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Trade Classifications

I'm not sure we need to get into that much detail. I think the simpler solution is better, with the understanding that the bonus for TL8+ is due to the exploitation of the mineral weath in the entire system, not just on the main world. E.g. TL0-3 +0, TL4-7 +1, TL8-9 +2, TL10-11 +3, TL12-13 +4, TL14-15 +5.
 
I don't mean to crush your inventive spirit. I vastly prefer simple to complex systems, unless the complexity is really required.

If you want a more complex way, you need to factor in the following items: (and this may be true of othe others as well).

Population: it does not matter how much mineral weath you have, if you don't have people digging it out of the ground. Note this is population of people who are getting the minerals, not how many people there actually are.

Tech Level: As above.

Metalicity of the Star: This determine how much potential material there really is in this system. Low metal stars will have less useful material.

Number of rocky planets (including asteroids and gas giant moons). You can't mine from gas giants, but the more bodies you have access to the more stuff you can dig up.

Number of rocky planets with liquid water: As I discussed above, the action of liquid water concentrates various ores. Also planets with liquid water are in a habitable zone, making it easier to get miners to mine the stuff, and making some life support requirements lower.

Not all of this can be determined from the UWP, or even the extended system generation. But it my be fun to try.
 
Just to add a thought to your data crunching...

A world with C-class ports, at TL-8 can build orbital habitats for agricultural purposes of supporting its population Herr Chaos..

It's in JTAS!

Agreed [having done much work with Belting for Traveller with thers] with Tjoneslo--IT IS more expensive.

Lastly on System generation tables: Simpler is always better.

You've some hella great ideas here Chaos, keep at it! ;)
 
Originally posted by Liam Devlin:
Just to add a thought to your data crunching...

A world with C-class ports, at TL-8 can build orbital habitats for agricultural purposes of supporting its population Herr Chaos..

It's in JTAS!
It could be argued that this is already included in the TL bonuses, especially the sharp drop of penalties for substandard environments (i.e. anything but atmosphere 5,6,8).

Agreed [having done much work with Belting for Traveller with thers] with Tjoneslo--IT IS more expensive.

Lastly on System generation tables: Simpler is always better.

You've some hella great ideas here Chaos, keep at it! ;)
Well, I´m studying Economics, so I guess it would be completely out of character for me not to try and tinker with the trade rules... :D

FWIW I have field-tested the new Minerals and Fertility formulas; results for individual worlds are, of course, off by a wider margin compared to the original method, but the averages are almost exactly the same:

MTB +1
ATB +0.5
ITB -1
GTB +0.5

I think that´s pretty realistic for a frontier region like the Spinward Marches; not yet enough infrastructure to be fully self-sufficient, and due to that, a surplus of raw materials (which would vanish as soon as infrastructure is improved far enough for the ITB to break even). Also, there´s enough agricultural surplus for an increase in population - the planetary populations could increase by half a UWP digit (i.e. to about 300-odd percent of current numbers) without straining resources too much.
 
tjoneslo:
Can't mine from Gas Giants?

I beg to differ...all that natural starship fuel, waiting to be harvested? An enterprising system corporation wishing to sell refined fuel just needs a few shuttle tankers, and some scoop ships (as well as some extremely hardy crews)..(TL-7-8-9 vehicles).

Granted the moons have minerals too..But the gas giants themselves have rare gases, and other things that have spawned a few adventures in and of themselves..(without delving into Hard Times/MT system economies).
 
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