what routes did you run?The longest the seed capital lasted was 4 months.
what routes did you run?The longest the seed capital lasted was 4 months.
what routes did you run? </font>[/QUOTE]It wasn't much of a route. I was running between RHYLANOR and PORZOLO. I figured if I stuck to two High Pop, Class A Starports to get me started I should be able to build up enough capital to be able to afford a loss. But I couldn't get even that to make money. Which is how I managed to keep things full. A Free Trader would have made it but they can run without spec.Originally posted by flykiller:
</font><blockquote>quote:</font><hr />The longest the seed capital lasted was 4 months.
CT is the easiest to lose money on because you only get one roll on the commodity table per week. LBB7 I never had so I can't tell you what changed in CT with LBB7. (Matter of fact I never saw it in stores.)Originally posted by kaladorn:
Interesting. It would be interesting to do this for the various flavours of era/trade rules, with some standardized ship designs, just to see how they perform relatively speaking. I bet *all* of them are money losing propositions.
J1 traders typically make money in most rulesets. In GURPS Traveller Far Trader, the cost of shipping has been back-computed from the cost of running a ship, so you generally make money with any sanely designed J1, J2, or J3 trader.Originally posted by kaladorn:
Interesting. It would be interesting to do this for the various flavours of era/trade rules, with some standardized ship designs, just to see how they perform relatively speaking. I bet *all* of them are money losing propositions.
I think ther should be a standard hull for the 200t Far Trader in CT.Originally posted by far-trader:
I did a quick custom design last night and checked the potential roughly and it loses about KCr40 per two-week trip over the year. Now if it were a standard design with the 20% discount the shortfall is closer to KCr10 per trip. Granted that's still a good chunk of change to make on spec but I think I'm close. Close enough to fine tune the design a little tonight and try my own hand at doing a little trade run like you did Bhoins. Maybe my positive attitude is all I need![]()
in CT the big-ticket speculation transactions take place between industrial, rich, and poor worlds, so the trick is to include those sorts of worlds in the run. if that relationship exists in the ruleset you're using then try glisten-aki-sorel, or collace-talos-trexalon.It wasn't much of a route. I was running between RHYLANOR and PORZOLO.
Those kinds of things are present in the T20 rules. Problem is, with the economic rules, as written, travelling full doesn't help, you still can't make your overhead on the J2+ ships.Originally posted by Sigg Oddra:
If you haven't seen LBB7 or MegaTraveller before then the following skill modifiers may be of use in the CT economic system:
Admin +1 DM per skill level on the middle passengers table;
Liaison +1 DM per skill level on the minor cargos table;
Steward +1 DM per skill level on the high passengers table;
Streetwise +1 DM per skill level on the low passengers table;
I think ther should be a standard hull for the 200t Far Trader in CT.Originally posted by Sigg Oddra:
</font><blockquote>quote:</font><hr />Originally posted by far-trader:
I did a quick custom design last night and checked the potential roughly and it loses about KCr40 per two-week trip over the year. Now if it were a standard design with the 20% discount the shortfall is closer to KCr10 per trip. Granted that's still a good chunk of change to make on spec but I think I'm close. Close enough to fine tune the design a little tonight and try my own hand at doing a little trade run like you did Bhoins. Maybe my positive attitude is all I need![]()
in CT the big-ticket speculation transactions take place between industrial, rich, and poor worlds, so the trick is to include those sorts of worlds in the run. if that relationship exists in the ruleset you're using then try glisten-aki-sorel, or collace-talos-trexalon. </font>[/QUOTE]Actually travelling between two High Pop, Rich Worlds overall works better. (Matter of fact, owning a Wharehouse on the High Port, or even at the Low Port, Set up on a High Pop, Rich World, with the Broker Skill, provided your overhead for the wharehouse is much cheaper than a Starship, and it should be, and buying one week and selling the next will make you rich in a hurry, especially since you aren't sitting a week in jump space a week. You should be able to get 3-4 transactions a month. You could, of course, supplement your income by acting as a Broker for Starships, or vice versa. However the game is called Traveller, it is not supposed to be a game about Commodities Brokers at the exchange. Though you could always try to corner the market in Frozen Orange Juice Concentrate.Originally posted by flykiller:
</font><blockquote>quote:</font><hr />It wasn't much of a route. I was running between RHYLANOR and PORZOLO.
Do the same with passengers and it is profitable to carry them as well. (If you only carry freight per Parsec, then J2+ ships won't carry passengers.)Originally posted by Sigg Oddra:
Nope, still won't work.
A per parsec charge for cargo fits my numbers beautifully though![]()
8 Passengers, it makes your Steward cheaper. (And you can normally find, at least (unless you stick to low pop worlds), 4 High Passengers and 4 Mid Passengers which is still better than carrying cargo.Originally posted by Sigg Oddra:
I left out the passenger staterooms because I wanted to see what a pure cargo carrier could do.
Without per parsec cargo it won't work.
The next question is what is the ideal amount of passenger accomodation?
I'd go for eight low berths and seven passenger staterooms.
Funny that is what I have been saying about Traveller Economics for 25 years.
Employ a steward/medic, and double bunk the crew to free up another stateroom if the extra passenger is found.
As long as someone in the crew has streetwise, admin, and steward skill for your stewardyou should find the passengers.
You still can't pay you're overheads though![]()
That of course depends on how much of a gearhead and how into Naval design the Referee is. If you take the typical Subsector, assign a CruRon or a BatRon plus escorts, to each Naval base, and a Task Force to the Subsector Capital Naval Base, throw in a Colonial and/or reserve fleet. Move them all about to conduct training, show the flag, and perform other routine missions and Piracy virtually goes away for some reason.Originally posted by Sigg Oddra:
There's always piracy![]()
Bit difficult to include it in the business plan though![]()
![]()
![]()