More fleet action...

A thread of 3 messages, 5 February 1992 to 8 February 1992, in the order they were sent.

#3656 More fleet action...

Hans Rancke_Madsen:

>                                                   Even so, you'd have
>a much harder time persuading me to lend you MCrimp 3000 than MCrimp
>30.

Actually, you'd have a hard time persuading me to lend MCr30 to a
footloose adventurer.  But then, no-one with 6MCr in his pocket really
fits that description.  I personally could live comfortably off the
interest of that amount.

>Note that "if it will pay". The price of the ship affects the
>feasiblility of running a Free Trader enourmously. Up the yearly
>payments to the bank and the whole thing comes tumbling down.

It sure will.  But if the ship's income climbs as much as the outgo
climbs, no problem.

>And then the PCs has to come up with 1/5th of the purchase price up
>front.  Say that there are 6 equal partners in the group who's just
>acquired MCrimp 600. That's 100 million credits per adventurer. I don't
>know about your players, but mine would start wondering why their fool
>characters didn't just buy an annuity apiece. Even if they buy really
>conservative blue chip bonds they should be able to get 1% per year.
>That's a million credits per year. That's a lot of high passages. Who'd
>be a free-trader?

So who would do it if they had only 6MCr?  At the kind of return a 30
year T-bill pays, those same six guys could settle down to a life of
luxury on most worlds.  Note that your standard of living only costs
Cr30,000 per annum unless you are a noble.



>Agreed, but I don't want the average pirate to be as small as the PCs
>ship, just the occational one. On the contrary, I want the average
>pirate to be so tough that the navy will be unable to station a
>squadron adequate to deal with the average pirate in all frontier
>starsystems. I want the navy to have to settle for keeping the
>important planets inviolable (and I do mean inviolable; no Vargr
>corsairs or Aslan ihatei need apply) and just patrol the frontier
>systems from time to time.

I like the idea.  But interstellar trade will evaporate except to the
protected systems, in that case.  And pirates like that are more like
Boskone: foreign warships masquerading as pirates.


>Reread TCS. I agree that it says what you say above. But it also says
>the opposite. Start a campaign. If someone keeps the peace and dosen't
>get attacked for a century, how many ships does he have then? As many
>as he started with. Will they be the same ships? Ostensibly, yes, but
>they can't be, can they? So the 10% maintenance figure must include
>peacetime replacement of the ships. I suspect that glitch snuck past
>the TCS authors because nobody in a game campaign ever manages to spend
>any time at peace.

No.  TCS assumes that if you want to build new ships, you decommission
old ones:  put them in ordinary, mothball them, whatever you prefer.
Then use the extra money saved from maintenance to build new ones.  And
the situation you describe is exactly what happened in the USA between
wars last century:  the ships got older and more decrepit until the
shooting started, then they were replaced by modern ships.


>You've got that one turned around. The pre-WW2 powers had Treaty Bases
>scattered all over the world, because their ships _couldn't_ operate
>far from a base (fuel was a major problem, for one thing). I believe
>that the ships were build to stay away from bases a long as was
>practically possible (of course, this was just one more design
>tradeoff).
>The Napoleonic Wars showed clearly that the longer a ship can stay away
>from a home base, the more effective it was in tying down enemy ships
>protecting potential targets. That's why the English ships blockaded
>the French harbours so assiduously.

I concede the point, though part of the effect you describe is a
function of technological possiblity, rather than Naval Doctrine.


>That _can't_ be true!! Let me check that... Egad! You're right!
>
>Well, all I can say is that that's just plain ridiculous. As soon as I
>get a little time (unfortunately I'm as busy as a one-armed paperhanger
>with the hives at the moment) I'm going to sit down and make some rules
>that will allow naval bases to maintain ships. Not build and only field
>repair, but standard annual maintenance at least. Tying the Navy to the

:-)  We agree.  When I pointed that out to Cynthia, she said almost
exactly the same thing.


>Btw. The Trojan Reach fleets could refit at Tobia. And don't tell me
>that Tobia has fallen to the Aslan, because I won't believe you ;-)

Tobia fallen to Aslan?  You've been reading Fairy Tales again, haven't
you?  Or having a bad dream, perhaps?


>>Do you want your PCs doing this too?  Never allow an element into a
>>game unless you prepared to let your PCs acquire (read:steal) it.
>
>Certainly. If the PCs are willing to pay twice the normal price for the
>ability to pay for ten weeks of maintenance every 5 years instead of
>two weeks every year, then let them. But don't forget that if the ship
>is twice as expensive then the maintenance will cost twice as much per
>week too.

Fine.  I like it, as I said earlier.  It fits my needs quite well.
Notice that it helps pirates operate farther from their bases as well,
which makes piracy slightly more feasible.


>five year duration and cost twice as much (You will agree that cutting
>the size of the fleet by 50% is a good start, won't you?)

A good start, but just a start:-)


>PS. Your other posting about the government just raking in more taxes
>or printing more money was a joke, right? I don't have to refute that,
>do I?

I hope not.  But governments DO do things like that.  How do you think
inflation happens?  And keep in mind that the USA's fraction of the GNP
spent on the military is almost ten times as high as the one ascribed to
Imperial worlds.  There is a lot of room for increasing the fleet size
in the Imperium.

Later...

- -- Via DLG Pro v0.985b

[email removed]

I have learned to use the word "impossible" with the greatest caution.
                                    --W. von Braun

#3662 Re: Pirates and Merchants and Navies (oh my!)

Steve Higginbotham writes:
>Hans Rancke-Madsen:
>>And then the PCs has to come up with 1/5th of the purchase price up
>>front.  Say that there are 6 equal partners in the group who's just
>>acquired MCrimp 600. That's 100 million credits per adventurer. I don't
>>know about your players, but mine would start wondering why their fool
>>characters didn't just buy an annuity apiece. Even if they buy really
>>conservative blue chip bonds they should be able to get 1% per year.
>>That's a million credits per year. That's a lot of high passages. Who'd
>>be a free-trader?
>
>So who would do it if they had only 6MCr?  At the kind of return a 30
>year T-bill pays, those same six guys could settle down to a life of
>luxury on most worlds.  Note that your standard of living only costs
>Cr30,000 per annum unless you are a noble.

How true (sigh!). Still, at least you might use the lure of the stars as
an excuse. With a 1MCr annuity of 1 or 2 % you don't get enough to travel
at will among the stars. I suspect, however, that most PCs (and most free
traders) will get their ships second (or third or tenth) hand. In any case
I'd like to keep the cost of civilian ships down as much as possible (while
making warships as expensive as possible  -  that's the dillema).


>>Agreed, but I don't want the average pirate to be as small as the PCs
>>ship, just the occational one. On the contrary, I want the average
>>pirate to be so tough that the navy will be unable to station a
>>squadron adequate to deal with the average pirate in all frontier
>>starsystems. I want the navy to have to settle for keeping the
>>important planets inviolable (and I do mean inviolable; no Vargr
>>corsairs or Aslan ihatei need apply) and just patrol the frontier
>>systems from time to time.

>I like the idea.  But interstellar trade will evaporate except to the
>protected systems, in that case.  And pirates like that are more like
>Boskone: foreign warships masquerading as pirates.

I'm not saying that pirates ought to be able to stand up to the Navy.
But if the average pirate can deal with a Gazelle, then the Navy will
need to use Chrysanthemums to patrol, which more than halves the number
of patrols they can afford. If the average pirate can deal with a
Chrysanthemum, then the Navy will need to use Sloans and so on. The
problem is that the bigger a pirate becomes, the bigger prey it needs
and the bigger nuisance it becomes, so there is a limit to how big they
can become.


[>>> and > = Steve, >> = Bertil]

>No.  You can only fight pirates where you are.  The number of ships
>would be the minimum required to put an adequate force in EVERY system
>needing them.  The Navy size would be AT LEAST as large as required to
>do that.  If it wasn't, then merchant traffic would collapse, and the
>Navy would be forced to deal with the problem by building more and
>better ships.

You're wrong when you assume that merchant traffic will collapse unless
the Navy can suppress piracy. On the contrary, piracy is self-regulating.
If it becomes too great a burden on trade, then the number of merchants
will decrease, true, but then the number of pirates will dwindle too,
whereupon merchant traffic will pick up, which will allow the piracy
traffic to pick up too, etc. etc.. You can't _have_ pirates without trade
to prey on. And when the potential profit outweighs the risks, merchants
will be out there trading, pirates or no pirates.

You're right in saying that any government will try to suppress piracy
(unless properly licenced ;-), because any profits will be greater
without piracy-caused overheads, but a government will not necessarily
suppress it totally. If they have the means to they will, of course, but
the (political) cost of actually building more ships is an immidiate one
(increased taxes, which the government will be blamed for), while the
benefit of getting rid of pirates will only appear later, and will often
not be credited to the government, but simply taken for granted. Thus
extra money will not be available unless the pirates are such a nuisance
that pressure is brought on the government by the merchant community.

Look at history. It's only in the last two centuries that piracy has really
been brought under control, chiefly because the various government fleets
finally became big and/or efficient enough to make piracy unprofitable (and
even today we sometimes hear of pirate-style robberies). Certainly the 16th
17th and 18th Centuries (where the great trading companies flourished) had
their share of pirates as well as national fleets.


>>>If you want to cut the number of warships, try eliminating piracy as
>>>a consideration.
>>
>> I'd like to cut the number of warships to make piracy easier.
>
>Lovely pipe dream.  Won't happen unless you remove ALL governments
>operating at above the planetary level.  Pirates need bases, and if
>there is an interstellar government, they will have the resources to
>remove the pirates.  If they don't, then the subordinate units will
>ignore them, and the interstellar government will cease to exist.

No, pirates need to be able to hide from government fleets, which is
not quite the same. The whole problem arises out of the fact that it
_is_ the same in the Traveller universe as it is now (because the
Navy is big enough to patrol all systems adequately at all times),
so what Bertil and I want is to reduce the size of the Navy.

>And if piracy levels are high, then worlds will be forced to develop
>their own resources, rather than importing things, and the merchant
>traffic will cease, and the pirates will disappear.

Never worked that way on pre-spaceflight Terra. Merchant traffic will
cease only when it becomes unprofitable and pirates can't make trade
unprofitable (unless state-subsidized).

>Try looking at historical examples of piracy.  Piracy as a problem
>appeared when there was something to steal, and vanished shortly
>thereafter (except during wartime, when the Navy was busy elsewhere),
>when the merchants forced the Navy to deal with the problem.

We seem to have read different history books ;-) Try one about the
Caribbean and see how long it took from the first government attempt
to suppress piracy until the last pirate was caught.

>                                     Why play Traveller if there is no
>interstellar traffic?  There won't be if the pirates are kept, and the
>Navy is removed.  And if the Navy isn't removed, then the pirates will
>be (by the Navy).

Only if the Navy can find them. The problem is that there aren't all
that many areas to patrol and more than enough Navy ships to patrol
them. Pirates can rely on disguise to keep them safe between strikes
(looking like innocent merchants), but that dosen't help if there's
warship within range when the pirate actually attacks its prey.

>50 years ago the Navy was bigger.  60 years ago it was smaller.  75
>years ago it was bigger (but not as big as 50 years ago).  100 years ago
>it was MUCH smaller.  150 years ago it was smaller still.  Ditto for
>200.  The Navy size has never been limited by money available.

Yes and no. It is limited by the amount of money that the citizenry is
willing to or can be coreced into spending. Look at what happened after
the Peace of Amiens. Most military men and quite a few politicians knew
that they would most likely be at war with Napoleon again as soon as he
had had time to rebuild his forces, and yet the government reduced the
navy to its peacetime complement. Why? Not because they didn't need the
ships, but because people refused to keep up paying an income tax of four
shilling in the pound.

>It was always limited by NEED.

Yes, but you don't need to eradicate piracy to keep commerce flowing,
just to keep it within bounds.

>> 100% of GNP in taxes is the maximum they will get, and even long
>>before that their return will begin to decrease with increased taxes.
>
>I take it they don't do "deficit spending" over there.  That is the
>process of spending money you don't have.   Most governments use it, and
>make up the difference by printing money.  This is called "inflation".

You can spend money you don't have, but only to get ressources on credit.
You can't use ressources you can't get. I won't belabour this point
though, because it's obvious that the Imperium could afford a lot more
than it curently does (_Striker_ talks of 3% of GNP (rising to 15% in
wartime) and we've examples of far more than that in history). What we
have to stick to is that the 3% represents the amount that is politically
feasible to use (and as I've written earlier, I'm working on a way to
reduce that for high-population worlds). So the problem is: Given a fixed
budget, how can we reduce the size of the Imperial Fleet to something that
will allow pirates to survive on frontier worlds?

>>Reread TCS. I agree that it says what you say above. But it also says
>>the opposite. Start a campaign. If someone keeps the peace and dosen't
>>get attacked for a century, how many ships does he have then? As many
>>as he started with. Will they be the same ships? Ostensibly, yes, but
>>they can't be, can they? So the 10% maintenance figure must include
>>peacetime replacement of the ships. I suspect that glitch snuck past
>>the TCS authors because nobody in a game campaign ever manages to spend
>>any time at peace.
>
>No.  TCS assumes that if you want to build new ships, you decommission
>old ones:  put them in ordinary, mothball them, whatever you prefer.
>Then use the extra money saved from maintenance to build new ones.  And
>the situation you describe is exactly what happened in the USA between
>wars last century:  the ships got older and more decrepit until the
>shooting started, then they were replaced by modern ships.

Ah, but in TCS my century-old ships dose not become decrepit. That's
what I mean when I write that it is ostensible the same ships, but that
it can't really be. I repeat: TCS assumes both things.

>>PS. Your other posting about the government just raking in more taxes
>>or printing more money was a joke, right? I don't have to refute that,
>>do I?
>
>I hope not.  But governments DO do things like that.  How do you think
>inflation happens?

Inflation happens because you CAN'T do things like that, but governments
think you can ;-).

Seriously, if you look behind the GNP to the actual ressources that are
there, you will run into a genuine limit. Unfortunately not enough to solve
our problem though, so I have to fall back on a political explanation: The
3% spent on military forces represents what it's politically feasible to
spend. If that's insufficient to provide a fleet that can supress piracy
totally, then that's just too bad ;-)

>                     And keep in mind that the USA's fraction of the GNP
>spent on the military is almost ten times as high as the one ascribed to
>Imperial worlds.  There is a lot of room for increasing the fleet size
>in the Imperium.

Oh, I agree. But please don't tell the Emperor :-)



      Hans Rancke
University of Copenhagen
     [email removed]
- ------------
        "A  subsector  official  pompously states that the
        subsector  armed  forces  have  four Kinunir class
        ships in service,  each with enough troop strength
        to put down any military operations that threathen
        the peace of the Imperium."

                        ---Adventure 1, The Kinunir

#3676 Pirates and merchants and navies (oh my!)

Steve Higginbotham:
>The surest way to destroy piracy, uncer the conditions you aim for, is
>to let Navy ships operate far from TL15 worlds.  As it stands now,
>piracy should be a major problem in Jewell Subsector (FAR form the Navy,
>so few patrols, and CLOSE to the Zhos, so a safe haven nearby), and Five
>Sisters, for similar reasons.  I know the Zhos won't want pirates in
>their systems, but as long as you are a good boy in Zho space, they
>probably won't bother fixing an Impy problem, and sure the Imperium
>isn't going to start the Sixth Frontier War just to chase a few
>moth-eaten pirates.

Halving the number of ship works better (though not well). Jump-4 ships
can get from Jewell to Rhylanor and from Iderati to Glisten in less than
six weeks. That means 3/4 of a fleet is available for patrol duty at all
times, even in Jewell and Five Sisters. And the ships going back and forth
can do a spot of patrolling on the way to and from refitting. That makes
Lanth and District 268 some of the _best_ patrolled area in the Marches!

>If you want piracy to flourish, keep the Impy ships close to home, and
>far from the frontier.  Shorten the maintenance cycle, rather than
>lengthening it.  Keep a lot of Navy ships in yards being upgraded to
>state-of-the-art.  That way they are on Glisten/Mora/Rhylanor/Trin as
>opposed to the frontiers.

Well, since I've always assumed that navy ships could refit at naval bases
(and this is also the impression one gets from other Traveller material  -
look at the piece about naval bases in _Fighting Ships_ for example), that
is one "solution" I hadn't even contemplated. I have now, and no thanks.
I'd like a half-way believable explanation, please. If I'd been satisfied
with an explanation to the effect that a tech-15 culture can't make things
that can survive more than a few months without servicing, I'd have chosen
something even easier and just as believable (like the merchant fleet uses
up nearly all the lanthanum, and there's very little left over for the
navies (how's that for a clever explanation? ;-)). An explanation that
makes naval ships _worse_ than civilian ships is no help at all...

>>Ah, but in TCS my century-old ships dose not become decrepit. That's
>>what I mean when I write that it is ostensible the same ships, but that
>>it can't really be. I repeat: TCS assumes both things.
>
>TCS ignores the question of ship aging, and MT and TCS both ignore the
>question of technological advancement.  These are defects in the
>system.  They do NOT assume both things, they merely ignore certain
>CRUCIAL elements of reality.

I think we're both arguing the same side of the issue. Wether TCS makes
a false asumption or ignores a crucial element is immaterial. Something
is wrong anyway.

>I do not believe in ANY resource limit to TL15 cultures.  One lousy
>asteroid can provide all the steel you'll need for any normal usage.
>The total complement of an asteroid belt will provide for ANY
>concievable fleet production.  Robots can be built without limit, so
>fleets can be as big as you want them to be.

Whoa there! Let's not destroy the Traveller universe completely! Forget
unlimited selfreproducing robots. If you allow them, you might as well
roll up the universe and carry it away. If that means we have to believe
an impossible thing or two more, so be it. A culture who can build self-
reproducing robots would be nice to live in (I'd be able to play games all
the time and let the robots worry about the food and rent), but it would be
a lousy place to game in. Soething like that "Safe at any speed" story by
Larry Niven. Repeat after me: "There are limits to ressources in all
Traveller societies! There are limits..."

>How about this as a solution?  Someone (who knows who?  the Shadow?)
>drops an asteroid on Ruie (no-one will care that it is missing, it has
>no effect on any campaign I have ever seen), and destroys civilization
>there.  The governments of the Imperial worlds decide that that is a
>danger, and insist that the Imperium keep enough hardware in each system
>to deal with the potential threat.  The Navy sets up skywatches in all
>Hi Pop systems, but has insufficent forces to do so throughout the
>Imperium.

If they have unlimited selfreproducing robots they just ask the robots to
build some more ships. Not that they would need to, since everybody would
be so well off that they wouldn't need to become pirates in the first place!

But changing the way the military budget is divided between System,
Subsector and Imperial Navy might help. I've been using 1/3 each, so
changing that to 1/2, 1/4, 1/4 or something could help a bit.

>Piracy was never much of a problem on pre-spaceflight Terra.  Something
>to do with the trivial cost of a ship, and the EXTREMELY high profits to
>be made from even one successful voyage.  When one successful voyage
>will replace the ship that failed to come home, piracy can remove 50% of
>all shipping without affecting shipping volume.  When a voyage brings
>home 0.25% of the cost of a ship, then even a small amount of piracy
>will be lethal to trade.

Good point. I hadn't considered that. Sigh! On the other hand, one
little merchant can keep a pirate fed for a long time, so the
pirates wouldn't need more than a very small amount of piracy...

>>>Try looking at historical examples of piracy.  Piracy as a problem
>>>appeared when there was something to steal, and vanished shortly
>>>thereafter (except during wartime, when the Navy was busy elsewhere),
>>>when the merchants forced the Navy to deal with the problem.
>>
>>We seem to have read different history books ;-) Try one about the
>>Caribbean and see how long it took from the first government attempt
>>to suppress piracy until the last pirate was caught.
>
>I know about the Caribbean pirates.  How many of them were operating
>under a Letter of Marque and Reprisal from one European country or
>another.

What has that got to do with it? At the very least there was one
government after them (Spain), and that government fleet were too
small to deal with them. And no, they didn't shelter behind another
country's fleet, because for long stretches of time neither England,
France or Holland had any warships in the Carribean at all.

I'm talking about the early period, of course, and it didn't matter
wether Spain was at war or not, the Spanish navy was unable to deal
with the Caribbean pirates. Later English, French and Dutch (and
Danish ;-) warships did roam the Carribean trying to suppress the
pirates in the intervals between wars. And they did not increase
their fleet to meet the pirate menace, they tried to control it
with what ships they had.

>In virtually every case of persistent piracy in this world,
>the "pirates" were essentially foreign warships operating against
>merchant shipping.

I have to disagree most strongly here. It's true that lots of pirates
tried to hide behind letters of marque (often having a set from each
beligerent), which tended to give privateers a bad name, but there was a
great distinction between them. Privateers that were known to stick to
privateering were tolerated by their friends and might even survive
being captured by the enemy. A pirate would be hunted down by both sides.

>>Only if the Navy can find them. The problem is that there aren't all
>>that many areas to patrol and more than enough Navy ships to patrol
>>them. Pirates can rely on disguise to keep them safe between strikes
>>(looking like innocent merchants), but that dosen't help if there's
>>warship within range when the pirate actually attacks its prey.
>
>MOST ships in MT (Jump-capable ones at least) are never more than 100
>diameters from the main world of a system.  If you check, you will find
>that 12 warships can be deployed so that that ENTIRE VOLUME can be
>brought under fire at any time.

Yes, that's what I meant. Sorry if I was unclear. That means we need to
reduce the part of the fleet that is not protecting the high-population
worlds to les than 24 ships per system (mainworld and gas giant).

>And it is hard to disguise a ship as an
>"innocent merchant" that carries a fusion plant big enough to fight off
>a Sloan.  These things are noticable by Customs inspectors, as well as
>System Defense Squadrons.

Unless the Imperium makes fusion plants above a certain size illegal,
there's not much the custom inspectors can do about it, is there?

>Again, I concede the point.  My example was from US history alone.
>There are, in fact, examples of abject stupidity in every country and at
>every time in the history of the world.

Oh, I can give you an example from US history too :-). After the War of
Independence Congress was reluctant to allow the establishment of a
big fleet for fear of creating a military caste. They thus refused
to allow any Ships of the Line and only 10 frigates. Fortunately
they forgot to specify price and dimensions, so the master shipwright
made the frigates as large as he possibly could and still call it a
frigate with scantlings more appropiate for Line-of-Battle Ship.
Nevertheless the fleet proved unable to protect American shipping
during the War of 1812.

      Hans Rancke
University of Copenhagen
     [email removed]
- ------------
        "A  subsector  official  pompously states that the
        subsector  armed  forces  have  four Kinunir class
        ships in service,  each with enough troop strength
        to put down any military operations that threathen
        the peace of the Imperium."

                        ---Adventure 1, The Kinunir