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Trade is too expensive.

whartung

SOC-14 1K
This is the fundamental issue with traders, IMHO.

It's simply too expensive. Too expensive to buy, too expensive to maintain, and even worse if you take damage of any kind.

Outside of a gift (i.e. mustering out), you need ~7MCr for the down payment to buy a Free Trader. You also need probably another 1-2MCr just to have operating capital so you can ply the trade a while.

A subsidized ship is 20MCr for the down payment.

And this is all in "1980" dollars. A dollar in 1980 is roughly worth $3 today. That means, "today" to buy a Free Trader, you need 21MCr. I just point that out as a matter of perspective.

These are not middle class costs. These are not accessible to the common man. And if you did have 21MCr, you likely would not be spending it on a starship with a good chance of going bust in 6 months. As John Goodman says, better to buy a house with a 30 year roof and reliable Japanese car.

I have no idea how much a ship cost in the past, but they weren't owned by the Captain. Ships were owned by companies with shareholders that hired captains and crews.

That doesn't mean that a Captain can't have some autonomy, they certainly had authority. The Captain could be doing a mix of company requested cargos along with, perhaps, the "Captains Hold" that could be used for the Captains discretionary trade (mind, for the company of course, it monies don't just go in to the Captains pocket). Officers and crews get shares of profit, the company pays the major expenses and owns the ship.

An owner/operator truck driver buying a $100K truck is taking a leap and a risk. Truck drivers gross quite a bit, but their expenses are high. Fuel is almost half of it, maintenance, fees, and truck payments suck up the rest, with the money invested in a depreciating asset (the truck). The can also lease the truck.

A restaurant owner typically leases the building, and owns the interior equipment. Most have to start with capital from somewhere else (folks tend to not start as restaurant owners). They need to build up some savings. Franchises can cost $1M to start up, much of that can be borrowed. But in the end, it's a classic, middle class enterprise.

Today, there are few "rich" captains, few "rich" truck drivers, few "rich" restauranteurs. Better to be in Bay Area tech field to be sure.

Simply, only the rich can afford a starship. Even as a mustering out benefit, the ship can be as much an albatross as a gift. You have a starship and no working capital. And if you receive the Free Trader as a mustering out benefit, it may well be better to sell the ship, which in theory has 20% equity in it already from the down payment. Even at a loss that 5MCr. Not a bad life sticking that in an index fund and just living of the proceeds.

There should be some way to balance some Captain and crew autonomy to free them up for adventure without crushing them with a ticket to bankruptcy.
 
Well, I don't know the costs of a ship today, but those prices don't seem to me too high. They are not for middle class, sure, but ship owners don't use to fall into this cathegory...

Of course, nothing forbids you to try to sell shares for your ship to begin your fre trade business, but this would give you less freedom, to say the least.
 
These are not middle class costs.
They're not supposed to be.
These are not accessible to the common man.
Most of the middle class do not own 747 cargo planes either.
Even private business jets are not an easily accessible middle class "common man" commodity.
For that matter, neither are piston/turboprop engine general aviation light aircraft.

Most middle class people don't even own a hang glider.

Aviation has never been a "cheap" hobby open to all.
I have a hard time imagining that starships ought to be.
Ships were owned by companies with shareholders that hired captains and crews.
Basically, corporate entities above the Fledgling Line order of business.
Simply, only the rich can afford a starship.
Which makes sense. Starships are not "everyman" type craft.
There should be some way to balance some Captain and crew autonomy to free them up for adventure without crushing them with a ticket to bankruptcy.
There are ... but those methods come with strings attached (a subsidy being the most obvious one).
 
1. Starships, specifically jump drives, are comparatively really cheap.

2. The point was that the capital outlay and operating costs would be just above the reach of most player characters.

3. For Scout characters, the Scout hundred tonner is practically handed to them.

4. It's at this point, you start examining all the careers open to you, to figure out where you can get a free starship, and then you figure out how you can monetize it, which at a minimum should cover operating costs.
 
Most of the middle class do not own 747 cargo planes either.
The vast majority of them are not Sole Proprietorships either. The Traveller Fantasy is Captain Jameson and his trader visiting distant ports and using his wiles to make his fortune. There's very little about being a company Captain. Even the subsidized freighter are more a franchise operation (with an extraordinary barrier to entry).

Trader captains aren't bush pilots. They're not even crab fishermen. As someone else linked to a used freighter for $2.6M, and, honestly, that was a pretty big ship. In contrast to Forrest Gump buying his shrimpin' boat for $25,000 of ping pong money (and then coinkadinkly well placed to exploit the local disaster wrought upon the bay fisheries and fishermen).

Simply, the economics don't support the story very well. Not every Captain can win their ship in a poker game. Even in Star Wars, while it seems that starships are prevalent, it's also pretty clear that for the vast masses, they're inaccessible.
 
So, besides avoiding Imperial entanglements, and apparently chartered flights, how does Captain Solo pay off his mortgaged freighter? Technically mortgaged, since I assume Jabba's promise to relieve him of it in lieu of non payment isn't idle.

Also, apparently seventeen thousand credits is enough to get a working starship.
 
In the modern world, cargo ships costs millions - secondhand. And labour's a big expense, between this and that it's about $75k per crewman annually, however you don't need 2X crewmen for a ship 2X bigger, it doesn't go up linearly - there's no formula because it depends hugely on automation and how willing the shipping company is to overwork its staff and take risks. And the cost of building a ship goes up by the square-cube law, that for each X times bigger it is, you need X^2 more materials, but get X^3 more space.

These things come together to encourage bigger ships on modern Earth. The limit is things like canal size (Panama and Suez) and available ports - particular ports can only take ships so big. Then you get ships which are mostly coastal (especially through Africa and South Asia) or riverine (mostly replaced by trains in Europe and North America - train transport is more expensive, but they're easier to load and unload).

The main thing really is not the cost, it's the risk. In this it's the same as any new business. Across the developed world people start new businesses every day, and most of them lose their money, and get in trouble with friends and family (bank of first call for new businesses) and their bank (who now wants their house).

So there's a risk. But what people consistently fail to see about the trading risks in CT is that this is a good thing. Adventuring is about risks! And if the players get in too deep a hole, they'll start thinking about doing dodgy things. Would Han have bothered with that weird old man and dumb young kid if he hadn't had Jabba breathing down his neck? But he did bother, and he took risks - and he ended up General Solo. He could easily have ended up dead, too.

Adventuring is about risks, death and great rewards, and it's good for the referee to have tools to encourage players to take risks. The financial stuff is just one of those tools. This is not SimFarFutureTrading, it's science fiction adventure in the far future.
 
The main thing really is not the cost, it's the risk.
Simply, to anyone but a lucky scout, a star ship under personal control (self-earned personal control) is pretty much unattainable.

Taking in to account the risk, getting 2MCr on your own, and then finding 4 others equally well funded to join your merry band to jump in to the extremely risky business of interstellar trade is a high barrier to entry, especially considering how much of a fundamental campaign stale and fixture it is in the the game system.
 
Speculative cargo can be purchased for as little as Cr 1000 or as much as MCr 10 per dTon (base price) and shipped as freight for Cr 1000 per dTon … plus Cr 8000 for a middle passage to accompany your cargo.

So a PC can start with his Muster Out “nest egg” and build up enough to buy a used ship CASH.
 
Later versions do hand out ship shares with various and usually inscrutable relationships to getting to own a ship.

Even if you do end up with a ship without a mortgage, just running the thing is hugely expensive as well. As pointed out, these are just tools to get the players to adventure and take risks.
 
Speculative cargo can be purchased for as little as Cr 1000 or as much as MCr 10 per dTon (base price) and shipped as freight for Cr 1000 per dTon … plus Cr 8000 for a middle passage to accompany your cargo.

So a PC can start with his Muster Out “nest egg” and build up enough to buy a used ship CASH.
The Solo rules have this as an option, as does one of the early JTAS (Speculation without a starship)
 
Rich people invest in race horses and other speculative ventures, for the small chance of owning a winner. I believe they also get the benefit of tax losses to offset their other more profitable ventures.
You could hypothesize that Imperial tax law would offer tax benefits for those willing to invest in less than optimal trade routes - or trade off route in the greater interest of "Free Trade". Those investing might never see the ship they've invested in, but might get an occasional dividend, or just a statement of losses for their accountant to offset their real income.
This alternative financing relieves banks of having to carry 15 year old ships on their ledger. Primarily the investors would have to give the ship captain free reign in order to get captains on board. Captains in turn have to file some sort of annual report, or the repo man comes calling. The investors might be silent partners or invest through a private holding company where neither party knows the other, and there's legal indemnity in the event the trader gets caught doing something illegal.
I do agree that the capital startup for being an independent starship captain is onerous. But it does happen... it's one of the touchstones of Traveller.
 
Simply, to anyone but a lucky scout, a star ship under personal control (self-earned personal control) is pretty much unattainable.
And merchants, don't forget them. I've seen far more 5-6 term merchants with a ship than I've seen... well, even surviving scouts, let alone scouts with ships.

But who says they must possess a ship at all? Why do you think there are so many passage benefits on the mustering out tables? There are many adventures to be had without possessing a ship, simply taking passage - especially a working passage. And perhaps someone else lends them a ship - "Do X for me, if you pick up some other income along the way, that's fine by me."

And if they do have a ship which they own outright, who says they acquired it honestly? Remember how Solo got the Falcon? A card game. Someone made very good use of his Gambling skill in some early sessions - Lando got so far in the hole he put his ship on the table. Hey, gamblers have done worse. Or maybe the players are the ones anti-hijacking software was written for - maybe they get in and change the transponder, and everyone knows, but everyone decides to turn a blind eye because the players have made themselves useful in the good ship Rocinante.

Don't just stare at a few charts and think that's the whole game.
 
So a PC can start with his Muster Out “nest egg” and build up enough to buy a used ship CASH.
Why would they? If they have that much of a nest egg (and it would be a large nest egg), why would they risk life and fortune for something as potentially dangerous and certainly economically risky as buying a ship? We're not talking a mule, shovel, some hard tack, jerky and a gold pan here. We're talking millions of credits where millions of credits actually means something.

By the time you have a nest egg to start, most anyone rational would stop, or at least certainly not drop it all on "22" on the wheel of life. If you've accumulated enough to buy a trader plus working capital plus some reserve to fall back on, you've already "made your fortune".

If you started with the LBB, the first thing you likely saw about Traveller was "Free Trader Beowulf".

Being the Captain of a trader is a fundamental trope of the game, as much as, or more so, than any of the others. The "trader campaign" is one of the "What makes Traveller". Don't see much about grabbing cargoes, loading camels and trudging across the deserts in search of fortune in D&D folklore. Not counting equipment descriptions, there's more rules on economics and trading than there is on combat in the LBB.

2% of Merchant characters get a Free Trader, so the ship is uncommon. 30% of scouts get ships.

Corporations own 40MCr assets, individuals don't. The individuals that do own 40MCr assets likely have 500-1000MCr of foundational wealth to be able to afford spending that much on, well, anything that isn't a large company itself. People who have that much, buy Yachts, not Traders. If they're going to be involved in trading at all, it's as a stockholder.

Simply, the "dream portrayed on the box" is not accessible to players without a lot of luck, or some Deus ex machina event handing it to the players. It's a dichotomy of how we have so many traders, but trading is so dangerous economically as well as perhaps physically. They should sell bubble gum cards with successful traders names and pictures, it's so difficult to succeed at it and the barrier to entry is so high.

It's like that old adage: "How do you get 1MCr being a Free Trader?" "First, start with 10MCr...".
 
Cheapest MongoVerse budget jump drive possible, within the perimeter of written rules, is eleven and a quarter megastarbux for a ten tonner with two hundred parsec tonnes performance and twenty six power points requirement.

And you'd have to build any minimal starship around that.
 
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