salochin999
SOC-13
You've got it backwards... the cheapest cost per parsec is the 5000Td for J1-2, and 3000Td for J3-6. On the J6, it's an order of magnitude cheaper to use the Bk2 J6 than to use a bk5 J6 of any size.
The Bk2 Subbie is about as efficient as a Bk5 TL15 800Td in terms of operational cost, and beats ANY AND ALL Bk5 TL13 or TL9 designs.
Until you have a steady supply of TL15 designs, your basic Bk2 ships from 400Td up are ALL better cost per parsec.
Now, using strict Bk2-bk3 design... the 5000Td is a TL15 design... due to the drive letters. The 2000Td is TL11 at J1, and TL15 at all other Jump ratings. And properly, in a mixed Bk2 Bk5 universe, the letter drives remain limited by TL.
And to be blunt, I couldn't care less what your definition is for "small ship" - mine's based upon design system. When I say "Big Ship" I mean a ship that is beyond Bk2 design limits.
So if those (5000 J1/J2 and 3000 J3) are the optimal ships in terms of cost/parsec under what situations wouldn't they be?
Looking at the Bk 2 Cargo rules trading from a pop 6, TL 8 planet to an identical one gets you D6+2 major cargo and D6+3 minor cargo which I think on average comes to around 300 tons.
So a 5000 dton merchant carrying 300 tons of cargo - would that make a profit?
I know there's more to it than that but it gives an idea of when a smaller ship might be more profitable - when the trade flows are too low for a larger one to operate at near capacity.
So the optimal size for a J1/J2 ship tramping around minor planets might be the size that could run at near full cargo capacity on the level of trade available between those planets.
If that's correct that might keep the lower TL shipyards in business.
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So below optimal size might be competitive when trade flow is too low to support that size and above optimal jump drive might be competitive when it's *necessary* to reach a specific destination (and maybe in some cases when it reduces the total number of jumps).
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Thinking of what would get traded
1) Tech, definitely - TL flowing downhill from higher to lower. The question is what can the minor planets pay for it with? (so both hub-hub and hinterland)
2) common raw materials - long distance this seems unlikely to me given a planet has a whole solar system to get it from and when it does happen then the nearest system seems like the place they'd get it (hinterland only?)
3) food - there's probably all sorts of ways to grow food but given the amount of land animals need compared to crops then i can imagine animal products being a plausible commodity for a minor planet to trade for tech with a maybe crowded higher tech one but again the nearest minor planets will do. (hinterland only?)
4) rare raw materials - handwavium for example. I think this will be a YTU thing. If it exists it will be traded and potentially very long distances if it's critical for something - dilithium crystals for example.
5) unique planetary goods - Wypoc pottery, Roup smoked Velk bacon, Regina Whiskey etc - stuff that has a unique reputation. This seems likely as a possibility. The only question is why not create fakes? (hinterland to hub and hub-hub?)
So if you decide in YTU that raw materials and food are short distance hinterland trade only then there's not much to generate hub-hub trade except tech and nothing for the lower tech planets to trade for it with other than uniques so no uniques = not much trade.
So if one of the Imperium's aims is to generate trade then I think they'd need to enforce uniques i.e. let planets trademark their uniques and then enforce it (at least along the main trade routes).
So a model that might work is each hub collects raw materials, food and uniques from its hinterland in exchange for tech, uses the food and raw materials itself and then trades tech and uniques with other hubs.
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Next there's the question of the 1000cr / ton shipping cost. Now I assume this was originally just plucked out of the air but in the spirit of looking at the rules as written and then seeing if a logical explanation can be dreamed up how about....
Aramis has shown different ships can have a different cost/parsec so say there was a six parsec J-1 route and the Imperium built a shiny J-3 space station in the middle so a J-3 ship could do the trip in two jumps then if the cargo was time critical the J-3 ships could out compete the J-1 ships.
But if it wasn't time critical and the J-1 ship could physically make the journey then if their cost/parsec (cpp) was low enough it wouldn't matter if it took them six jumps versus two.
If the J-1 ship's cpp was 500 then the cost is 3000 (even if it takes six jumps to cross the six parsecs)
If the J-3 ship's cpp was 800 then it's total cost is 4800 (even if it only takes two jumps to cross the six parsecs)
So the J-1 ship could easily out compete the J-3 ship *if* it could undercut the shipping price. It could charge 4200 (700 per jump per ton) and undercut the J-3 ship's minimum break even.
If it could undercut the shipping cost.
If it couldn't because the Imperium stipulated a legal fixed price per ton per jump then that would effectively make hub-hub (or any multiple jump) trade priced by total jumps rather than per parsec. In this case the J-1 would have to charge 6000 per ton for the six jumps and the J-3 could charge 2000 for its two jumps and that would be that - no more competition.
So if the Imperium wanted to force all that lucrative hub-hub trade to use the shiny space stations they built along the main J-3 route where it was easy to tax then forcing a minimum shipping price per ton per jump would do it.
(I think anyway. I may have missed something obvious.)
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So with rules as written it seems
1) Hinterland trade with standard Book 2 traders seems to work unless the optimal ships can make a profit when mostly empty (and maybe they can I haven't checked yet).
2) The optimal ships would still exist in the hinterlands as the most cost/effective option doing fixed contract runs e.g. ore ships, grain ships, when the quantity to be shipped suited their size but probably not as tramp traders if the volume is too low for their size.
3) With a fixed cost per ton per jump then multiple jump trade could be (I think) deliberately skewed to steer it towards higher jump ships along specific routes where it was easier to protect (tax).
4) hub-hinterland trade would occur without any assistance but long distance hub-hub trade might require enforcing a system of unique planetary goods to give lower tech planets something to trade for tech.
5) A lot of this may be wrong.
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Not sure yet but this model might create a lot of criminal opportunities around smuggling.