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"Pocket Empires" for 2300 AD, Part 2

In Pocket Empires, only the "main world" of each star system matters. The basic assumption is that each star system is a single politico-economic entity, and that if the local Tech Level is high enough, the Resources of the rest of the star system are simply added to those of the main world (1 for each asteroid belt, and 1 for each gas giant -- I assume this is intended to primarily reflect utilization of the gas giants' satellites). There is, moreover, no distinction between ground-based and space-based Infrastructure. Since Traveller assumes cheap anti-gravity, and negligible interface costs, this makes sense.

In the 2300 AD universe, on the other hand, many star systems are politically divided, and interface costs are substantial (indeed, they almost always vastly exceed the cost of shipping, even across interstellar distances).

I propose that the best way to represent this would be to assume that "in-system space" be treated as a "world" which can be colonized -- "in-system space" would represent everything from factories and shipyards in Earth orbit, to a huge habitat at the Earth-Moon L5 point, to mining outposts in the asteroid belt. "In-system space" would have its own Universal World Profile, its own Resources, Infrastructure, Labor, and Culture scores, and thus its own Gross World Product in Resource Units.

"In-system space" would interact with its groundside "mother country" (and any other groundside entitles on other celestial bodies within the star system) as one world to another, via the normal PE trading, etc., rules (which would, of course, have to be "tweaked" to reflect drastically higher interface costs).

If a planet wanted to have orbital shipyards and factories, it would first have to colonize the "in-system space" of its star system, build up its Infrastructure, and improve its Starport. While they might remain parts of the same political entity, treating them as separate worlds would eliminate bookkeeping problems creating by having some facilities at the bottom of a gravity well, and others up in free interplanetary space.
 
Let's see, you'll need roughly 2G, 2hours fuel, fuel burning...

cranking some MGT numbers with reaction drives, I get raw costs of 20-30 Cr per ton per day for hull, plus 90-100 Cr per ton for fuel per sortie. Call it Cr150 per ton to orbit with dedicated 200Td SSTO.

Keep in mind, that first hump is the only real hitch; in system uses stutterwarp, so it's just a matter of op costs per day for the ship.
 
The Pocket Empires interstellar trading rules are really, really badly fouled up if you make allowances for the high interface costs of the "2300 AD" universe. "Pocket Empires" assumes that half of each Resource point traded is used to pay transportation costs.

To haul 1 dton of cargo (just over 5 tons, assuming an average weight of 14 tons/TEU) three parsecs in the Traveller universe costs Cr3000 ($7069 in 2010) (assuming three single-parsec jumps).

To haul the same amount of cargo the same distance in the 2300 AD universe costs Lv498 (Lv10/ton/light-year x 5.09 tons/dton x 9.78 light-years) ($985 in 2010).

Assuming "normal" interface costs (i.e. no beanstalks or catapults, about Lv2500/ton "outgoing," plus another Lv200/ton "incoming"), getting that dton of cargo into, and out of, orbit will cost a further Lv13,743 (Lv2700/ton x 5.09 tons/dton) ($27,171 in 2010).

Thus, the total cost of shipping that dton of cargo three parsecs in the 2300 AD universe is $28,156 -- almost exactly four times the price in the Traveller universe.
 
One of the problems with 2300 for me was the lack of detailed ship operation rules...

I'd say you need to use a different conversion rate. The 2300 Lv is a 1985 or 1987 US$1; the Traveler Credit is explictly 1977 US$1.

Using the calculator at http://www.measuringworth.com/calculators/uscompare/index.php, I come up with a Lv1.7=Cr1 conversion.*

At which point, your 1td 3Pc, using a shuttle to orbit, is about Cr 3300, or Lv5610. So your Lv14K is really only about 2.7x.

Given that starship costs are different, the numbers won't work well, but using a comparison, it should be doable to get things to orbit for about Lv250 to Lv300 per ton, presuming dedicated SSTO's with fusion plants and hydrogen/oxygen motors.

The costs of operation in Traveller presume a large portion of the costs are fuel. (It's second to Mortgages in seting the market price.) But in 2300, the only real limiting factors are discharge times and power plant fuel, and fuel is still relatively cheap.

So when adapting PE, you've got a huge raft of conversions to do. some recommendations
1) use 7 days instead of 1pc as the J1 equivalent
2) stick with traveller displacement tons; it requires less work**
3) remember that you only need LEO, and the 2300 interface costs don't appear worked out, merely assigned, but probably also include taxes, environmental abatement costs, and other things.


* I used the following conversions, with $1000=
1977-1987:
$1,874.28 using the Consumer Price Index
$1,715.56 using the GDP deflator
$1,883.80 using the value of consumer bundle
$1,716.12 using the unskilled wage
$2,116.40 using the nominal GDP per capita
$2,333.09 using the relative share of GDP​
1977-1985:
$1,775.28 using the Consumer Price Index
$1,631.11 using the GDP deflator
$1,812.50 using the value of consumer bundle
$1,647.44 using the unskilled wage
$1,918.81 using the nominal GDP per capita
$2,077.48 using the relative share of GDP​
and for comparisons 1977-2010
$3,539.63 using the Consumer Price Index
$2,893.41 using the GDP deflator
using value of consumer bundle
$3,329.62 using the unskilled wage
$5,031.78 using the nominal GDP per capita
$7,023.40 using the relative share of GDP​
and 1987-2010
:
$1,888.53 using the Consumer Price Index
$1,686.57 using the GDP deflator
using value of consumer bundle
$1,940.21 using the unskilled wage
$2,377.52 using the nominal GDP per capita
$3,010.35 using the relative share of GDP​
 
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