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MGT Only: Core Rules and High Guard, second edition, econ question

I looked through both new rule books trying to decide if I should buy them, and I saw the odd spacing on per parsec pricing.
Example: Cargo per ton is 1k/1parsec, 1,600 for 2 parsecs, 3k for 3...

Does this allow shipping to make economic sense in this version of the 3I? Anyone done the math?

I saw they fixed repairs at 0.1/12 purchase price per month, and staterooms at 1k per month for basic food and support, suggesting you need to pay more for high passage pax.
 
Cargo per ton is 1k/1parsec, 1,600 for 2 parsecs, 3k for 3...

Does this allow shipping to make economic sense in this version of the 3I? Anyone done the math?
Yes, you can make profitable ships at higher jump.


..., and staterooms at 1k per month for basic food and support, suggesting you need to pay more for high passage pax.
Life Support is kCr 1 per stateroom + kCr 1 per person per month for single occupancy (p145).
 
There are two ways to look at it.

1. It has to make economic sense in the context of your character's return on investment in the game.

In theory, shipping non breathing cargo is more profitable.

2. Rationally, you sign long term shipping contracts to cover overhead plus a small profit.

Does not leave much time for adventure.
 
The thing I didn't like in Old Traveller and MGT v1 was that the small free trader ships literally would not exist. Fix that and the most popular game play mode can happen.

Most people want to play Firefly, and as long as their group can barely make it, the referee can always declare the flux housing cracked and they need to make money/strip a derelict in order to start the side adventure.
 
The thing I didn't like in Old Traveller and MGT v1 was that the small free trader ships literally would not exist. Fix that and the most popular game play mode can happen.

Most people want to play Firefly, and as long as their group can barely make it, the referee can always declare the flux housing cracked and they need to make money/strip a derelict in order to start the side adventure.

A pure Bk2 design using Bk3 trade can easily make a profit.
 
Be better off using the LBB:2 trade rules :)

CT LBB:2 has the trade rules, LBB:3 has planet generation and mentions trade codes in more detail but the actual rules for trading are right at the back of LBB:2.

That said - the intent of the original CT trade rules was to make life interesting for the crew of a free/far or fat trader. They were not meant to model the economics of a setting, let alone the Third Imperium.

As new editions of the game were written and as new interpretations of the trade game came along it 'lost something in translation'...

The MgT trade rules make it too easy for PCs to make a lot of money, unless the ref hits them with regular breakdowns, pirate attacks and the like to remove their money a properly skilled group should make a fortune in a few years of trading.
 
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