Bob Weaver
SOC-12
I was just reading an essay over at Freelance Traveller (Great site, BTW) analyzing hull strength on super-large starships in TNE. Now that got me to thinking. How much raw material does it take to build a 300,000 ton battleship? (under whichever rules set you are using) And how much economic infrastructure is necessary to provide it? What does it take (materials, tools, equipment, skilled workers) to supply, fund and run that Class-A starport that's cranking out the ships?
Now, the economics of all this was probably glossed over when Traveller was invented as being irrelevant detail and not very adventurous stuff. But it seems to me that with some thought, there are lots of adventures/campaigns that could be based on such things.
For example, we are all familiar with Lanthanum, that canonical inner transition metal that makes Jump Drives possible. Doesn't that make locating and controlling available sources of lanthanum a priority for your planetary government? And haven't governments gone to war to control resources? Keeping lanthanum sources secret (or locating your enemie's) could be the basis for a lot of espionage adventures. Or, how well will your (or your enemies') shipyard function if the chief naval architect is kidnapped/killed?
So two questions, what is needed to run a shipyard, and how do you build adventures around it?
Now, the economics of all this was probably glossed over when Traveller was invented as being irrelevant detail and not very adventurous stuff. But it seems to me that with some thought, there are lots of adventures/campaigns that could be based on such things.
For example, we are all familiar with Lanthanum, that canonical inner transition metal that makes Jump Drives possible. Doesn't that make locating and controlling available sources of lanthanum a priority for your planetary government? And haven't governments gone to war to control resources? Keeping lanthanum sources secret (or locating your enemie's) could be the basis for a lot of espionage adventures. Or, how well will your (or your enemies') shipyard function if the chief naval architect is kidnapped/killed?
So two questions, what is needed to run a shipyard, and how do you build adventures around it?