One of the Megatraveller rules books addressed this issue for use with the MERCHANT PRINCE like system of trade. The purchase and shipping of raw materials do not get the penalty for tech level as other "finished" products/freight/cargos do.
It was bugging me that I couldn't figure out where I'd seen the reference for ignoring Tech level differences for raw materials, and I finally found it.
If you can get your hands on the pdf document ConsolidatedMegaTravellerErrata by Don McKinney, the following information is readily available. Per Don's comments, the "errata" for trade comes from KNIGHTFALL. I've reproduced a portion of the document here for relevance.
Page 53, Step 1, Cargo Price (addition): Selling a speculative cargo should no longer be automatic. Before using Step 1, Cargo Price, the seller must first find a buyer. To do this, use the following task:
To find a buyer for speculative cargo:
[varies], Broker, Admin or Streetwise, [varies]
[High Pop (9~) = Simple, 4 hours];
[Mod Pop (4~) = Routine, 1 day];
[Lo Pop (3–) = Difficult, 2 days]
Referee: For manufactured hardware, increase the difficulty level by one for each difference in the tech code
(Early Stellar to Average Stellar is a difference of one, and so on). For novelty items, decrease the task difficulty one
level for each difference in tech code.
If the world’s Law Level is Low Law or less (3–), a fumble results in an automatic 3D mishap. At High Law, (8~), make the task hazardous (2D mishap), and at Extreme Law (A~), make the task hazardous and fateful (3D mishap).
In most cases, do not allow the difficulty to be increased beyond Formidable, unless the world has a Population of 0 (0-9 inhabitants).
Page 53, Step 3, Tech Level Effects (clarification): The price formula for cargo should be calculated as:
P = p ~ [p x (St – Dt)], where: P = final price
p = adjusted price so far
St = source world TL x 0.10
Dt = destination world TL x 0.10
Page 53, Step 3, Tech Level Effects (addition): If the item being sold is:
· A natural resource, ignore the tech level effects.
· A processed resource, use the tech level effects as given.
· Manufactured hardware, always use tech level difference as a minus (–).
· Manufactured nonhardware, use the tech level effects as given.
· Information, use the tech level effects as given.
· Novelty, always use the tech level difference as a plus (~).
Hope that helps
