PowerPlay 2.0 Trade Merits

Dont know if this info is available but here it is anyway. Based on real data merits based on trade profit follow this formula

Merits = 0.375219 * sqrt(Proft)

Rounded to nearest integer divisible by 4.
Two questions:

  • For which power does this apply?
  • Is the Profit in your calculation the amount of credits (sales price - purchasing price), so 500 000cr profit would produce ~265 (or 264 rounded) merits? Or does the % margin and the number of units have to do something with that as well or instead?
 
I had ship full of silver to trade in my power (Li Yong Rui) and tried selling 1,2,3... up to 40. Then I plotted merits against actual profit and figured that it is a square root curve.
Don't know about other powers or trade bonus. If someone finds this out, please post info here.
 
I am not sure but if I got it right with Torval this bonus is paid in cash and not in merits, or are you referring to the variable Profit in the equation?
Your rank bonus to trade activity is received as a separate voucher, and therefore doesn't affect the merit value of the transaction, correct.

Mahon, Torval, Duval and LYR have "sell for large profits" as a preferred Reinforcement activity, so for an equivalent trade you'll get 50% more merits for it if you're pledged to those. (For Acquisition, it's Mahon, Torval, Patreus and LYR)

So e.g. if you sold X tonnes for Y profit and got 90 merits, if I did the same I'd only get 60.
 
Dont know if this info is available but here it is anyway. Based on real data merits based on trade profit follow this formula

Merits = 0.375219 * sqrt(Proft)

Rounded to nearest integer divisible by 4.
Does this also work for "flood market with low-value goods" like biowaste?
 
Your rank bonus to trade activity is received as a separate voucher, and therefore doesn't affect the merit value of the transaction, correct.

Mahon, Torval, Duval and LYR have "sell for large profits" as a preferred Reinforcement activity, so for an equivalent trade you'll get 50% more merits for it if you're pledged to those. (For Acquisition, it's Mahon, Torval, Patreus and LYR)

So e.g. if you sold X tonnes for Y profit and got 90 merits, if I did the same I'd only get 60.
Which would all make sense, if there weren't [the disgrace of human intelligence] 1tonning...

Any thoughts on that, besides that it should be removed instantly?
 
Does this also work for "flood market with low-value goods" like biowaste?
No - the payment for those is solely based on the sale price of the good (cheaper the better) and the quantity sold.
(Especially true here: you will not get more merits for splitting your sale into multiple blocks, you'll either get the same or less)

Any thoughts on that, besides that it should be removed instantly?
I hope that it's just a mistake and they meant to do "sqrt(profit-per-tonne) * tonnes" but accidentally put "sqrt(profit-per-tonne * tonnes)"

Having the higher profit goods not scale up linearly so that a 20,000 credit profit/tonne doesn't get 10x the merits of a 2000 credit profit/tonne, and therefore need the action to be balanced so that it's basically useless unless you can get 20,000/tonne - that's sensible. But it should be scaling on the profit per tonne, not the profit per transaction, in the same way that every other cargo-carrying action in Powerplay does.
 
I hope that it's just a mistake and they meant to do "sqrt(profit-per-tonne) * tonnes" but accidentally put "sqrt(profit-per-tonne * tonnes)"

Having the higher profit goods not scale up linearly so that a 20,000 credit profit/tonne doesn't get 10x the merits of a 2000 credit profit/tonne, and therefore need the action to be balanced so that it's basically useless unless you can get 20,000/tonne - that's sensible. But it should be scaling on the profit per tonne, not the profit per transaction, in the same way that every other cargo-carrying action in Powerplay does.
It has to be a mistake, otherwise 🤦‍♂️

Our main bgs (and pp) contributors left the game more or less as they said competing against ********* clicking through 1ton sales or using macros is an insult. 😒
(Besides them having a baby)
 
No - the payment for those is solely based on the sale price of the good (cheaper the better) and the quantity sold.
(Especially true here: you will not get more merits for splitting your sale into multiple blocks, you'll either get the same or less)


I hope that it's just a mistake and they meant to do "sqrt(profit-per-tonne) * tonnes" but accidentally put "sqrt(profit-per-tonne * tonnes)"

Having the higher profit goods not scale up linearly so that a 20,000 credit profit/tonne doesn't get 10x the merits of a 2000 credit profit/tonne, and therefore need the action to be balanced so that it's basically useless unless you can get 20,000/tonne - that's sensible. But it should be scaling on the profit per tonne, not the profit per transaction, in the same way that every other cargo-carrying action in Powerplay does.
I love it when programmers think they know try to do maths 😀
 
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Interestingly...

After every weekend since pp2.0 has arrived we (anarchy, pledged to Torval for reasons) were facing not only quite some undermining but also a massive drop in influence. Which - as I have "read/heard" elsewhere and iirc was also claimed by FDev - should actually not work together or was at least rumoured to be disconnected...

Besides of weekly assignments issued by whichever neighboring power (four) to be completed in our system, main suspicion was - working amongst other data with the system report about bounties, dividing credits by number of claimed bounties, resulting at around 10k/bounty, pointing to surface instead of ship bounties - that randomly or by weekly assignment Cmdrs would prefer anarchy settlements to others, as they would not have to sneak around, risk discovery and penalties but could just land, kill everyone without consquences and complete their task. And by that gain merits but also have a negative effect on bgs.

So yesterday (Sunday) we slid into a war, which is blocking surface settlements from missions or pp task, and - surprise, surprise! - not a single undermining control point has been added since then...

[Curiously looking at other parts of this forum, where Cmdrs are complaining that they could not fulfill their weekly tasks for this and that reason...😁 ]
 
Interestingly...

After every weekend since pp2.0 has arrived we (anarchy, pledged to Torval for reasons) were facing not only quite some undermining but also a massive drop in influence. Which - as I have "read/heard" elsewhere and iirc was also claimed by FDev - should actually not work together or was at least rumoured to be disconnected...

Besides of weekly assignments issued by whichever neighboring power (four) to be completed in our system, main suspicion was - working amongst other data with the system report about bounties, dividing credits by number of claimed bounties, resulting at around 10k/bounty, pointing to surface instead of ship bounties - that randomly or by weekly assignment Cmdrs would prefer anarchy settlements to others, as they would not have to sneak around, risk discovery and penalties but could just land, kill everyone without consquences and complete their task. And by that gain merits but also have a negative effect on bgs.

So yesterday (Sunday) we slid into a war, which is blocking surface settlements from missions or pp task, and - surprise, surprise! - not a single undermining control point has been added since then...

[Curiously looking at other parts of this forum, where Cmdrs are complaining that they could not fulfill their weekly tasks for this and that reason...😁 ]
ODY settlement raids are a particularly rewarding loop, especially in settlements with lots of data ports and doubly so for anarchy since violence is unpunished (and may lead to PP police spawning which is even more merits). It's not just you. Pretty much any system receiving anomalous undermining it's the first thing to check. obviously if people did stealth runs they could do their loops without affecting BGS but they probably found you specifically to do violence.

You can probably also avoid it by trading settlements with high numbers of data ports for less profitable ones.
 
ODY settlement raids are a particularly rewarding loop, especially in settlements with lots of data ports and doubly so for anarchy since violence is unpunished (and may lead to PP police spawning which is even more merits). It's not just you. Pretty much any system receiving anomalous undermining it's the first thing to check. obviously if people did stealth runs they could do their loops without affecting BGS but they probably found you specifically to do violence.

You can probably also avoid it by trading settlements with high numbers of data ports for less profitable ones.
Surely it's not only me and settlement raids are part of the game. It is just highly illogical that these actions have any influence on an anarchy goverment, 'cause - simply said - no-one cares. It is lawless space, so any crime, punishment or kill does not have any influence by design and any reward achieved by these deeds does not have any influence on the local administration - at least irl it would be like that.

We went to war, trying to get rid of as many surface settlements as possible. But as long as at least bounties are not disconnected from effecting INF in anarchies, maintaining an anarchy systems feels more like being a janitor keeping a playground nice and tidy, on which others can play unharmed and comfortable.

It is unclear though, what will happen after this war, as even without the impact of these bounties it is challenging to maintain an anarchy. There are many other methods to gain INF for the opposing factions, so when this effect is turned off - like roughly between 2021 and [most certainly] late 2023/early 2024 - there are still plenty of possibilities to establish a "rightous" government.

Or FDev tells us right away, that they don't care about this niche.
 
The first thing any player anarchy should do is get rid of all surface settlements and that was true before pp2.
 
It's more involved than this, try doing the same with different goods with different profit margins.
I tried different goods with margins from 151% to 1600% and found out that margin % do not influence merits - only profit amount. And for 8 sample goods I tried, formula for merits is approximately

SQRT(Quantity) * SQRT(ProfitFor1T) / 2.65

Rounded to nearest integer divisible by 4.

If someone finds large difference in his merits compared to this, please reply to this.
 
I did the first 50 ranks or so mostly via A-B trade cargo loops, pledged to Denton Patreus with his limited controlled space, which limits the availability of good trade routes.

From my limited testing, there appears to be a couple of factors involved with getting the most merits per trade route.

1) First off there's the minimum threshold of Merit awards at 40% Sell Price profitability.

2) Second it needs to be a high valuable good, i.e. one that trades for xx,xxx ideally. Selling Scrap, Mineral Oil or Fruit and Veggies are not good commodities because of their relatively low value sell price, even with huge percentage % increases.

3) It also needs a high % profit, ideally in the 1,800+ range. IMHO it scales on the % profit.

4) Last but not least, arguably one of the more infuriating aspects, is that you must sell your cargo hold at as few quantities at a time as possible. In an ideal world you'd sell at 1T at a time, but this is pure brain rot, or I guess there are people out there that macro it. I've resorted to dividing the cargo hold in manageable chunks, doing 12x60T transactions (720T Cutter). If you just dump your whole cargo you get a fraction of the merits you'd otherwise get at smaller T transactions.

I haven't had a route that did better than 13-15K merits / hour, but the routes have been largely poor as well and finding the routes can be time consuming because of outdated station data, and needing more appropriate sorting options on Inara.cz.
 
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