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Book 2 economics, again! Beating the dead horse...

I would like to know why the ship design rules between the two books were never reconciled with the revision of CT in 1981.
A cut down version of High Guard could have been included as revised CT LBB2 ship design, but they chose to stick with subtle changes to the design process from first edition LBB2 instead. Which was also included in The Traveller Book, Deluxe Traveller, and Starter Edition.

Since Starter Edition was the last of the CT rulesets produced it should be considered definitive, trumping High Guard using "the newest book trumps older books rule" IMHO ;)
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I just realized that as usual this discussion has turned into the two sides talking about two different things and both sides being unable to understand how the other side can possibly be so obtuse.

I'm as much to blame as anyone. Looking back I note that I often use the phrase 'the trade system' when I actually want to say 'the freight and passenger rates'.

Essentially, Chris and I are saying: "The freight and passenger rates are broken because no jump-3+ ship can possibly make a living using those rates."

To which Aramis responds: "Yes they can, if they use speculative trade."

In other words, the freight and passenger rates are perfectly fine as long as you don't rely on freight and passengers. Is it any wonder that Chris and I are less than overwhelmed by that argument?

Confusing the issue is the fact that I do indeed think the trade system is broken, but not because a jump-3+ ship can't make a living doing speculative trade (a suitable jump-3+ ship, of course -- a Tukera freighter or an Al Morai ship might not do so well). On the contrary, giving the right conditions and an indulgent referee (or a By the Book referee), you can make billions of credits in an incredibly short while.

For now I'll try to stick to the freight and passenger rates and leave the deficiencies of the trade system for another time.
Originally posted by Aramis:
There will always be some people willing to go. If a ship happens to have space open when speculation based, they will, even at book rates, be able to fill out the space aboard with non-spec.
True, but it doesn't address my point. Of course you can get someone to pay less than the true costs for high-jump freight and passenger service. The choice between paying 8,000 credits for a jump-4 passage and getting there in 10 days or 32,000 for four jump-1 tickets and getting there in two months is pretty much a no-brainer, wouldn't you say? That's not my argument (I really do wish you'd get around to addressing my argument one of these days). The problem is, why should anyone bother to carry freight and passengers?

Well, for the freight you could argue that the cargo space is nicely calculated to fit the optimum amount of speculative trade that will be there when you arrive. since the amount varies, some days you'll wind up with less speculative cargo than space and then, of course, getting 1,000 credits per dT is better than getting nothing. It will be a problem for the shippers, because the shipowners will try to keep the amount of freight they're forced to carry to the absolute minimum, so one would think that the available freight would acumulate as time went by, but of course that can't be true, because the perfect, all-inclusive, totally realistic Book 2 trade system doesn't show any such build-up. Isn't that nice and plausible? Anyway, that's a problem for the shippers, not the shipowners.

But what about passengers? I don't have the patience to figure out the average amount of speculative trade available, but it seems to be around 40 dT. Let's say that the optimum cargo size is 100 dT. So you build yourself a 500 T jump-4 ship with a 100 T cargo hold (all these figures are approximate) and go wild with your speculative trading. You don't build a 1000 T ship with 30 passenger cabins and 100 dT of cargo space and burden yourself with a huge built-in deficit. It's simply not a rational thing to do. Especially since the average number of high and middle passengers that you can expect is below that (remember, you go where your speculative trade takes you, so you can't hope to go from high-population world to high-population world except by sheer chance).

Something else you don't do: You don't build a 3,000 T jump-4 ship with lots of staterooms and more than a thousand dT of cargo space and put it to work on regualrly scheduled routes, which is exactly what Al Morai did. I accept that a small jump-4 trader can make a mint. Now please do me the favor of explaining, in terms of the Book 2 trade system, why Al Morai has a ship jumping between Raweh and Wonstar.

Ah yes. Size. Size is another thing you conveniently ignore when you claim that the trade system is supposed to apply to all commercial ships in the Traveller Universe and works perfectly as is. Just how does Tukera make a profit with their Type AT freighters? (3,000 T, jump-4, 1329 DT of cargo space, 25 staterooms and five emergency low berths for a crew of 15, cost MCr809.1).

It does, however, mean that most merchants will not have fixed routes. Fixed routes are for subbies. "Real Merchants" will spend their approach evaluating whether to sell here or not (Trader Roll). ALso, whether or not to go elsewhere.
Ah, I see. So the huge losses incurred by Al Morai and Tukera are covered by subsidies? What a plausible notion.

The fixed price scheme imposed by the Imperium has an encouragement to both speculate, and to take the longest leg available. Since longer legs will not be constant, such travellers are likely to be far less savory...
It just occurred to me that there is no mention at all that the Imperium is imposing fixed prices. All the text says is that cargoes are carried at Cr1000 per dT and 8/10,000 per middle/high passenger. No mention that this only applies in the Imperium, no mention of any sanctions if a PC were to suggest that given the choice of paying, say, 3,000 per dT and getting the wares delivered in 10 days and paying someone with a Type A 4,000 per dT and getting it there in two months, the shipper may actually want to save a bit of money.

You've suggested Imperial law as an explanation why the prices are as they are, but do try to remember that it's just a theory, not established fact.

Let me propose my theory: The Book 2 trade system works for refereeing small PC-run tramp freighters having fun and interesting times. It does not apply to bigger ships, high-jump ship, and regularly sheduled freighters and liners.

I would say that my theory is at least as plausible as yours.


Hans
 
Originally posted by thrash:
The only commercial ships in canon for which the Book 2 freight and passenger rates do work are the Jump-1 designs. Ratio of income to break-even expenses, per voyage, 100% fill:

Type M subsidized liner (Jump-3; subsidy) -- 98%
Type A2 far trader (Jump-2) -- 72%
3000-ton freighter (Jump-4) -- 58%
Type J seeker (w/aux tanks; Jump-2) -- 51%
1000-ton cargo carrier (Jump-3) -- 47%
Type M subsidized liner (Jump-3; mortgage) -- 47%
1000-ton long liner (Jump-4) -- 28%
Strange. I wonder if I miscalculated somewhere when I figured out the true costs of freight and passenger traffic for CT ships. I'll have to look into it.


Hans
 
Originally posted by Aramis:
As to design systems: I prefer T20/Bk5 over Bk2 any day. Even over MT, these days (easier to work), tho' I do like the low volume TNE bridges and the MT/TNE Jfuel rates. If one tweaks the powerplants right, one can make a J2 M1 ship which can make money without spec under MT... not much, and it requires a LOT of tweaking.
I also prefer HG to Book 2. But I prefer QSDS to HG because HG's power plant fuel consumption rates are flat out silly.


Hans
 
Originally posted by rancke:
I just realized that as usual this discussion has turned into the two sides talking about two different things and both sides being unable to understand how the other side can possibly be so obtuse.

I'm as much to blame as anyone. Looking back I note that I often use the phrase 'the trade system' when I actually want to say 'the freight and passenger rates'.

Essentially, Chris and I are saying: "The freight and passenger rates are broken because no jump-3+ ship can possibly make a living using those rates."

[...]
On the contrary, Hans, your posts are clear and readable, and I believe the gist of your position is known after a couple of them.

But I think we all can only express our preferences so many times before we all just sort of wear out.

The way I like to look at it is using words like realist/traditionalist or gearhead/non-gearhead. You appear to be an economic realist and/or an economic gearhead: you want a system which works for the general case, a system that explains more.

I'm not, and I don't.

Plainly, it seems that the realist-or-gearhead and traditionalist-or-non-gearhead positions are dogmatic.
 
Originally posted by Sigg Oddra:
I would like to know why the ship design rules between the two books were never reconciled with the revision of CT in 1981.
A cut down version of High Guard could have been included as revised CT LBB2 ship design, but they chose to stick with subtle changes to the deesign process from first edition LBB2 instead. Which was also included in The Traveller Book, Deluxe Traveller, and Starter Edition.

Since Starter Edition was the last of the CT rulesets produced it should be considered definitive, trumping High Guard using "the newest book trumps older books rule" IMHO ;)
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Very clever, using the Date Gambit.

To answer your question. Back in March, Marc wrote:
So I was thinking that the reason the CT tables were created and were so satisfying was that they

1. Are a rich decision making environment.

2. Are not scalable.

Trying to remember why I did something some 30 years ago in 1977 is a challenge, but is does come back to me that how I didn't want ships to just be scaled versions of each other.
Sigg, can you imagine how boring it would be to design a custom starship, if it's just an exercise in scaling? Example:

Design a J2, M3, 600 ton ship:

(100 ton hull stats) x 6
(J drive stats) x 2 x 6
(M drive stats) x 3 x 6
(P stats) x 3 x 6
(req'd engineers for JMP) x 8 x 6
(fuel req'd for J) x 2 x 6
(fuel req'd for P) x 3 x 6


Note that scaling at this level doesn't buy us anything, either. It doesn't make the process faster. It doesn't make the process any more automatable (we do less lookups, but dealing with small starships means the tables are relatively small to begin with). And small ships end up looking the same, so you lose some quirkiness and breakpoints to capitalize on.


So, LBB2's goals are different than HG's goals. Thus I think it's a good thing that they remained separate.

Although, I admit, there could have been some reconciliation at the points where they meet...
 
Hans:

the Al-Morai liner issue is one that is readily solved... by having two or more overlapping (counter directional?) routes, and the sales department having warehousing. So on world X, they buy only cargoes that have positive mods for the next system or two one each route. They buy them as available (one trader buys one lot per week maximum, nothing in TTB says a Trader is a Ship), and warehouse. The Liner hits not more than once per quarter; she'll be full. Likewise, her passenger run is likely to be booked in advance as well.

Since the steward rolls for passengers, it is a minor step further to say each steward rolls. There should be expenses, but there are none listed.

Kind of like in Firefly, where Caylee and Zoe both find passengers on what sure looks like a pop 3 world.

Now, I've had to impose limits on number of traders and number of stewards; that's where the scalability fault lies... no limits.

The cargo rates, by the way, show decent profits once paid off, for most of the adventuring type merchants. A couple good spec runs, and one can pay-off.

At the given rates: a merchant probably starts out on a J1. He will eventually either go broke, and sell the ship, or make it bigtime, and buy another ship cash outright. If he's a real weasel, he lets his XO take over the 1st ship, on a 40 year contract... That newer ship is likely to be a J2 or J3; without monthly payments, they are profitable on route; and vastly more potential profit on spec.

In any case, as a GM, unless a character has sufficient capital for both a down, 6 months of ops, and a half million in spec capital, I generally won't let them take out the loan.

I find myself incredulous at the idea of a merchant without a large fund available... hence the profit of piracy.
 
Originally posted by rancke:
[...]
The Book 2 trade system works for refereeing small PC-run tramp freighters having fun and interesting times. It does not apply to bigger ships, high-jump ship, and regularly sheduled freighters and liners.
Rather than saying it doesn't apply, I'd say it's not a complete picture.

Aramis' Al Morai example is clever and resourceful.

I'd go a step back, and remove the extra rolls for stewards and such, but then add in a mail contract, a government contract, and a military contract (what the govt and military contracts are like, I have no idea). Maybe a megacorporate contract, too.

Al Morai does have a military contract, but what's it like? Allocate X tons at Cr5000 per ton?

And they might have a government contract. Suppose that required Y high passage staterooms at Cr50,000 per stateroom?
 
Good questions ;)
Because when you think of radioactives you probably think of uranium and other nuclear fuels?
I know I do.

I doubt if the radioactives on the T&S table are used for fuel, so my explanation is that they are the really rare, expensive ones, that are used in jump drives, grav generators, etc.

Why build fission power plants in the OTU when fusion kicks in at TL8 and is so readily available for export
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Cargo holds are rated in displacement tons for the same reason that ships are rated in displacement tons - as a convenience for calculating jump fuel requirements.

As to the displacement ton, blame the Vilani ;)

I doubt if the builders of StarLeaper 1 rated her in tons of liquid hydrogen displaced. As the link between the jump field size, jump fuel required, and ship size becomes established (probably inherited from the Vilani) it is convenient to rate ships by the quantity of liquid hydrogen they would displace.

If you fill the cargo hold with liquid hydrogen the ship drives will take it (CT drives are reaction based IMHO), filling them with lead will make the ship too heavy to move.

Are real world shipping containers full to the brim when carrying metal stock?
 
Originally posted by me:
</font><blockquote>quote:</font><hr />Originally posted by thrash:
The only commercial ships in canon for which the Book 2 freight and passenger rates do work are the Jump-1 designs. Ratio of income to break-even expenses, per voyage, 100% fill:

Type M subsidized liner (Jump-3; subsidy) -- 98%
Type A2 far trader (Jump-2) -- 72%
3000-ton freighter (Jump-4) -- 58%
Type J seeker (w/aux tanks; Jump-2) -- 51%
1000-ton cargo carrier (Jump-3) -- 47%
Type M subsidized liner (Jump-3; mortgage) -- 47%
1000-ton long liner (Jump-4) -- 28%
Strange. I wonder if I miscalculated somewhere when I figured out the true costs of freight and passenger traffic for CT ships. I'll have to look into it.</font>[/QUOTE]I've figured out where the difference lies. When calculating the true costs for regularly scheduled ships, I assume 35 trips per year rather than 25. I figure that regular shipping lines have factors, warehouses, ticket agents, advanced passage sales, etc., so why should they spend the same five days scrounging for cargo and passengers that free traders who come into a system stone cold have to?


Hans
 
Originally posted by robject:
The way I like to look at it is using words like realist/traditionalist or gearhead/non-gearhead. You appear to be an economic realist and/or an economic gearhead: you want a system which works for the general case, a system that explains more.
Not really. If you want to stick a label on me, I guess you could call me a background plausibilist. It doesn't bother me that other people like the trade system. It doesn't even bother me as such that some people think it is realistic (although I disagree and am always happy to engage in a nice, friendly debate about it ;) ). But it does bother me when writers of official background material extrapolate from the trade system and arrive at conclusions that, IMO, are unrealistic. And it bothers me most of all if I can't write realistic background material (for official purposes), because I have to treat a game convention as the literal truth.

It's putting the horse before the cart. Like designing a real-world vehicle using a vehicle design system and then insisting that the calculated top speed is correct rather than the real world figure.

Let me give you an example. The original rules had a ship spend one week in jump, one day or so getting to port and one day or so getting from port to jumppoint. The ship spent five days on the ground, making it capable of maiking one jump per fortnight.

Now, that sounds pretty reasonable for a free trader. He arrives on a world, discharges cargo and passengers, examines what freight is available for each neighboring world, and based on that he selects what world he wants to go to next. He posts a departurte date five days later and hopes to get some passengers in that time. He then, presumably, spends the five days trying to determine the best speculative trade around. Fair enough. I have no problem with that. (Though in actuality it appears that the crew often goes gallivanting about on adventures instead ;) ).

But then someone wrote that Al Morai ships perform 25 jumps per year. Now, I don't think the author actually considered the ramifications of regular schedules and factors and warehouses when he wrote that. The ship arrives. Cargo is ready. Passenger tickets has been sold in advance. The passengers have been notified to be ready five days after the liner is due in port. The liner stands around on the tarmac for five days. The passengers embark and the ship flies off, having just wasted about a third of its earning potential.

In such a situation, I'd like to be able to say that this was a mistake on the author's part and that Al Morai ships don't actually do anything quite that silly. (I'd like it even better if I could figure out a plausible reason why Al Morai do actually keep fortnightly schedules when all the other shipping lines do ten day shedules. But I can't come up with anything remotely realistic). What I don't want is to be forced to have Tukera, Oberlindes, and every other shipping line in the OTU use fortnightly schedules because an author wrote a throwaway line 25 years ago.

Please note that if I could come up with a plausible reason for Al Morai to do it (one that didn't involve drastic background changes, like claiming that all jump drives have to cool off for seven days between jumps), I'd be pleased as Punch to enshrine it in canon. But I can't.


Hans
 
Originally posted by robject:
</font><blockquote>quote:</font><hr />Originally posted by rancke:
[...]
The Book 2 trade system works for refereeing small PC-run tramp freighters having fun and interesting times. It does not apply to bigger ships, high-jump ship, and regularly sheduled freighters and liners.
Rather than saying it doesn't apply, I'd say it's not a complete picture.</font>[/QUOTE]Well, if the picture is sufficiently incomplete then it's the same thing.

Is it that incomplete? Well, judge for yourself:

The PCs are only allowed one trade roll per week. That tells them the best available bargain for that week. Does that mean there's only one type of good for sale that week? If so, why don't some megacorporate factor buy it under the nose of the PCs? If not, why aren't the PCs allowed to roll as many times as they want (with, say, a cap on all subsequent rolls that they can never result in better bargains than any previous ones)?

The ship is on Mora and the referee rolls up radioactives as the best bargain of the week. This happens to be an industrial world, and he throws double six, so the purchase price of this wonderful bargain turns out to be 400%. This was the best bargain. Does that mean that either there are none of the 35 other types of goods to be found or they all cost 400% (or more) this week?

Is it one roll per week for each ship in port? If it is, why can't the PCs hire two brokers and get two rolls? Or is it just one roll per week regardless of the number of ships in port? If so, why doesn't the Al Morai factor buy those 20 dT of cybernectic parts the PCs found at 40% of actual value and store it in his warehouse? Or even rent additional warehouse space, if he's already full up? He could pay 41% and still get a nice pofit of it. Why leave it for some scruffy free traders? Especially since that's the only thing for sale that week.

If you ask me, the PCs get their shot at those 20 dT of because it fell through the cracks. But that implies that the system that the big corporations trade by is big enough to let 20 dT of cybernectic parts fall through the cracks. In fact, it's so big that on occasion 60 MCr worth of computers can fall through the cracks.

Aramis' Al Morai example is clever and resourceful.
Granted, but it's base on the supposition that Al Morai (and all the other big companies) compete for the same speculative trade that the free traders do. If that was true, the free traders wouldn't get shot at any cargo at all if I was running Tukera (And neither would Al Morai, for that matter). I'd get a factor and a warehouse on every world with a population above ten thousand and tie up every profitable speculative cargo that showed up (With the possible exception of perishables).

Back to the trade system. The purchase and resale value of goods are linked to the nature of the world in question. Very good. But there is no link between the nature of the world and the availability and amount of goods. You have the same chance of finding MCr10 computers for sale on Raweh as you have on Mora (Though the average price will differ). You can find grain with equal ease in asteroid belts and on Terran-norm worlds. Does that sound plausible to you? It certainly doesn't sound plausible to me. But it sounds a lot less implausible if we're talking about the drips and draps of a vastly greater amount of trade. If thousands of multi-credit computers are shipped every week, it's at least possible that half a dozen got accidentally shipped to Raweh and have been gathering dust there ever since. If millions of tons on grain criss-cross the spaceways, why shouldn't a hundred of them wind up in an asteroid belt that doesn't need them?

So tell me, Robert, upon consideration, do you still feel that the Book 2 trade system applies at all to the big boys like Oberlindes, Al Morai, and Tukera?


Hans
 
Originally posted by thrash:
On average, the cargo available at Wonstar amounts to 276 tons per 8 weeks. Only half of that should go to Raweh; the other half goes to Karin on the return leg.
Surely where the cargo goes depends on where the best resale DMs are? Remember, you have the same equal chance of getting each of the 36 different kinds of goods (And there are no other goods being shipped, ever).

The numbers aren't even that unreasonable, as they stand: Al Morai carries MCr18.4 of Raweh exports per year, or Cr2,050 per capita (Of course, Raweh could have a population of 2 or 1 -- Cr20,000-200,000 per capita -- and it wouldn't change the trade figures at all.) Four items (radioactives, gems, farm machinery, and air/rafts) account for 92% of exports by cost. Wonstar returns primarily machine tools, vacc suits, cybernetic parts, computers, computer parts, air/rafts, electronic parts, and mechanical parts.
I must have missed something. The way I read the trade system, the same goods turn up in the same amounts on Raweh and on Wonstar (the purchase and resale price differ, but the type and amount of goods are the same on every world, except as modified by population size).

There are some oddities: Raweh has a huge trade imbalance (in part from buying 0.8 vacc suits per person per year) which has to be made up somehow -- probably investment from off-world. Both Raweh and Wonstar make a significant profit exporting air/rafts to each other. But these are minor.
You're definitely seeing something in the system that I'm not. Can it be because I'm using The Traveller Book for reference? I thought the text in TTB was identical to the text in the LBBs, but maybe i'm wrong?


Hans
 
Originally posted by thrash:
Low (Raweh), moderate (Wonstar), and high population worlds do have somewhat different cargo on offer, based on a DM to the first die rolled.
Ah, of course. I had forgotten that Raweh is a low-population world. So it doesn't produce parts, tools, and vacc suits (but twice as much radioactives and, of course, the occasional half dozen big multimegacredit computers).

Though other of those trade goods seem to be from other systems than the ones where the PCs find them. All those electronic devices on TL 6- worlds, for instance. So why a low-population world can have computers and air/rafts for sale but not machine tools and mechanical parts is beyond my understanding. No doubt there is some very realistic reason.


Hans
 
Originally posted by Aramis:
the Al-Morai liner issue is one that is readily solved... by having two or more overlapping (counter directional?) routes, and the sales department having warehousing. So on world X, they buy only cargoes that have positive mods for the next system or two one each route. They buy them as available (one trader buys one lot per week maximum, nothing in TTB says a Trader is a Ship), and warehouse. The Liner hits not more than once per quarter; she'll be full. Likewise, her passenger run is likely to be booked in advance as well.
Well, bravo. A very good argument. I have some objections (see my reply to Robert), but you certainly did what I asked you to, explained why Al Morai sends a ship to Raweh in terms of the Book 2 trade system.

So I present you with half a dozen objections, you find a good reply to one of them and blithely ignore the rest. Way to argue, dude!

Well, it's the way to argue if you want to score cheap points. If you want to persuade your opponents about the soundness of your axioms and the logic of your conclusions? Not so hot.

Since the steward rolls for passengers, it is a minor step further to say each steward rolls. There should be expenses, but there are none listed.
Fancy that. You conveniently ignored my question about why the ship carries passengers at all. To repeat: Every passenger cabin represents a permanent economic drain, in that it takes up space that could have been used to make... what was the figure you gave? Cr5,000 per dT?... in speculative trade.

And if you're going to bring in Al Morai's factors and warehousing, you get the same question about the freight. Why carry any freight at all? With a factor and a warehouse, the company can make a pretty good stab at filling it's ships with speculative goods only. So why waste good money on buying a ship with a cargo hold so big that you have to fall back on freight?

Now, I've had to impose limits on number of traders and number of stewards; that's where the scalability fault lies... no limits.
But the Book 2 trade system has all the limits you could wish for and more. Only one passenger roll and only one trade roll per week. The extra steward is your idea and not part of the perfect trade system.

I find myself incredulous at the idea of a merchant without a large fund available... hence the profit of piracy.
But that assumes that... Oh no! You almost got me there! I'm not touching that one with a ten foot pole (Go away, Vladimir!)


Hans
 
Originally posted by thrash:
The numbers aren't even that unreasonable, as they stand: Al Morai carries MCr18.4 of Raweh exports per year, or Cr2,050 per capita (Of course, Raweh could have a population of 2 or 1 -- Cr20,000-200,000 per capita -- and it wouldn't change the trade figures at all.)
What happens to Raweh's GWP in those years when they sell three or four computers for five or six megacredits apiece?


Hans
 
Originally posted by rancke:

So tell me, Robert, upon consideration, do you still feel that the Book 2 trade system applies at all to the big boys like Oberlindes, Al Morai, and Tukera?
No. Posts from you and Aramis showed me that only this year (in all my years of playing Traveller I hadn't had to think about it). I began to think about it when I started looking at Al Morai one or two months ago; my original assumptions changed quite a bit since then.

Frankly, I was surprised to learn just last week that the Book 2/Book 7 system was enough to support Al Morai. So you see, I'm still learning.

But no, Oberlindes et al are too far up the food chain to have our free trader rules apply; their operations probably have nothing to do with role-playing.
 
Originally posted by Aramis:
(one trader buys one lot per week maximum, nothing in TTB says a Trader is a Ship)
No, it could also be an airplane or a vehicle. "A trader with cargo space available [...] may seek out suitable goods to buy and sell." [TBB:104]. Cargo is the goods or merchandise conveyed in a ship, airplane, or vehicle. Stuff in a warehouse is not cargo.

Please note that I have no objection whatsoever to factors with warehouse capacity buying stuff and storing it for later pickup by his company's ships. But it's clearly not what the trade system talks about.


Hans
 
Re: All worlds goods are the same: Not So, Hans. The world imposes modifiers on the goods roll.

Given your criteria, and the nature of brokerage, I doubt even the Megacorps could tie up ALL the resalable cargos, and even if they did, they'd sell some off to independents when the best sale location is not one serviced by their routes, or the cost of warehousing will exceed the expected differential, or a better load for the available cargo/route has turned up and will result in leftovers.

Y'see, the Al-morai method implied in SMC is one tied to routes. Only by sticking to the routes can one make appropriate investments in goods for shipment. Shipping the good for resale off route requires trustworthy agents at the far end; either ship the agents, or sell the goods locally and let someone else assume the costs and take the risks. Tukera has HUGE resources, yes, but the resources needed to be able to handle an Al-morai with 500 tons to fill can run to a billion credits cash on hand (unlikely to NEED that much, but MCr1/Ton is a quite likely capital reserve for EACH ship at EACH stop under Bk2. (The ship can equalize cash reserves for stops by carrying the cash needed from accumulation points back to outflow points.)

Further, it is unlikely that local governments will tolerate such "hogging", as it reduces competetion and thus (usually) prices and thus also taxes, and will simply prohibit megacorporate agents from exiting the extrality zone, and require purchase contracts be signed on-world, outside the extrality zone, or mandate auctions. It won't prevent the Megacorp from acquiring at least some of the pie, but it could make for quite the inconvenience.

So, for a ship making a 4 month, 10d/jump schedule on a route... 96/10=9 jumps, the ship is a few hundred MCr, and each station is likely to need 500MCr in op capital, that's 4.5GCr in capital reserves. Add the expenses of the warehouse properties, and staffing... and each one of these ships likely has a capital investment of GCr5-15. They return, likely, GCr0.1-2.0, per year with occasional hits to GCr10 per ship. The profit margin is fairly low, by comparison to spec on a group of smaller ships, due to the overhead.

BTW: Most of my player groups have decided that MCr1/TdCargoSpace is a good capital reserve for speculation; above that they won't need, and much below that you're still one bad purchase from bankrupt; the very high value cargos tend not to be terribly large. I've had players make it to that reserve level starting with KCr200 and a ship... in all three canonical "PC-Scale" ships: R, A, A2

Capitalization for Bk7 is vastly lower: the cash investment for a 500Td of Cargo ships is only MCr2.5 per station... but the profit margin is also lower do to the lower value of goods per cargo ton.
 
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