Interesting, not sure I'd agree with all of it but certainly some of that makes good sense.
Originally posted by Lochlaber:
1. If there is a +2 modifier on the price table, the cargo (even when rolled) is not available on this planet. Why would there be any cargo of such a type be available when they are so desperate (my interpretaion of the plus) that you get a price advantage.
This is the only one I don't really agree with. The plus modifiers are what drive trade. It could be the difference between the wholesale price and retail. Or maybe it's last years model at a deep discount but still worth the old retail in a distant system. I can think of a lot of reasons to find a great deal.
Originally posted by Lochlaber:
2. Unless I rule that another trading ship is here, a cargo of 2 or more tech levels is not available. So a tech 11 planet will not have autodocs, robots or similar items for sale, again partially due to rule 1.
That seems very reasonable, maybe too reasonable
I've always tried to match the cargo to the local system. No more than 1 TL either way is available. I don't see the tie in to rule 1, maybe only because I don't agree with rule 1.
Originally posted by Lochlaber:
3. The type of planet/system is also applicable. An asteroid belt is not likely to have lots of agricultural products on hand and a low population agricultural planet, regardless of tech level, is not likely to have lots of high tech material for sale either.
Also reasonable, to a point. Though the sizes of speculative cargo lots are such that I don't think I'd apply this rule.
An asteroid belt may have the best mushrooms in the subsector as part of their native supplies, to the point that they export a few tons of each harvest for gourmets.
And a low pop ag planet may make the best high tech robotic harvesters in the sector, using most of them locally but selling a few to other operators that can afford them to earn some extra credits between harvests.
Originally posted by Lochlaber:
4. The sale of a cargo on the same planet that it was purchased on is forbidden. Local merchants would be more likely to have found this cargo in advance of the merchant ship arriving and kept their money local, even if they had to buy hrough a secondary buyer.
Absolutely. I figure all freight and any cargo purchased is already stamped "For Export Only". Customs won't allow it back through the doors without an import stamp from another system. You can wharehouse it locally as long as you want but it can't be sold back to the system. Maybe you could resell it to another speculative buyer, but they'll have the same DMs and probably expect another DM -1 (at least) for dealing outside proper channels.
Originally posted by Lochlaber:
5. Finally, I do not generally allow the players to purchase any cargo they might have just sold, especially of materials not affected by the tech level such as gold, jewels, etc.. If the material is technically higher here, why would they have bought lesser materials. Made the mistake of not paying attention in a trading session, when my merchant player sold 5 tons of gold at 400%, then turned around and bought 6 tons of gold at 30%. He liked making 160 million from selling 5 tons, then paying 7.2 million to buy 6 tons, all at the same time. I made him give up the 6 tons of gold.
Well, it shouldn't happen often if you're rolling random. I probably wouldn't have worried about it and have let the character get away with it. Right place right time kinda thing. At least once. The next time it happened I might arrange a visit by the equivalent of the SEC looking into the matter. Detaining the character and his ship for a few weeks (or months, or...) while they investigate. Oh he'll be found innocent eventually and the real crooks will be locked up. Meantime all that windfall profit is gone to lawyers or mortgage payments and dock fees and crew salaries. Hopefully the character will have learned their lesson and the next time such a deal too good to be true comes along they'll wisely pass and look for something that doesn't smell so corrupt