So that's Cr144 per Imperial subject, of which there are said to be 15 trillion, which gives us an Imperial military budget of 2,160 trillion credits.
That'll buy a few coffee pots and toilet seats

So that's Cr144 per Imperial subject, of which there are said to be 15 trillion, which gives us an Imperial military budget of 2,160 trillion credits.
We can always take a look at it from the Roman Republic idea where Great Men raised legions at their own expense and then the state paid the maintenance as another alternative.
You're right, although the events of MegaTraveller (if you accept that particular version of events, which I do not, will not, can not, no way, no how, never ever ever ever :devilsuggest they're not rotating them. As Rancke points out, there are canon elements that hint pretty strongly against enfeoffment as a basis for the naval budget, but it would make for one great ATU, especially a small ship ATU. I like the idea a lot.
And was not the generalization of this custom that helped Rome to start having Civil Wars, as legions were more loyal to their raiser than to the Republic?
For example, a social system like the Third Imperium might have navies funded purely by nobles and the incomes from their private estates. Noblesse oblige and aristrocratic rivalry fuelling the creation f impressive war fleets. I'm not saying this is how the 3i operates, because we know it doesn't, but basing funding assumptions on 2013, 1977 or 1756 all have they're drawbacks - they are thousands of years removed from the target date.*
For YTU I think it is not just brave, but healthy to think outside of the box for arguments like this.
*I was trained as an archaeologist where we look at the remains of ancient cultures and say "make no assumptions, don't start comparing this culture to one you know about" !
Actually, IMO the complete lack of correlation between habitability and population in Traveller is a big fat flaw in the world generation system and the sooner it is fixed the better.
Hans
At high enough tech levels I see most of the population living in archologies or other habitats. From the point of many of these people it wouldn't make much of a difference where there habitat is located because few people ever leave it.
It might be possible to build the habitats in pieces and use a jump shuttle to move them to their destination. Or maybe there are a few jump shuttles around that can move a million dTon habitat around whole.
Actually, IMO the complete lack of correlation between habitability and population in Traveller is a big fat flaw in the world generation system and the sooner it is fixed the better.
Even a 1km x 1km x 300meter habitat would be ~22,000,000 dTons. For just a very small "town"...
I think that would fit a *large* amount of people and employment in there.
If you assume that each normal level is 3m high, except for (just randomly choosing here) 10 levels of 6m tall, then you have 95 levels, each at 1km x 1km. I'm sure that somebody here can tell us about how many people (including employment and shopping and entertainment) can live on 95 square km's.
System | Vol-kL | MW |
Stateroom | 56 | 0.001 |
Endurance V LS | 1500 | 0.05 |
Solar Cells | 12.75 | -0.051 |
Per T4 rules, you're looking at roughly...
1568.75kL=112.054 Td per person for full hab including LS, presuming no frame/skin and no ag/ic. So, round up. 115 Td per person gives space for controls, too.
System Vol-kL MW Stateroom 56 0.001 Endurance V LS 1500 0.05 Solar Cells 12.75 -0.051
Which means a 1000x1000x300m brick would roughly sustain 186335 people... but the solar would need to be replaced in such a case, as the SA requirements would be too high.
An absolutely wonderful idea. And it gives yet another reason to have nobles in space.
As you point out, not canon, but it could be a good way to fund a small ship universe.
For one thing, this lack of correlation applies to all tech levels. Secondly, just because your technology is good enough to let you survive living on a world with a corrosive atmosphere doesn't mean that it wouldn't be both cheaper and more desirable to live on a garden world.
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Cheaper and more desirable, but the lesson of the Alaska gold rush among other examples says that people go where the money is.
Truly hostile worlds are rare enough that I figure they pop up for some very good economic reason that drew people there. How fast and how large such a world's population grows would depend on what that economic reason was and how powerful the economic reward was. Would have to be pretty dang lucrative to justify the expense of the habitat.
cor·re·la·tion noun \ˌkȯr-ə-ˈlā-shən, ˌkär-\
1 : the state or relation of being correlated; specifically: a relation existing between phenomena or things or between mathematical or statistical variables which tend to vary, be associated, or occur together in a way not expected on the basis of chance alone <the obviously high positive correlation between scholastic aptitude and college entrance — J. B. Conant>
-- Merriam-Webster Online Dictionary
...Cheaper and more desirable, but the lesson of the Alaska gold rush among other examples says that people go where the money is. Truly hostile worlds are rare enough that I figure they pop up for some very good economic reason that drew people there. How fast and how large such a world's population grows would depend on what that economic reason was and how powerful the economic reward was. Would have to be pretty dang lucrative to justify the expense of the habitat.
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It is an odd method, but in truth we don't have any basis for judging how big a population a hostile world with some unknown economic attractant is likely to be. It's anybody's guess -
Thus, the factors at play on a hostile world are not the same as the factors at play on a garden world; there can be no trying to correlate the two because the underlying factors differ. It's like trying to compare crop yield to steel output. I'm sorry I didn't make that clear enough.
If the people are there for economic reasons, it's probable that a high percentage of them are immigrants from offworld or offspring of recent immigrants. The factors guiding growth under circumstances in which people are deliberately going someplace that is otherwise hostile are different from those occurring on a garden world.
Planetary atmosphere is 2d-7 + size. Planetary size is 2d-2. Probability of a breathable atmosphere (with or without filter mask) in that set of rolls is 56.7%, 74.4% if you count the worlds where you need a compressor. Probability of a vacuum/trace world is 15.9%. Probability of an exotic/corrosive/insidious in that set is 9.72%.
So, folk are already gravitating toward worlds with breathable atmospheres.
There is some Earth history precedence. Gold fields in inhospitable areas. These populations became, in the majority, miners & suppliers. Most of the family unit was living elsewhere while the "worker" sent money back home. It would probably be the case in the Trav examples of MUCH more hostile environments. Companies with employees that don't live there permanently.
If everything else was equal, would you expect people to prefer moving to a hospitable world to mobing to a hostile world? That's what causes a correlation between habitability and population. The fact that everything else isn't equal is what makes it a correlation instead of a linear function.
Consider the statement:
"Researchers have found a direct correlation between smoking and lung cancer."
It doesn't mean that no one who doesn't smoke gets lung cancer and that everyone who smokes get lung cancer. It means that fewer non-smokers than smokers get lung cancer.
You are correct: if everything else was equal, people would preferentially move to hospitable worlds. There already is a correlation between habitability and population: 75% of the primary worlds are worlds requiring no or minimal interventions to breathe. Why? Possibly because, all other things being equal, those worlds have more to offer and, lacking a need for extensive life support arrangements, it costs less to live there.
You are correct: if everything else was equal, people would preferentially move to hospitable worlds. There already is a correlation between habitability and population: 75% of the primary worlds are worlds requiring no or minimal interventions to breathe. Why?
However, in a handful of cases, all other things are not equal.
There is at least one other factor at play besides habitability: economics. There may be more. You are focused solely on habitability, but those other factors will likewise influence population statistics.
If you wanted a more accurate model for rolling population, you'd need a variable for the world's economic potential - and there is no such factor in the game to add to the mix. We'd have to invent it. Barring that, we are left to take the results as they occur and infer the other factors from the results.
The result is that for every billion+ exotic/etc. world, there are about 7.5 breathable worlds with billion+ populations and 1.5 vacuum/trace worlds with billion+ populations, which to me says the correlation between habitability and population is pretty strong, but that there are other factors in play.