All the threads about large ships vs. small ships and fleet sizes were focussed on the Navy side of things. So I have been wondering: What about the merchant service?
I strongly recommend obtaining GURPS Traveller: Far Trader, by whatever means necessary if you are interested in this subject.
While there are some difficulties translating GURPS costs in non-GURPS costs, I find the supplement to be overwhelming valuable when discussing the entire business-end of starships and shipping.
Parts of it are far too detailed and realistic for most groups to actually use most of the terms and procedures in practice (a few would be very happy with it), but for fiddling around with the background of the game as a GM, I found it to be invaluable for my purposes.
The question is: How much more would the transport needs of a sector with 783 billion inhabitants be?
The bottom line is that significant rade routes, the ones that will allow hundred thousand and million dton freighters, exist primarily between heavy population centers.
If you spot two high-pop worlds near each other, you can assume there is a lot of trade moving between them, justifying trade at those levels.
If you spot two low-pop worlds, you can assume there is very little trade between them, and freighters in the 1000 dTon range might not want to stop there often. Freighters in the 100-500 dTon range might risk running trade between them.
This is one of the reasons I really don't like low-pop worlds much. You might get a wide-open to semi-deserted feel from such places, but for the purposes of providing adventures (and trade driving ship-board life), they are somewhat short on NPCs and businesses that could generate the production levels necessary to drive interstellar trade.
I tend to want to see pop 6 (millions) a lot of the time, or pop 5 (at least) for worlds that have a "lower population" feel to me personally. You can slip a city of a million onto a planet, have another million scattered about, still totally get a mostly frontier/empty feeling, and still have enough to generate some production.
Consider the
Bingham Canyon Mine.
Utah's population is 2.8 million and the mine is "run" by only a fraction of that population.
Every year, Kennecott produces approximately 300,000 tons of copper, along with 400,000 ounces of gold, 4 million ounces of silver, about 20 million pounds of molybdenum
Now, if this is a mine on some pop 6 pop-mod 3 world (3 million), the planet will need around 310,000 tons worth of freighter capacity serving it (~6,000 tons per week), carrying away the refined metals elsewhere just for that one large mine. Most of that capacity will be covered by services contracted well in advance.
Today's (2011 December 26) price per metric ton of copper is over $7,500, and you can fit more than one metric ton of copper into a dTon for interstellar shipping so I am going to assume that even factoring in the shipping cost, it will still be economical to do so.
If you add a few more mines across the hypothetical world, that considerably increases the required shipping traffic.
Now, as to what worlds have sufficient resources to export anything, there is nothing in the CT/MT standard or extended UWP that gives any indication of whether a system has any exploitable resources. D20 has the Natural Resources figure in the UWP, but doesn't provide any mechanics to discuss what the score does (it is an input to the D20 World Trade Balance number, but that also has no attached mechanics).
This is regrettable, as exactly what level of resources a world has would be, in my opinion, critical to it's development, including its population. In my personal opinion, the D20 UWP Natural Resources score should affect on population (like +1 for NR 6+ and +2 for NR 9+), but it doesn't. The D20 WTB is calculated by NR - Population + Mods, so an NR 6 Pop 9 world has a -3 base before mods. Any negative score shows the world is a net importer.
There is no Trade Classification associated with NR, because, of course, it goes nowhere except to the WTB calculation, which itself goes nowhere (no mechanics). However, I feel that there should be a new Trade Classification called Resources for NR 6+ worlds. Such worlds are characterized by an abundance of resources that are readily exploitable, one way or another. They frequently provide exports to net-consumer worlds.
It is also my personal feeling that the WTB should be calculated to ignore the first few Population digits as:
Natural Resources - (Population - 4) + Mods
This means that worlds with tens of thousands or fewer, i.e. insignificant populations, have no meaningful affect on the NR value.
Or, in other words, I feel that the logarithmic scale does not match the scale of NR value (it isn't really defined, I know, but I don't really think it is logarithmic as Population is). Or, in other words, 99,999 people aren't going to suck out the NR value of 4 for an
entire world.
NR and WTB values are ripe for further exploitation in world and nation-building and determining trade. It is unfortunate that there was no development of it. GURPS Traveller world-building was so different from the rest of Traveller that integrating it and the UWP are also a pain in the neck.
At TL10+, people doing manufacturing [...]
Past a certain point, most everyone moves either into sales, entertainment, or government, or the dole. [...]
For large-scale manufacturing, probably. For small-scale manufacturing, there will still be jobs available, just not many of them.
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Only on page 3 so far, I'll read through the remaining pages later (my apologies).