...So if you wanted to use both Aramis' data and the part of GURPS that gives trade tonnage then all you need to do is make GURPS' distance modifier -x per parsec instead of using the table. ...
It's a bit more complicated than that. Remember that GURPS and CT have different price structures for trade. The cost to ship a ton of cargo one parsec in GURPS, assuming the sender is a company doing reasonable advance planning, is about 5% of the value of the cargo. (Cargo in GURPS has an average value of G$10,000.) The cost to ship a ton of cargo one parsec in CT is 20% of the value of the cargo.
In consequence, the only cargo that's worth shipping in CT is cargo that can take a 20% hike in its price (the added cost of the shipping) and still be sold profitably. In GURPS, cargo needs only remain profitable after a 5% hike in price. Ergo, more cargo ships in GURPS than in CT -
assuming all other factors are equal.
I've been solving the equation by comparing shipping tonnage at points where the shipping costs are the same percentage of the value of cargo, which presumably means the same cargo can ship and be profitable, therefore the items and the tonnage should be the same if all other factors are equal. The point at which the shipping costs in GURPS, as a percentage of value, are about the same as in the CT universe for a CT ship going one parsec is when the GURPS ship is going 4 to 5 parsecs. In fact, after calculating for several ranges, I find its a good rule of thumb to simply subtract 1 from the BTN number to get what the trade would be in a CT setting -
assuming all other factors are equal.
...(A calculated rather than simply guessed value of x would depend on knowing what the average value of a ton of cargo in the OTU was.)
Per Book 7, Merchant Prince, the "base market value" (what it sells for at the receiving end) of a ton of cargo is Cr5000. (Page 37)
Through the various posts, we basically have two different models:
Assuming all other factors are equal, which includes using the GURPS tables as they appear in GURPS, we end up with a CT universe with pretty much 1/10 the trade that is seen in the GURPS universe. I estimated 1600-1700 free traders, as many 4-600 dTonners, about 3100 large freighters of from 2000 dTons to maybe 10,000 dTons, and a bit less than a hundred megafreighters - but the megas are either TL15 or we're using 4 5000 dTonners for each "mega," depending on your preference. (That actually works since 3 of the 4 major trade routes where we might expect TL15 megafreighters are for TL15 worlds.) Total tonnage of ships around 10 to 20 million dTons.
If we assume the fleet is proportional to the shipping - i.e. the member worlds are paying for the fleet out of the taxes they gain from secure interstellar trade - then the fleet cannot easily match the description in MegaTraveller's
Rebellion Sourcebook. Instead, it looks very much like the fleet described in CT's
The Spinward Marches Campaign and the
Fifth Frontier War game: 7 fleets instead of 12, each fleet consisting of about one dreadnought squadron and two cruiser squadrons, plus destroyers, escorts, scouts, and auxiliaries.
We do not have to assume the fleet is proportional to shipping. We can afford a
Rebellion Sourcebook fleet if we don't make that assumption. In fact, after running a rough calculation based on
Striker's numbers for calculating taxes going to the Imperial Navy, we could conceivable double or triple the size of that fleet. The tax burden of the
Rebellion Sourcebook Imperial Navy is really quite light.
(Since
Striker is a wargame and not canonized as a description of tax policy, we are under no obligation to accept Striker's taxation rates as written. On the other hand, if you want a huge fleet in your TU, there's your basis. The
Striker tax rate is in fact rather modest.)
The other model is we make GURPS and CT shipping tonnage rates the same, so both universes have the same number of merchant ships plying the spaceways. This can be accomplished by giving a +1 boost to the GURPS population modifier table. The GURPS pop mod table starts at 0 - reasonably. Under that model, a little group of 50 people on one world shipping to a little group of 50 people on another world, with no other modifiers, engages in interstellar trade worth about 10% of their annual GWP. Curiously, as pop increases, trade as a percentage of GWP decreases; it only increases when it's your neighbor who's getting the higher pop or tech level. Anyway, bumping it up one would bump CT trade up to GURPS levels: it means, in the case of the two little colonies, we're now saying trade between them is equal to about 50% of their GWP: goods are coming in and going out with a value of about half the place's GWP. And again percentage decreases as the local pop increases.
Basically we'd be saying those 50 people aren't generally settlers turning their backs on the rest of the universe and trying to be self-sufficient - they're aggressively pushing out product and bringing in goods. We're saying that even though shipping cost more in CT, there's a more aggressive effort to engage in it which countered the restrictive effects of increased cost, a greater and perhaps more deliberate effort to identify and produce products suitable for interstellar trade. The smaller pop worlds are there because the bigger pop worlds put them there, encouraging colonization and settlement to gain offworld resources and to create markets for their goods.
This produces a CT universe that looks like the GURPS universe: about 16,000-17,000 free traders, as many 4-600 dTonners, about 31,000 large freighters of from 2000 dTons to maybe 10,000 dTons, and a bit less than a thousand megafreighters (again, either TL15 or equivalent tonnage in 5000 dTonners), with total tonnage of ships around 100 to 200 million dTons. Tax base from this level of shipping should pay for a
Rebellion Sourcebook Imperial Navy without the worlds tapping their domestic revenues.