LBB2.81, p8 ... and I quote:
Cargo: Starships may inquire at a starport about the number, sizes, and destinations of cargoes awaiting transportation. The referee should determine all worlds accessible to the starship (depending on jump number), and roll for each such world on the cargo table.
All worlds accessible to the starship.
Repeating for obviousness, since it seems to be necessary ...
ALL WORLDS ACCESSIBLE TO THE STARSHIP.
You use the jump number to determine which worlds are accessible (no S, Sherlock!).
However, the rule is poorly written because built into it is the assumption that ships only have enough fuel to make a single jump (which is often times the case), rather than obviously (and explicitly stating) that the parsec range is what is important, not the jump number itself. In most cases, the jump number IS the range of the ship ... but there are obvious edge cases where the jump number is NOT the limit of a ship's range (Type-J and Type-Y being prime examples of this phenomenon, with the Type-Y existing in LBB2 from the start).
The cargo is bound for the WORLDS ... meaning PORTS OF CALL.
The fact that I have to keep pointing this out to people is getting really depressing.
LBB.81, p10 ... and I quote:
Starship owners may purchase goods locally and ship them at their own expense, speculating that they can later sell them at a profit.
So in addition to getting the readout on how much cargo is wanting to go where, local speculative cargo offerings are also determined and made available. If the speculative cargo is purchased, that may influence the decision of which destination world (read:
port of call) the ship is going to be bound for next.
LBB2.81, p9 ... and I quote:
Passengers: After a starship has accepted cargo for a specific destination, passengers will present themselves for transport to that destination.
So the procedure is that:
- The captain/purser are given a readout on ALL of the cargoes going to ALL of the destination worlds (read: ports of call) within the ship's range from their current location. Higher jump numbers means more available destinations means more options means better opportunities to keep your shipping manifest full (basically go wherever you need to go to keep your hold full). Low jump numbers mean fewer destinations means less options means fewer options to keep your shipping manifest full.
- Speculative cargo purchase opportunity is given, which may influence the decision of which destination world (read: port of call) to go to next.
- AFTER a decision has been made to book cargo for a specific destination world (read: port of call) start rolling for passengers wanting to travel to that specific destination.
If your ship has a low jump number (say, Jump-1) the choices of where to go next can be made "for you" by the configuration of stars on the map. If you're on a Jump-1 Main somewhere, your options for destination worlds (read:
ports of call) are going to be limited by your range (not just your jump number). This means that it's possible to get "stuck in the backwaters" of some parts of some Mains, such as this region of the Lanth/Rhylanor subsectors where the trading opportunities are "poor" due to low population codes (4-).
- Between Rech and Tureded, you have 3 worlds (K'Kirka, Echiste and Pirema) that are all population 3- ... meaning little cargo and hardly any passengers, and consequently you're unlikely to fill your manifests through this stretch of space.
- Between Tureded and Risek you have 3 worlds (Gileden, Fulacin and Macene) that are all population 4- ... meaning little cargo and hardly any passengers, and consequently you're unlikely to fill your manifests through this stretch of space.
- Between Tureded and Inthe you have 5 worlds (Gileden, Fulacin, Macene, Kinorb, Keanou) that are all population 4- ... meaning little cargo and hardly any passengers, and consequently you're unlikely to fill your manifests through this stretch of space.
By contrast, if you had Jump-2 (or even a 2-3 parsec range at Jump-1) you could minimize the amount of time you spend "mired in the backwater" region of these low population worlds along this part of the Spinward Main. That kind of navigational freedom allowing you to keep your shipping manifests full more consistently is one of the "hidden advantages" of having a more powerful jump drive which doesn't yield itself easily to simplistic spreadsheet analysis.
Yes, the Jump-1 ship may be more profitable with a full manifest than the Jump-2 or Jump-3 ships will with a full manifest ... but the Jump-2 and Jump-3 ships are more likely to consistently have a full manifest every single time they jump, while the Jump-1 ship may not have access to the same range of options and might ship at less than full more often. It becomes a kind of capacity/uptime comparison.
Which is better?
- 100 tons 100% of the time
- 120 tons 80% of the time
Do the math and you'll quickly figure out that:
100 * 1 > 120 * 0.8
Now, as a merchant you can decide that "unprofitable destinations" amount to a "don't go there" barrier for your ship, resulting in a more limited operating range (these worlds ONLY, not those) which then constrains the quantities of opportunities for profit even further in ways that are almost impossible to model via overly simplified "all else being equal" spreadsheet analysis in a vacuum where maps are unimportant and don't factor into anything.
Which is a really long winded way of saying that if you want to ply the space lanes as a Tramp Freighter (subsidized or not), you're going to have a lot easier time of it (and are likely to be far more profitable and successful at it) with a higher jump number (so 2+) maximizing your potential for speculative cargoes (the REAL moneymaker!) and being able to keep your hold full of cargo every single jump.
No it's not obvious at the spreadsheet comparison level.
But it rapidly becomes obvious at the "rubber meets the road" comparison level when you put the ship(s) into actual operational service.
Note that this understanding means that my Race To Profitability was done somewhat improperly, with a "railroad" of destinations under subsidy with my
Spinward Flex Courier racing against a Far Trader because the destinations to go to next where chosen in advance before the race even started, rather than being more of a "pick and choose" the next destinations based on what cargoes were wanting to go where (and in what quantity) from each port of call.
What should have been going on is something more akin to what I described as an almost ideal
subsidy opportunity for Collace/District 268 where a Jump-3 drive allows the option to pick and choose the most favorable destinations to go to next EVERY SINGLE TIME while staying safely around type A/B starports only (meaning, no pirates) and just hiring people to do all the money raking for you.
Probably the clearest reference, and seems to show you are right, and Mike and myself (among many others) were wrong.
Finally ... someone gets it.
