I got to thinking (I know I know! Always a bad thing to do!)
If using the rules as written in CT's Bk2 when dealing with the feasibility of purchasing a Jump-2+ ship, we discover that the "per jump" regulation fee of 1,000 per dton for freight, plus the 10,000 Cr per High Passage stateroom or 8,000 Cr per Middle passage stateroom invokes a situation where ships with a jump-2 or higher are severely hampered in making their payments.
I got to thinking about alternative methods of financing - aside from government subsidies, and asked myself "What would happen if I were to organize a corporation titled COTI Investors Group (COTIIG LTD) whose purpose was to create the financial capital investment in procuring a Jump-2 ship. Lets say for the sake of argument, that COTIIG managed to secure its target of 66.5 MCr for the purchase of a Maru Class freighter, which we will tenatively name THE CREDIT DEW (You might guess I like that name for some odd reason). We put the order in for a ship built to the specifications that match the Freighter Jump-2 I gave as an example earlier in the thread. It is produced within the specified amount of time, and the ship is fully stocked and provisioned for our attempt at making a living.
First, what are the environmental factors present in a freighter run between Regina and Efate? For a Jump-2 ship, the run would be (assuming the ship was built at Efate by the way):
Efate to Whanga
Whanga to Forboldn
Forboldn to Regina
Regina to Forboldn
Forboldn to Whanga
Whanga to Efate
Repeat cycle.
Whanga and Forboldn unfortunately are class E starports, which means that one has to use unrefined fuel from either the world in question or from the star system's gas giants.
Using a spreadsheet, it wasn't difficult to total up the expenses involved for that particular run for a period of 26 "jumps" of 2 weeks per jump period of time. On the assumption that the Credit Dew can never pull in enough cargo to fill its 84 dtons of cargo space fully, and that the only time it can actively fill in the remaining 4 dtons with freight is if the crew itself fills its cargo hold with speculative cargo - the default assumption is that it only makes income on 80 dtons of freight per jump.
Net result?
Income: 2 MCr for 25 weeks
Expenses: 658,400 Cr
Net Profit: 1,341,600 Cr
Final result? The COTIIG LTD, if it offers dividends based solely upon its profits, will earn a basic 2.017443609 Cr per share.
Since a share originally sold for 100 Cr per, that works out to a 2.01% rate of return on the investment. That didn't include the costs for hiring a CPA to verify that the records were per Imperial regulations, nor the cost of a CEO's wages, a CFO's wages, etc. It also did not include taxes to be paid to the Imperium and so on and so forth.
About the ONLY way I can think of where it makes sense to consider the prospect of buying a Jump-2 ship (let alone a jump-3 or jump-4 etc ship) is to buy it cash on the barrel after you've built up a hefty nest egg from profits from other endeavors. The problem with that thought is - why would an investor want to invest shares in stock if the return rate is only 2%? One would think that they could and would do better if they were to invest in other "on world" investments rather than risk it on the ship itself.
The more I try to do the math behind things, the more I remember why I thought Jump-2 or higher rated jump ships are not commercially feasible with the rules as presented in CT book 2.
A merchant who buys a Jump-1 ship can build a reasonable profit reasonably quickly - or if under the yoke of a bank loan, can stay financially afloat. A Jump-2 ship however, perishes under the bank's yoke more often than not, and wouldn't make for a feasible "investment" vehicle with only a 2% return rate. Now for the kicker. Because roughly half of the time the ship is using unrefined fuel - our freight hauler runs a 1 in 36 risk of misjumping. This occurs a total of 16 times a year. If I did my math correctly (probably didn't), that means that the odds of not misjumping even once under those circumstances work out to be only 35%. A 1/36 chance of misjump means that there is a 35/36 chance of a normal jump. 16 chances of a misjump means the odds of never rolling a misjump are roughly (35/36)^16 or 35%.
That seems a tad too risky to engage in such "investment vehicles if you ask me.
So, that leaves me with my initial thoughts about the CT trade system. If you apply the same rules to NPC ships as you apply to player character ships, then it would appear that Jump-2 or higher rated commercial ships are relatively rare, and only exist as subsidized ships or exist because some investor didn't do the math and is willing to accept a 2% rate of return on the ship in question.
Now, one last thought before I end this post...
If you're starport authority at Regina, and you recieve a message to the effect that the Credit Dew is overdue, and it was last reported as being seen entering jump space towards Forboldn from Whanga - what would you think? Was it the victim of foul play? Was it a misjump? Did the crew steal the ship? Once High Guard introduced the concept of fuel plant purification systems, it becomes prudent to install such a beastie on your ship for those X and E class starports you may have to deal with. But, with each dton dedicated towards "needful" equipment, the ship owner faces diminishing revenue.