Where is this mentioned in MT? I looked around, but couldn't find a reference anywhere. At least not a table, I was just skimming text in the trade section.
MegaTraveller Referee Manual, page 53, table TRADE AND COMMERCE 4, column Cargo Price, under Tech Level Effects:
"Subtract destination world Tech Level from sourceworld Tech Level and multiply by 10 percent. This value may be a positive or a negative number Multiply this value times the adjusted price."
Net effect is that it's more profitable to move cargo from a higher tech source to a lower tech destination, less profitable to move cargo from low to high.
As near as I can tell, MegaTraveller trade is Merchant Prince trade. There might be a couple of tweaks hidden in there; I haven't played much with it.
Regarding prices for passage and fuel, being standardized at CrImp, that's fine and works. But it becomes a little bit more of a question and issue when it comes to parts for a TL10-12 Free Trader on a TL15 world, or simply ship pricing in general (is an equivalent TL10 FT "cheaper" on a TL15 shipyard?).
It's a good question. Answer: I don't know.
Under High Guard rules, your TL10 Free Trader already costs more than a TL 15 model: you need a bigger power plant to achieve the same power output, and power plants are charged by tonnage, not by output, ergo the lower tech ship costs more. And, those prices are already in Imperial credits. From there, I see several ways to look at it:
1. Under the exchange rate rule per canon, the Imperial credit is pegged to the TL15 world. If we're going to say that exchange rate means things cost LESS on lower tech worlds (as when we declared the map box on the TL9 world cost Cr2500 in local simoleons, therefore Cr1375 Imperial), then you're paying less for parts - and maybe for the ship. All other things being equal, the TL10 world's local credit is 75% the value of an Imperial credit. If we maintain the convention that the TL10 world's prices are identical but in local currency, then you pay 25% less for parts, and maybe for ship if you want to rule it that way.
That would tend to offset that unfortunate price increase that makes low tech High Guard merchants unprofitable. However, it conflicts badly with the Merchant Prince/MegaTrav merchanting model:
if the low-tech world can make and sell the part locally at a 25% discount, how are you managing to ship the identical part in to them from a high tech world and sell it at a 50% markup? The exchange rate rules and merchanting rules torpedo each other unless you assume the items are NOT identical: the higher-tech world is offering value for that 50% markup, perhaps by offering better quality or ancillary features that local manufacturers can't match. But, that's not what canon says; making them coexist requires some departure from canon.
Also, it's counterintuitive. Real-world, jobs tend to flow to the place where
labor costs are cheaper - but they take the productive higher tech manufacturing techniques with them. Manufacturer gets the best of both worlds that way. Where industry is forced to rely on older, less productive equipment, industry is at a competitive disadvantage; the Warsaw Pact economies failed eventually in part because they could not match the productivity of their western counterparts.
The more I look at it, the less I like the idea of low exchange rates creating lower prices. On the other hand, if I ever find myself as player in a universe with that exchange rate rule, I may try to pull together enough money to build a TL15 maquiladora on some low tech world.
2/canon. Under the merchant rules, the lower tech world's industry isn't as cost-efficient as the higher tech world. All other things being equal, an identical part shipped from offworld can sell for, in the case of a TL10 destination world, 50% more than the TL15 source world where they were made, suggesting that locally made parts cost at least that much. Under that model, your parts cost 50%
more when you buy them local-made on a TL10 world.
Try to tie that in with shipbuilding and your TL10 ship not only costs more than a TL15 model to begin with, it costs 50% more on top of that if it's being made at a TL10 world. I don't think we want that.
2/variant. Alternately, you can look at it as TL10 being the base tech and therefore base price, and the TL15 world can make and sell them at 2/3 of that price (therefore earning a hefty profit when they ship and sell the things on the TL10 world at TL10 prices). Under that model, your TL10 item costs X, but it would cost 2/3 X if you could get it at the TL15 world.
That gets real complicated really fast. By that logic, Merchant Prince is upside down: that Cr2500 map box of a few posts back should cost LESS at the TL15 world instead of costing MORE when it's shipped from the TL15 world to a lower tech world. Means instead of having a fixed menu of prices, you have to recalculate from base tech level to the local tech level every time the player goes shopping. Means you've shifted from Merchant Prince to a modified house-rules merchant system - not a bad system, there are definite advantages in doing it that way, but very obviously not by-the-book Traveller.
Potentially nice for ships: your ship's power plant costs 2/3 as much if you can build the TL9-10 plant using TL15 manufacture techniques. However, why should I buy a TL9 power plant at a 33% discount on a TL15 world when I can buy the smaller and equally powerful TL15 power plant at a 66% discount? Nobody's going to go to a high-tech shipyard to save money on lower tech designs when the higher tech designs will save even more money. And, your typical Free Trader has a TL7 maneuver drive, a TL9 jump drive, maybe a TL7 laser and missile launcher, a TL5 computer - plays havoc with trying to figure out how much the thing costs. It does eliminate the problem of the ship costing even more than usual when it's made at a lower-tech shipyard, but by extension the higher tech ships are even cheaper. High Guard is not a system that adequately explains or supports the existence of lower-tech shipyards.
The problem in a nutshell is that High Guard was not written with Merchant Prince in mind (I don't think that existed at the time) and Merchant Prince didn't particularly care what High Guard had to say about starport construction costs. The safest bet is to keep Merchant Prince (and the exchange rules) as far away from High Guard and ship construction as humanly possible.