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Book 7 Trade System

Jeffr0

SOC-14 1K
Book 7 appears to only slightly modify Book 2-- ie, it just makes minor changes to the freight table's modifiers and replaces the speculative trade rules.

When a trader arrives at a world, he can check to see what *frieght* is available by rolling on the cargoes table on page 39 of Book 7:

"The referee should determine all worlds accessible to the starship (depending on jump number), and roll for each such world on the cargo table. He should roll to determine the number of major, minor, and incidental cargos available on the world of origin; modifiers take into account the world of destination. After rolling for the number of cargos, roll one die for each cargo to determine i t s size. Multiply the die roll for major cargos by 10, minor cargos by 5, and incidental cargos by 1 to determine the number of tons in each." Book 2, p 8.

Once he's declared a destination, he can take on passengers by rolling for them on the passengers table on page 39 of book 7:

"After a starship has accepted cargo for a specific destination, passengers will present themselves for transport to that destination. The passenger table is used to determine the number of passengers desiring passage to the announced world based on the origin world's population and on the destination world's population and travel zone status." Book 2, p 9.

The tables for freight and passengers are identical in Books 2 and 7-- Book 7 just has a slightly lower penalty for low population when picking up cargo... and also gives a bonus for liason for minor cargoes.

Once you've loaded up on freight and passengers, you can presumably fill your holds with as much generic goods as you can carry. There don't appear to be any limits on this. Quantity was limited by item type on the old Book 2 speculative trade rules, but there are no limits in Book 7. In the example to illuastrate the rules, it just says, "Being in a speculative mood, he arranges for the purchase of 10 tons of the goods and pays Cr37,OOO for the lot." (Book 7, p 41.)

Is this how you guys read the rules on trade?
 
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With the caveats that it takes 5 days of 8 hours each to get a set of rolls.

I also allow a second person to look, as well, interpreting CT's "Trader" as a person, not a ship. MPMMV.
 
One thing I enjoy allowing IMTU is in-port speculation.

In my system, a character bent on trading can get into it with the buyers vying for ownership of cargo in-bound to the system they are currently in. This largely counts on the speculative market in the system and which port the 'trader' is at in that system.

Trading without a starship, if you will, can be a bummer if you are on Io and all the traffic is to Terra Prime or her Moon bases...

But the onus there is to buy a cargo arriving and then sell it for a profit to the in-system buyers. This can require hiring a space craft or other transport if the buyer does not have their own transit(which itself becomes part of the barganing). Other issues will be how long it takes to find a buyer as you will have to pay hotel fees unless you are trading from your own small non-cargo ship, and then you have to pay what could be mounting berthing fees.


Marc
 
In system trade should work very much the same way... the only difference is the amount of transit time.
 
In system trade should work very much the same way... the only difference is the amount of transit time.

I'd probably make the margins smaller though. Face it, transport costs will be cheaper by a lot too. Off the top of my head I'd say roll 1d6 for buy/sell price on the actual value table. Subsidies and low margins meaning overall depressed prices. But that is just an off the cuff guess. Run some numbers before attempting :)
 
Transport costs are not that much cheaper.

For in-system CT/MT/TNE/T20 designs, you gain 12% of hull as cargo and drop about 20-25% of cost converting from J1 to Jnull. Since payments are approximately 70% of op costs... 70x.8=56; 100-70+56=86 C/E=1.12/.86=1.3 1000/1.3=787 or so...

so costs should be about 787/week... or about Cr115/Td/Day, instead of the jump ship's Cr145/Td/day.

It's significant, but not "Wow"... except for when travel times are kept to about 4 days or less... which has other issues. Like reduced cargo load due to higher G-ratings.

And in TNE, Even in-system generally requires jump... since the restricted G-burns push the costs for n-space to huge durations and thus costs.
 
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