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settled-reach/docs/workshops/commodity-catalog/burnelli-sheldon-round1.md
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jpmschweitzerandClaude Opus 4.6 ac05dbd21f data(economics): commodity catalog — 36 types, 21 production chains
Workshop #801 deliverable: commodities.toml (36 commodities across
5 tiers), production_chains.toml (21 Leontief recipes including
2 substitution routes), schema.md (SQL DDL + validation rules).

Key design choices: brands are not commodities (separate layer),
water→fuel at 8:1 yield, 3 political sub-flags replacing single
boolean, gate energy-over-gate as commercial service. Wiki stub
pages generated for all 36 commodities.

Tickets #811–#815 created for follow-up work. #801 closed.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-05 22:00:33 +02:00

30 KiB

Burnelli-Sheldon: Commodity Catalog Analysis for #801

I've reviewed D-171-D-183, my Round 2 model, the Round 1 cross-discussion, and the wiki corporation corpus. Here's my full economic analysis.


1. COMMODITY ENUMERATION FROM FIRST PRINCIPLES

I start from the question: what sectors does an interstellar civilization require? Then I enumerate what's produced in each sector, constrained by the wiki lore.

The answer is 32 commodity types: 24 physical goods in a 3-tier production hierarchy + 8 services.

Primary Sector -- Raw Materials (8 types)

# Commodity Description Production geography
R1 Metallic ore Iron, copper, structural metals. Bulk extraction from planetary/asteroid mining Common -- most rocky bodies have some deposits
R2 Rare minerals Exotic crystals, rare earths, gemstones. Low volume, high value Concentrated -- 5-10 systems with significant deposits
R3 Timber/biomass Harvested wood, structural/decorative grade. Forest worlds only Regional -- requires established biosphere (Nordmark Skog's territory)
R4 Agricultural produce Food crops, livestock, grain. Perishable, bulk Ubiquitous -- any terraformed world produces some
R5 Water/volatiles Water ice, atmospheric gases. Life support critical Ubiquitous on ocean/ice worlds; life-or-death expensive on bare-rock stations
R6 Fusion fuel Deuterium, He-3. Continuous consumption -- not a one-time purchase Common -- gas giants and ice moons are primary sources
R7 Organic compounds Biochemicals, pharmaceutical precursors, biological feedstock. Includes brach fiber (Braemar, D-177) Regional -- requires complex biospheres
R8 Stone/aggregate Construction stone, ceramics feedstock. Kvitfjell Blue marble is the premium variant Common, but premium variants are monopolistic

Why 8 instead of D-173's "7": Stone and metallic ore follow fundamentally different production chains. Ore is smelted into metals; stone is cut/shaped for construction and decoration. Bifrost Marmor doesn't process their marble through a smelter. Collapsing them would force marble through a metallurgical chain that doesn't represent reality. D-173 said "approximately 30" -- 32 is within that margin.

Secondary Sector -- Intermediate Goods (8 types)

# Commodity Primary inputs Description
I1 Refined metals Metallic ore Structural steel, copper wire, aluminum. Backbone of construction
I2 Advanced alloys Metallic ore + rare minerals High-performance materials for hulls, gate parts, precision machinery
I3 Structural panels Timber + refined metals Pre-fabricated building components (Nordmark Skog produces these)
I4 Processed food Agricultural produce + water Shelf-stable, transportable food products (Mercado distributes these)
I5 Electronics/components Rare minerals + refined metals Circuits, processors, control systems
I6 Chemicals/pharmaceuticals Organic compounds + water Medicines, industrial chemicals, life support consumables
I7 Drive cores Rare minerals + advanced alloys Propulsion components. High-value, specialized
I8 Textiles/composites Organic compounds + chemicals Clothing, technical fabrics, composite materials (brach fiber products)

Changes from Round 2: Replaced "hull plates" with "advanced alloys" (hull plates are a specific product from advanced alloys, not a separate intermediate category). Replaced "habitat modules" with "textiles/composites" -- habitat modules are a finished assembly, not an intermediate input. Textiles/composites IS an intermediate: it feeds into consumer goods, luxury goods, and habitat construction.

Secondary Sector -- Final Goods (8 types)

# Commodity Primary inputs Description
F1 Heavy equipment Refined metals + electronics + drive cores Mining rigs, construction machinery (Stalownia's core product)
F2 Vehicles/craft Advanced alloys + electronics + drive cores Ships, ground vehicles (MVG territory)
F3 Consumer goods Processed food + textiles + electronics Daily necessities, household items, personal tech
F4 Luxury goods Agri produce + textiles + chemicals Premium products with terroir/brand identity: Calloway whisky, VGV wine, Bifrost marble, fine spirits
F5 Implant hardware Electronics + chemicals + advanced alloys Neural interfaces, augmentation, lattice components (Prometheus Labs)
F6 Gate components Advanced alloys + drive cores + electronics Gate maintenance and construction parts (Gate Corporation monopoly)
F7 Habitat modules Structural panels + electronics + chemicals Complete living/working units for stations and settlements (Cygni B station sections, 2-5y lead time per D-177)
F8 Freight haulers Refined metals + drive cores + electronics Commercial cargo vessels. Demand driven by trade volume, not population

Why "freight haulers" separate from "vehicles": Different demand functions. Freight hauler demand = f(trade_volume, fleet_age). Vehicle demand = f(population, wealth). They respond to different economic signals. A trade boom increases freight hauler demand without affecting personal vehicle demand. This distinction matters for the simulation's responsiveness to trade-flow changes.

Tertiary Sector -- Professional Services (5 types)

# Service Location-bound? Notes
S1 Legal services Yes Contract enforcement, dispute resolution, Commission certification. Demand partly compliance-driven
S2 Financial services Yes Banking, credit, clearing, currency exchange. Infrastructure for all trade
S3 Medical/re-embodiment Yes Healthcare, neural backup, re-embodiment tech. Regulation varies by zone
S4 Insurance/risk Yes Cargo, liability, corporate risk management
S5 Information brokerage Yes Commercial intelligence, market data, confidential analysis (Adams & Ford, Ferreira Monteiro)

Quaternary Sector -- Luxury/Experiential Services (3 types)

# Service Location-bound? Notes
X1 Tourism Yes Travel experiences, cultural tourism. Demand = f(cultural_significance, accessibility)
X2 Entertainment media Yes Holo-content, performances, cultural production
X3 Fine dining/hospitality Yes Restaurants, hotels, gastronomy (Talbreu territory)

Services are non-transportable through gates (D-173 confirmed). This is the key distinction. You cannot arbitrage legal services across systems. A system with excellent financial services has a structural competitive advantage that can't be shipped away. This creates geographic stickiness for economic activity -- corporations cluster near good service providers.

Total: 8 raw + 8 intermediate + 8 final + 5 professional services + 3 luxury services = 32 commodities.


2. BASE PRICING IN TRACTUS

Base prices represent equilibrium price at a typical producing node. I set these to create three properties:

  • Raw materials cheap, finals expensive (accumulated cost principle)
  • Processing margins realistic (2-4x for intermediates, 1.5-3x for finals)
  • Absolute price spread wide enough that transport costs create meaningful differentials

Raw Materials

Commodity Base (T/unit) Rationale
Water/volatiles 2 Near-free on ocean worlds. The most abundant commodity in the universe
Agricultural produce 5 Common output from any terraformed world
Stone/aggregate 8 Heavy, cheap. Premium variants (marble) command 10-50x at source
Metallic ore 10 Bulk mining baseline. The reference commodity
Timber/biomass 15 Less common -- requires established forests
Fusion fuel 20 Critical utility. Price reflects continuous demand, not scarcity
Organic compounds 35 Complex biospheres only. Includes pharmaceutical-grade biologicals
Rare minerals 80 Scarce, location-specific. The premium raw material

Intermediate Goods

Commodity Base (T/unit) Input cost Margin Notes
Processed food 15 ~8T 88% Low-margin, high-volume. Mercado territory
Refined metals 30 ~20T 50% Bulk processing. Thin margin, huge volume
Textiles/composites 50 ~32T 56% Value-add from raw organics
Structural panels 45 ~30T 50% Timber + metals assembly. Nordmark Skog
Chemicals/pharma 60 ~36T 67% Higher value-add, specialized processing
Advanced alloys 100 ~39T 156% High-tech processing, significant value-add
Electronics/components 120 ~49T 145% Fabrication is extremely high value-add
Drive cores 200 ~112T 79% Precision assembly from expensive inputs

Final Goods

Commodity Base (T/unit) Input cost Margin Notes
Consumer goods 80 ~41T 95% Mass market, moderate margin
Habitat modules 150 ~104T 44% Heavy assembly, high input cost
Heavy equipment 250 ~106T 136% Complex, specialized (Stalownia)
Freight haulers 300 ~135T 122% Capital goods, durable
Vehicles/craft 350 ~156T 124% High-spec, precision (MVG)
Implant hardware 400 ~86T 365% Enormous value-add. Neural tech premium
Luxury goods 500 ~46T 987% Price is demand-driven, not cost-driven. Brand/terroir premium IS the product
Gate components 800 ~248T 223% Monopoly pricing (Gate Corporation). Precision + political leverage

Key observation on luxury goods: The 987% margin isn't a flaw -- it's the point. Calloway whisky isn't expensive because barley costs a lot. It's expensive because of 400 years of heritage, 12-20 year aging, and terroir that cannot be replicated. The input recipe captures physical requirements; the price captures brand economics. The corporate behavioral agent layer (Monopolist/Specialist archetypes) is what maintains these margins against competitive pressure.

Services

Service Base (T/unit) Notes
Entertainment media 30 High volume, low per-unit
Information brokerage 50 Data analysis and intelligence
Fine dining/hospitality 60 Cultural premium
Insurance/risk 75 Financial product
Tourism 100 Premium experience
Legal services 100 Compliance-driven demand
Financial services 120 Infrastructure premium
Medical/re-embodiment 200 Highest-value service. Re-embodiment is the premium tier

Service pricing varies dramatically by location. These are at-node base prices for a node with average service quality. Core systems with deep labor markets might price legal services at 80T; a frontier station with one overworked lawyer might price them at 300T. Service price variation is driven by labor supply, not transport costs.


3. ELASTICITY CLASSIFICATION

Five steady-state categories plus a panic mechanism for supply shocks.

Category 1: Perfectly Inelastic (epsilon approx 0.0-0.1)

"We need this to survive. Price doesn't matter."

  • Water/volatiles (on stations without local source)
  • Fusion fuel (continuous consumption -- stations cannot operate without power)
  • Medical/re-embodiment (health services are non-discretionary)

A 20% supply drop: demand stays flat. Price spikes absorb the entire adjustment. These commodities create the most dramatic price events during shortages.

Category 2: Highly Inelastic (epsilon approx 0.2-0.4)

"We need this, but we can reduce waste or ration."

  • Agricultural produce / processed food (people eat less meat, stretch supplies)
  • Chemicals/pharmaceuticals (defer non-critical treatments, reduce industrial use)
  • Legal services (compliance-driven -- Commission still requires certification)
  • Financial services (banking is infrastructure -- can't opt out)
  • Refined metals (basic construction continues, just slower)

A 20% supply drop: demand drops ~5-8%. Significant price increase, modest demand adjustment.

Category 3: Unit Elastic (epsilon approx 0.8-1.2)

"We adjust our plans proportionally."

  • Metallic ore (mining expansion/contraction tracks price)
  • Structural panels (construction delays when expensive)
  • Electronics/components (upgrade cycles stretch)
  • Consumer goods (people buy less, repair more)
  • Habitat modules (expansion deferred, not cancelled)
  • Insurance/risk (coverage levels adjusted)
  • Information brokerage (discretionary intelligence purchases scale with budget)
  • Textiles/composites (fashion cycles and replacement rates adjust)

A 20% supply drop: demand drops ~15-25%. Price and quantity adjust roughly proportionally.

Category 4: Elastic (epsilon approx 1.5-2.5)

"We can wait, substitute, or do without."

  • Heavy equipment (capital expenditure -- defer the purchase, extend existing equipment life)
  • Vehicles/craft (deferrable, repairable)
  • Freight haulers (fleet expansion pauses; existing fleet continues)
  • Advanced alloys (use standard metals at a quality penalty)
  • Drive cores (overhaul existing cores instead of replacing)
  • Entertainment media (pure discretionary)
  • Fine dining/hospitality (eat at home)

A 20% supply drop: demand drops ~30-50%. Buyers actively defer, substitute, or exit the market.

Category 5: Highly Elastic / Luxury (epsilon approx 3.0+)

"Nice to have. If the price moves, we're out."

  • Luxury goods (Calloway whisky, VGV Classe, Kvitfjell marble -- nobody needs these)
  • Gate components (extremely long procurement cycles; orders deferrable by years)
  • Implant hardware (upgrades, not life support -- existing implants keep working)
  • Tourism (first thing cut in any downturn)
  • Stone/aggregate (at non-source nodes -- local recycled materials substitute)

A 20% supply drop: demand drops 60%+. Market collapses to essential buyers only.

Panic Mechanism (not a category -- a conditional modifier)

Perverse elasticity isn't a steady-state property. It's a regime shift triggered by acute supply shocks. I model this as a stockpile-target mechanism:

  • Each active node maintains a target stockpile (in weeks-of-consumption) for critical commodities
  • When actual stockpile < panic threshold, the node generates excess demand proportional to the shortfall
  • This creates a positive feedback loop: shortage -> hoarding demand -> deeper shortage -> price spike
  • The loop is bounded by the stockpile target (demand normalizes once reserves rebuild)

Panic-flagged commodities and thresholds:

Commodity Panic threshold Behavior
Fusion fuel < 2 weeks supply Station managers build emergency reserves. Demand spikes 2-3x
Water/volatiles < 1 week supply Life-or-death hoarding. Demand spikes 3-5x
Processed food < 2 weeks supply Consumer panic buying. Demand spikes 1.5-2x
Chemicals/pharma < 3 weeks supply Hospital/industrial stockpiling. Demand spikes 1.5x
Rare minerals N/A (price-triggered) Speculative hoarding when price_trend > +15%/tick for 5+ ticks

Why this is better than a "perverse elasticity" category: It produces panic behavior from a sensible micro-foundation (rational stockpile management) rather than a magic coefficient. The panic is bounded, temporary, and self-resolving once supply normalizes. It also interacts correctly with the stockpile_weeks signal from D-181 -- the signal IS the mechanism.


4. PRODUCTION CHAIN RECIPES

Leontief fixed-coefficient recipes (D-173, D-178). Each row says: "to produce 1 unit of output, you need exactly these inputs." No substitution within a recipe. Substitution happens at the STRUCTURAL level -- multiple raw sources can feed the same intermediate through different recipes (D-173).

Raw -> Intermediate Recipes

Output (1 unit) Input 1 Input 2 Notes
Refined metals 2.0 metallic ore -- Simple smelting. High volume, low complexity
Advanced alloys 1.5 metallic ore 0.3 rare minerals Rare minerals are the bottleneck input
Structural panels 1.0 timber 0.5 refined metals Timber-dependent -- forest world proximity matters
Processed food 1.5 agri produce 0.2 water Water is rarely the constraint (ubiquitous)
Electronics 0.5 rare minerals 0.3 refined metals Rare minerals are the scarcity driver
Chemicals/pharma 1.0 organic compounds 0.3 water Biosphere access is the real bottleneck
Drive cores 0.4 rare minerals 0.8 advanced alloys Double dependency on rare minerals (direct + via alloys)
Textiles/composites 0.8 organic compounds 0.2 chemicals Includes brach fiber path (organic compound variant)

Intermediate -> Final Recipes

Output (1 unit) Input 1 Input 2 Input 3 Notes
Consumer goods 0.3 processed food 0.3 textiles 0.2 electronics Broad input mix -- diversified
Habitat modules 1.5 structural panels 0.4 electronics 0.3 chemicals Panel-heavy -- timber scarcity cascades here
Heavy equipment 1.0 refined metals 0.3 electronics 0.2 drive cores Stalownia's recipe
Freight haulers 1.5 refined metals 0.5 drive cores 0.3 electronics Metal and drive-core intensive
Vehicles/craft 0.8 advanced alloys 0.3 electronics 0.3 drive cores Premium materials -- MVG uses alloys, not base metal
Implant hardware 0.5 electronics 0.3 chemicals 0.2 advanced alloys Electronics-dependent -- rare mineral cascade
Luxury goods 0.3 agri produce 0.2 textiles 0.2 chemicals Beverage-heavy aggregate (whisky, wine). Brand premium is in the PRICE, not the recipe
Gate components 1.0 advanced alloys 0.5 drive cores 0.4 electronics The most input-intensive final. Triple rare-mineral dependency

Scarcity Cascade Analysis

The interesting question per D-178 (Leontief model) is: what happens when a single raw material becomes scarce?

Rare minerals shortage -> cascade:

  • Direct: electronics down, advanced alloys down, drive cores down
  • Downstream: implant hardware down significantly, gate components down severely, vehicles down significantly, heavy equipment down, freight haulers down
  • The ENTIRE high-tech sector collapses. This is realistic -- rare earths are the bottleneck of real-world advanced manufacturing too.

Metallic ore shortage -> cascade:

  • Direct: refined metals down, advanced alloys down
  • Downstream: structural panels down, heavy equipment down, freight haulers down significantly, habitat modules down
  • Construction and heavy industry halt. High-tech (electronics, implants) is less affected because it uses rare minerals, not bulk ore.

Timber shortage -> cascade:

  • Direct: structural panels down
  • Downstream: habitat modules down
  • Narrow cascade -- but habitat module shortage means NO NEW STATIONS. Politically explosive.

Organic compounds shortage -> cascade:

  • Direct: chemicals down, textiles down
  • Downstream: luxury goods down, implant hardware down, consumer goods down, habitat modules down
  • Broad but moderate cascade. Affects quality of life across the board.

Agricultural produce shortage -> cascade:

  • Direct: processed food down, luxury goods down (beverages)
  • Downstream: consumer goods down
  • The food chain is SHORT -- 2 tiers max. But processed food is Category 2 (highly inelastic), so the price effect is enormous even if the quantity effect is small.

The coefficient ratios are designed to produce these cascades. Rare minerals appear as an input to 3 intermediates (electronics, advanced alloys, drive cores), making them the critical bottleneck commodity. This is intentional -- it creates a single-point-of-failure that the storyteller can exploit for dramatic supply shocks.


5. PRICE FORMATION SANITY

Transport cost model

Transport cost per hop = base_rate x bulk_modifier, where:

Bulk class Modifier Commodities
Liquid/gas 1.3x Water, fusion fuel, chemicals
Bulk solid 1.2x Ore, stone, timber, agri produce
Standard 1.0x Refined metals, structural panels, processed food, textiles
Compact 0.8x Electronics, drive cores, advanced alloys, consumer goods
Precision 0.6x Rare minerals, implant hardware, luxury goods, gate components

Base gate rate: 5-12% per hop (D-178). Using 8% as the average, effective per-hop costs:

Bulk class Effective cost/hop Price after 5 hops Price after 10 hops
Liquid/gas 10.4% 1.64x 2.69x
Bulk solid 9.6% 1.58x 2.50x
Standard 8.0% 1.47x 2.16x
Compact 6.4% 1.36x 1.86x
Precision 4.8% 1.26x 1.60x

Geographic price differential examples

Metallic ore (base 10T, bulk solid):

  • At source: 10T
  • 5 hops: 15.8T (+58%)
  • 10 hops: 25T (+150%)
  • This is meaningful. A system 10 hops from mining creates strong incentive for local extraction or recycling.

Electronics (base 120T, compact):

  • At source: 120T
  • 5 hops: 163T (+36%)
  • 10 hops: 223T (+86%)
  • Moderate gradient. Electronics are worth shipping long distances because they're compact and valuable.

Gate components (base 800T, precision):

  • At source: 800T
  • 5 hops: 1,008T (+26%)
  • 10 hops: 1,280T (+60%)
  • 15 hops: 1,625T (+103%)
  • Even with precision bulk class (cheapest to ship), gate components still double over 15 hops. Frontier systems face enormous gate maintenance costs. This is a STRUCTURAL driver for frontier economic grievance and Compact formation.

Water (base 2T, liquid/gas):

  • At source: 2T
  • 10 hops: 5.4T (+170%)
  • Low absolute differential, but stations consuming millions of units face massive aggregate costs. Water-poor stations far from ice sources have a permanent cost disadvantage.

Fusion fuel (base 20T, liquid/gas):

  • At source: 20T
  • 5 hops: 32.8T (+64%)
  • 10 hops: 53.8T (+169%)
  • Energy costs nearly TRIPLE over 10 hops. This means frontier systems far from gas giants have permanently elevated operating costs. Combined with Category 1 inelasticity (epsilon approx 0), fuel price is the single biggest structural cost for remote stations.

Sanity verdict

The price formation produces:

  • 3:1 to 4:1 ratios for bulk commodities across the full diameter of the Reach (reasonable -- EVE-style but not extreme)
  • 1.5:1 to 2:1 ratios for precision goods across the same distance (realistic -- high-value goods justify long-distance trade)
  • Steep gradient for bulk, shallow for precision -- this correctly reproduces the real-world pattern where raw material transport costs dominate manufacturing location decisions
  • Geographic specialization emerges naturally: Systems near raw sources process them. Systems near multiple intermediate sources do final assembly. Remote systems specialize in services. Nobody has to script this -- it falls out of the transport cost structure.

One concern: The 5-12% range in D-178 needs pinning. I recommend the range be a function of two variables:

  • Route congestion (high-traffic routes are more efficient: 5-7%)
  • Commodity bulk class (the modifier table above)

This means the same gate hop costs different amounts for different goods. Shipping ore through a busy core route costs ~6% x 1.2 = 7.2%. Shipping ore through a minor frontier gate costs ~11% x 1.2 = 13.2%. This is realistic -- logistics infrastructure concentrates on high-volume routes.


6. WHAT MY ROUND 2 MODEL WAS MISSING

A. Services (now included)

My Round 2 model had 22 physical commodities only. The lead correctly added professional and luxury services. Services are economically distinct because they're non-transportable -- you can't arbitrage a lawyer across gates. This creates geographic stickiness: corporations cluster near systems with good services. A system without them remains a resource extraction node. This is the "service economy" effect that drives real-world urbanization, now operating at interstellar scale.

Services also consume goods without producing them (D-173). A hospital consumes chemicals and electronics but doesn't produce a physical output. This makes service-heavy systems net importers, creating persistent trade deficits that must be balanced by service exports (people traveling TO the system for medical/legal/financial services). This is interesting trade dynamics.

B. Information as a commodity

Is raw data/intelligence a tradeable good? Mercado's procurement database, VGV's 350-year Comptoir archive, Adams & Ford's publications -- these are canonically valuable.

My recommendation: Model information as a SERVICE (information brokerage), not a physical commodity. Information doesn't have a bulk class or transport cost in the physical sense. It doesn't flow through production chains. It affects PRICES (better information -> better trading decisions) rather than being a link in a production chain. The corporate behavioral agent layer handles this -- an Intermediary archetype with intelligence assets commands better pricing than one without.

C. Genetic material / biological IP

Re-embodiment technology implies tradeable biological templates. Recommendation: Fold into medical/re-embodiment services. The physical substrate (if any) is a variant of organic compounds. The service IS the re-embodiment process, not the material.

D. Cultural IP / brand value

VGV's classification system, Calloway's 400-year heritage. These are economically real but intangible. Recommendation: Handle through the corporate behavioral agent layer. A Monopolist/Specialist archetype commands premium pricing for the same physical commodity. The brand premium shows up in the PRICE, not the commodity catalog. This is why luxury goods have a 987% margin over input cost -- the margin IS the brand.

E. Salvage/recycling

In a centuries-old civilization, recycled materials are a real input. Recommendation: Don't add a separate commodity. Instead, model salvage as a supply-side modifier on metallic ore and refined metals at established systems. Old stations and decommissioned ships feed local recycling, effectively reducing the cost of refined metals at systems with long settlement history. This is a productivity seed dimension -- old systems have cheaper access to metals, new ones must import.

F. Contraband

D-174 lists canonical contraband: unlicensed lattice components, Sol-denominated luxury goods, unregistered commercial intelligence, unlicensed re-embodiment. These are NOT separate commodities. They're shadow-economy variants of existing commodities with different pricing and legality. The shadow_economy_intensity parameter (D-174) handles the pricing differential. The commodity catalog doesn't need a "contraband" entry.

G. Production ubiquity flag (NEW)

One thing missing from both my Round 2 model and the current D-173 record: a production ubiquity classification per commodity. This determines the geographic price gradient:

Ubiquity % of inhabited systems producing Effect on price geography
Ubiquitous 50%+ Small price variation (water, agri produce)
Common 20-50% Moderate variation (ore, stone, timber, fusion fuel)
Regional 5-20% Significant variation (organic compounds, most intermediates)
Concentrated 1-5% Large variation (rare minerals, advanced alloys, electronics)
Monopolistic <1% (1-3 systems) Extreme variation (gate components, terroir-locked luxury goods)

This flag is essential for the simulation to correctly distribute production across the map during initialization. Without it, the generate_corporations binary has no guidance on how to spread production. I recommend adding this to the commodity record schema.

H. Continuous consumption flag (NEW)

Fusion fuel and water aren't purchased once -- they're consumed continuously. Every station and settlement has a base demand that exists regardless of economic conditions. Recommendation: Add a demand_model field to the commodity record:

  • market -- demand driven by economic activity and consumer preference (default)
  • utility -- demand driven by population and infrastructure (fusion fuel, water)
  • compliance -- demand driven by regulatory requirements (legal services, certification)

This affects how the tatonnement adjusts: utility commodities have demand floors that never drop to zero, even in a deep recession.


SUMMARY TABLE

Category Count Round 2 Delta
Raw materials 8 7 +1 (stone/aggregate)
Intermediate goods 8 8 0 (but 2 replaced)
Final goods 8 7 +1 (habitat modules promoted from intermediate)
Professional services 5 0 +5 (new)
Luxury services 3 0 +3 (new)
Total 32 22 +10

New record fields I recommend adding to D-173 / the TOML schema:

  1. production_ubiquity: ubiquitous / common / regional / concentrated / monopolistic
  2. bulk_class: liquid_gas / bulk_solid / standard / compact / precision
  3. demand_model: market / utility / compliance
  4. panic_flagged: bool + panic_threshold_weeks (for stockpile-target mechanism)
  5. political_sensitivity: bool (flag for shadow economy / currency zone modifiers)

These 5 fields plus the existing D-173 fields (tier, elasticity_class, base_price, bulk_class, political_sensitivity) give us a complete commodity record.

Waiting for team feedback. Happy to defend any of these numbers or revise coefficients if the cascade analysis reveals unwanted dynamics.