trading routes

A thread of 3 messages, 23 February 1988 to 24 February 1988, in the order they were sent.

#119 trading routes

Are there any good methods for determining major trading routes,
other than just connecting all A and B starports?  I seem to
remember that the rules are pretty vague about this.
Suggestions?

- --Brett Slocum  "Never bet with a Sicilian where Death is involved."
UUCP: ...{uunet,[email removed]}!hi-csc!slocum
Arpa: [email removed]

#124 Trading routes

>Are there any good methods for determining major trading routes,
>other than just connecting all A and B starports?  I seem to
>remember that the rules are pretty vague about this.
>Suggestions?

That depends on which trading rules you are playing by. If you use "Merchant
Prince", the only decent trade routes are those with lots of A-class starports,
on Hi population planets, with roughly the same tech level. Try a tour of the
Vegan Autonomous district, in Solomani Rim sector. I have a ship doing so right
now, and it's about to emerge a multi-millionaire!

If you use the speculative rules in Book 2, you get much more satisfactory
conclusions. The obvious trade route is between Agricultural and Industrial
worlds, and this is rewarded in the Book 2 system. The only problem is, the
availability of cargoes is too random. You are quite likely to go to the
Agricultural world, only to find that the only cargo available is Machinery, or
something equally useless.

If you use the regular cargo and passenger tables from Book 2 or Merchant Prince
then again, stick to high population worlds. Starport class doesn't feature
here, but tech level may (I disregard TL modifiers for these charts, otherwise
I can never visit lower tech agro worlds).

Now for another question. Book 2 mentions mail briefly. Under "Revenues", it
says "Mail  Cr25000 (if fitted). How does an honest merchant get mail fitted?


"Keyboard? Tis quaint!" - M. Scott

 Adrian Hurt			     |	JANET:  [email removed]
 UUCP: ..!ukc!cs.hw.ac.uk!adrian     |  ARPA:   [email removed]

#120 Re: trading routes

> Are there any good methods for determining major trading routes,
> other than just connecting all A and B starports?  I seem to
> remember that the rules are pretty vague about this.
> Suggestions?

> --Brett Slocum  "Never bet with a Sicilian where Death is involved."

My edition 1 Traveller rules had a probability table for assigning randomized
"Jump Routes":

TRAVELLER, Volume 3, Copyright 1977 Game Designer's Workshop, page 2

	World	--------Jump  Distance--------
	Pair	Jump-1	Jump-2	Jump-3	Jump-4
	A-A	1	2	4	5
	A-B	1	3	4	5
	A-C	1	4	6	-
	A-D	1	5	-	-
	A-E	2	-	-	-
	B-B	1	3	4	6
	B-C	2	4	6	-
	B-D	3	6	-	-
	B-E	4	-	-	-
	C-C	3	6	-	-
	C-D	4	-	-	-
	C-E	4	-	-	-
	D-D	4	-	-	-
	D-E	5	-	-	-
	E-E	6	-	-	-

However, I have reservations in using such a simplistic and
non-deterministic system for generating Trade Routes.  Maybe something
that looks at at least Starport Class and Population, and maybe Trade
Classifications, too? With a great enough number of dependent variable,
the randomness could be almost done away with.

I think it would be an entertaining enterprise to try to come up with
such a scheme.  Perhaps something based on the average profit gain
between two systems, weighted by jump distance and surrounding worlds
(i.e. suppose one world provides a link across a great rift... even were
it Class D now, it would probably be a crucial trade route between the
societies on each side of the rift).

When I get a spare week or two I'll look at this item.  Maybe I'll come
up with something great and (after everyone on the list gets to alter
it, playtest it, add suggestions, etc.) send it off to the editors of
Challenge magazine as a definitive system for trade routes.  And maybe
I'll become President of the United States....  :-) I doubt I'll ever
find time to even start on this myself.  How about a communal effort?

James