Originally posted by flykiller:
</font><blockquote>quote:</font><hr /> Don't forget though, most of our info regarding who can build what and what level of population is needed for a given building rate comes from TCS. It seems the information in TCS is no longer quite anonical'.
well then, is anything?</font>[/QUOTE]That's the beauty of it. Since no alternate rules have been provided, we're free to keep using the TCS rules if we like.
it's funny TCS should be deprecated. its tax rate is too low and its shipyard capacity is too high.
Them's fighting words, stranger. If I deduce the tax rate based on the information in TCS (which only covers the portion that goes to the navy and gives a flat rate that IMO has to be one of those simplifications-for-the-sake-of-gamability), I get a figure close enough to 10% for my purposes.
Shipyard capacity too high? Tell me how you figure that.
...in spite of this, when TCS rules are applied to the Spinward Marches (where half the taxpaying imperial population does not live on a planet with any meaningful shipyard capacity)
Again, this depends on various interpretations. IMO TCS tax rates apply to pocket empires surrounded by potentially hostile pocket empires, which is why their tax rates are as high as they are. The Imperium can make do with a much lower tax rate.
As for shipyard capacity, in TCS a ruler can leave his capacity unused for months, use all of it at a moment's notice and then leave it unused for further months. When you think about it that's a damn odd way to run a shipyard. But if you assume that TCS 'shipyard capacity' is actually
emergency shipyard capacity, it all makes much more sense. I think that the shipyards usually are busy buliding replacement warships and replacement civilian ships and performing maintenance and building spare parts to sell to starports without shipyards so they can perform maintenance too. When a rush job (such as a damaged warship) shows up, the shipyard can cancel vacations, hire temporary workers, and work overtime in order to repair this ship. But of course there is a limit to how much they can expand. That's TCS shipyard capacity.
(Of course, this interpretation means that when a TCS ruler begins building new ships, his shipyard capacity really ought to expand by a fraction of the new tonnage under construction after a while; that there is no rule to this effect would be a simplification of the rules for ease of play).
it becomes apparent that the full naval budget allocation is very much greater than can possibly be spent in the available shipyards.
I'd like to see your figures.
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Above the level of an RPG, Traveller will always have inconsistencies and logic holes big enough to pass a squadron of happy fun balls.
Oh, there are plenty of inconsistencies at the RPG level too. But I don't think that's any reason not to try to reduce the number and enormity of inconsistencies as much as we possibly can.
fixing them would require a perfect understanding of politics, economics, technology, and human nature, not to mention space aliens and the future
I disagree. All it takes to fix any single one of them is a sense of logic (Although sometimes the fix will have to be: Yes, we know this is self-contradictory, but fixing it would ruin more than it'd solve).
What is impossible is to fix everything. But I don't see that as an excuse not to fix the things that can be fixed
Hans