

In this example, the nation's Class I commodities are classified as follows:

  • Textiles - 4
  • Spices - 6
  • Foods - 4
  • Hydrocarbons - 3
  • Furs - 9
  • Woods - 7
  • Drugs - 2
  • Livestock - 3

Trade agreements

Once a nation has prepared its trade page, it may submit trade offers to other nations in the Discord's #💸trades channels for the recipients' native galaxies. These offers will typically list a number of commodities, and the prices at which they're being offered. For example:

Basic Trade Offer.PNG

A nation exporting into a market will raise the level of competition for commodities in that market, thus reducing their value. The offered prices must therefore be at least 1 point lower than the domestic price of each respective commodity, as well as the prices of any other imports already present in the market.

The recipient may accept any number of these commodities, subject to any additional conditions sent with the offer. The commodities can then be added to the recipient's trade page, like so:

Any commodities accepted by the recipient must also be added to the trade page of the nation which made the offer, in the "Exports" section:

  • Ibi's Hollow Heraldry.png Spices 1 ⟶ The Morterium 2.png Spices 3 (Profit 1)

This can be done easily using the following template, which can be copy and pasted into the Exports section:

 | exporter    =
 | commodity   =
 | exportprice =
 | importer    =
 | importprice =
 | tariffs     =
 | colony      =no

Note that the profit from this commodity is less than the difference between the two prices. This is because the cost of shipping between markets will reduce the profit from any export by -1. If a nation wishes to smuggle commodities into a foreign market, it may bypass any need for a trade agreement. Smuggled goods and services incur a shipping cost of -2, rather than the normal -1. Importers may also impose tariffs on foreign goods and services, taking a portion of the exporter's profits.

A nation that is importing goods and services may use the prices of those imports instead of its domestic prices, for the purposes of the Fiscal system.

Internal Markets

A nation's colonies and megaprojects can be represented separately from its primary market. These internal markets can specialise in only one of the three classes of goods and services. Commodities in the other classes cannot be rolled for, and are assigned a default value of 10. For example, a nation setting up a colony that specialises in Class I commodities would roll 18d10 in the Discord's #🎲dice-room - 8d10 for each of the commodities in Class I, and 10d10 for each of the Vice Commodities. Every Class II and Class III commodity would have a domestic price of 10.

Internal markets are otherwise set up through the same process as a nation's primary market, and generally share a trade subpage with that market.

Profits from exports to internal markets are half what they are from normal markets.

Trade Improvements

Trade Improvements are reductions to domestic prices made using the Fiscal system, and come in two forms - subsides, and permanent improvements. A subsidy is a temporary reduction that must be paid for every year, while permanent improvements only need to be bought once. Both forms of trade improvements lower the values of any goods imported into the affected market, alongside domestic prices.

Trade Power

A nation's total profits from exports will manifest as an equal number of subcapital ships added to its navies. These warships also translate into trade power, at a one-to-one ratio, as do capital ships, which each represent three points of trade power. Like with warships gained from the Fiscal system, subcapitals from trading can be converted to and from capital ships, so long as their trade power is unchanged. Converting trade power into capital ships takes six months to complete.

Trade power can be used to defend domestic markets, as well as to take control of markets in other nations. If a nation sends ships to a foreign market that represent more trade power than any other fleet in that market, they become that market's trade controller. This trade controller may then veto or enforce any decisions made in that market.


T A B L E   O F   C O N T E N T S

What are fiscal sheets?
Create a New Sheet    ·    Dashboard    ·    Economic Size    ·    War Policies    ·    Administrative Efficiency
Trade Improvements    ·    Transfers    ·    Megaprojects    ·    Central Bank    ·    Debt    ·    Trade
Military Power Types