Things that might be used to complicate their trade relations. There is no reasonable assumption that the Language they know and the language spoken on the planet is the same. Goods are not subject to customs or taxes until they leave a starport. pg 271 t509
This means... as a GM get them out of the starport and into the cities. Don't allow them to do trade deals within the starport
this exposes the crew to trading where:
- It can be assumed that the starport probably will speak Anglic but buying direct from the people will require extra knowledge such as local language.
- result - must use a local broker who takes up to 20% of more each way in the transaction
- Might have to hire a translator
- Law level
- Low Law Levels: corrupt officials might take a bribe to allow trade, might have to hire guards (that you trust???)
- conversely: High Law Levels. Worlds with high law levels and a
correspondingly oppressive culture impose restrictions on
access to the starport. The perimeter interface between the
starport and the world is heavily guarded. pg 272
- Tax Rate
- might be high on imports and subsidize exports on Low Tech level worlds
- The **good** trade cargos are all outside of the starport
- the startown is outside of the starport
- The Ship Owners and Operators. Ship owners and
operators serve starports which allow them to make profits.
Even high service fees, taxes, and assessments do not deter
them if there are profits to be made. pg 271
- implies that high fees can be charged by the starport operators to reduce the profit margin but people will still trade....
- Selling Price is set by the actual value table ... but this table is before brokers, taxes, customs, corruption, guards, translators, etc..
Other considerations that can be applied....
- World Economic Extensions (Ex)
- pg 404, 411
- small economies can absorb less items.
- Importance Extension (Ix)
- pg 411
- if the trade route is important then the crew will be competing with mega-corporations for the route...
- they will undercut the crew
- they will obstruct trade deals of the crew
- Cultural Extensions (Cx)
- high strangeness can lead to *Unusual and Incomprehensible Actions* which can inhibit trade
- Acceptance can be low which would make it xenophobic and unwilling to trade
- Symbols - maybe the ship name is offensive or the logo they have has religious significance to the population.
- base rates for cargo
- Selling Goods Base Price always starts at 5,000 cr
- buying always has a base price of 3,000
- net before modifiers is always a 2kcr gap.
- Tech Level Modifiers - make sure you use both for buying and selling
- buying side High Tech Level = Higher cost to purchase (+TL x100CR) so tl 10 would would be +1000cr per unit to purchase
- selling side (10%x(SourceTL - MarketTL)) so a 4 to 10 split 60% increase in price
- the brackets are missing in the TL Effect formula on page 487 but the example underneath indicates that it is not ((10%xSourceTL)-MarketTL) but (10%(sourceTL -marketTL)
- Actual Value Table is EVIL!
- after everything you might roll a flux of -5 .... 40% value - if you roll both die YOU MUST SELL
- Cargo Might not be available to fill all available space (in fact it is likely that they will not be able to fill all space with a cargo)
- Page 486 Table D --- notice that Cargo comes after freight is
- TL staging... just because something is built on a TL10 Planet does not mean the items is TL10 - it might be an ultimate TL5 device cheaper and better than the TL5 built device but is still basically the same.
- Societies Are Contaminated By Other Technologies
Knowing a technology is possible corrupts the development
process.
Unless a society develops in true isolation, it absorbs
other technologies as it encounters them. There is no Prime
Directive: there is no external rule that protects developing
technologies from interference. Individuals and companies
are free to sell technology to any markets that will buy it.
The result is that societies have a wide range of available
technologies: imported devices, local adaptations,
crude imitations, and even local alternatives. Once a society
knows something is possible (because a visiting star captain
had a working device), it can attempt to duplicate it. (pg 499)
- once you sold the item once... locals will try to duplicate it and if they succeed they might want it for less next time as they already have it.
- going from TL4 to TL 9 is not a huge step once they are exposed to the Tech. (pg 511)
- Encountering Outside Technology. If there are encounters
with higher technology, the sophont species can
reasonably be expected to advance to the encountered Tech Level minus 1D within a generation, and to the encountered TL minus 1 within two generations.
- this implies that literally within 40 years the planet will be TL9 and almost immediately Tl7
The Frontier Trader’s Ramp pg 24 t5.09
When a trader lands on a frontier world, he can try to
barter with the natives using the well-established ramp market
technique.
The trader lays out goods he wants to trade: textiles,
trinkets, tools, small devices, or other goods he feels will be
attractive to the natives.
The natives, in response, lay out goods that they think
may be attractive to the trader: woven baskets, carved stone
or organic-material totems, pieces of shiny rock (are they
diamonds? or just cheap crystals), artifacts, gold nuggets, or
whatever they have on hand.
Each side positions its goods
across from goods they want. When
each is satisfied with what the other
has to offer, they nod, or slap the
ground, or hoot, or otherwise signal acceptance,
and the participants gather
up their newly acquired goods (ideally,
both being satisfied with their side of
the bargain).
2)
skill vs tech level - (this rule I find weird) Pg 113 t509
Training, Ability, and Technology Level
Individuals come from a variety of technological backgrounds
in the Traveller universe. The abilities conferred by
skills are relatively tech level independent. That is to say, an individual with an appropriate skill is experienced in the
repair and maintenance of specific devices, and he understands
their basic principles. When he encounters a device
at a higher (or lower) tech level, he probably can puzzle out
its use, maintenance and repair, especially if the appropriate
manuals or technical supplies are available.
OTOH this rule does mean that a TL4 Planet using some TL10 Tech would be a serious net consumer of Parts. which might explain the trade differential.