TRADE AND COMMERCE VOL. 8

By Greg Givler - QA ·

TML message #547From bundle 52

  ***************************************************************************
  ** TRADE & COMMERCE DIGEST: Cargo, freight, and passenger issues.        **
  **                                                                       **
  ** All followups on this topic should be sent to                         **
  ** [email removed].  They will be edited for clarity     **
  ** and resent to the Traveller Mailing List in a following digest.       **
  ** For my benefit, if you would include the word TRADE or COMMERCE in    **
  ** your SUBJECT: this will help me track these articles for inclusion    **
  ** in this digest. Thanks, Greg Givler [email removed] **
  ***************************************************************************


Contents:

1. Trade and Commerce System - Greg Givler

       			   TRADE AND COMMERCE SYSTEM

This is a prototype of the new proposed trade and commerce system. This
has been culled from suggestions from various sources. Most notably
Mark Power and Edwin Wiles, thank you for your input. I hope that
I haven't munged your ideas. :)
I have placed the events in the same order that they are in the
Mega-Traveller Book. I have repeated the unchanged portions to save
GMs from having to look in two places for the information. There
are very few if any changes in the first few steps, I have commented
on some things that I think that need to be considered for change in
the future. The real changes have happened in the Purchasing area.
I have a purchase table and sale table and a goods table format.
Most of the numbers are arbitrary. In other words I made them up.
If you have suggestions send them to me and not the net. I would
like to see this generate some new article for the digest. If I do
not hear anything in the next week, I will give you the next part
of the installments.

Greg

Steps for TRADE AND COMMERCE:
=============================

1. Source World Details
- -----------------------------
Determine sourceworld's Population and Tech Level.


2. Destination World Details
- -------------------------------
The ship captain must select and designate a destination world within
jump range. Determine destination worlds Population, Tech Level, and
travel zone.

3. Shipments
- ----------------
Passengers are determined at Step 4. Cargo and Freight are both
determined beginning at step 5.

4. Passengers
- -------------------
Determine how many passengers are available for the ship.
Roll once on the High column
Once on the Middle column
Once on the Low column



				PASSENGER TABLE

============================================================================
WORLD DIGIT		HIGH		MIDDLE		LOW
============================================================================

	0		---		----		---
	1		---		1D-2		2D-6
	2		1D-1D		1D		2D
	3		2D-2D		2D-1D		2D
	4		2D-1D		2D-1D		3D-1D
	5		2D-1D		3D-2D		3D-1D
	6		3D-2D		3D-2D		3D
	7		3D-2D		3D-1D		3D
	8		3D-1D		3D-1D		4D
	9		3D-1D		3D		5D
	A		3D		4D		6D

DMs: If destination world Population 0-4, DM -3. If destination world
Population 8+, DM +1.

If any crewmember has STEWARD skill, apply it as a +DM on the roll for
High passengers.

If any crewmember has ADMIN skill, apply it as a +DM on the roll for
Middle passengers.

If any crewmember has STREETWISE skill, apply it as a +DM on the roll
for Low passengers.

DM +(sourceworld TL minus destination world TL).

If destination world is RED ZONE, DM -12, and no Middle or Low
Passengers.

If destination world is an AMBER ZONE, DM -6

Passengers may not exceed the passenger capacity of the ship.

This table may be consulted once per week.

INCOME: Credit the ship with:

Cr 10,000 per High passenger,
Cr  8,000 per Middle passenger,
Cr  1,000 per Low passenger.

[One thing that was discussed is the possibility of charging different
prices for different length jumps. This should be considered a
possibility and I will have an optional table in future articles. I think
that a standard X per jump is a bit much and X per trip not enough. I
would like to see a sliding scale, something similar to what toadys
airlines have. Obviously the above table is the simplest, but not the
most realistic. - Greg]

5. FREIGHT AND CARGO
==========================

Freight consists of paid shipments of goods. Cargo is purchased at the
sourceworld and destination world. Determine the available lots from
the table. Roll once in the major column, once in the minor column,
and once in the incedental column. For each lot determine its size by
rolling the lot size.

				AVAILABLE LOTS
			      ==================

POP		__________Available at Sourceworld________________
DIGIT
		MAJOR			MINOR		INCIDENTAL

0		-----			-----		-----
1		1D-4			1D-4		-----
2		1D-2			1D-1		-----
3		1D-1			1D		-----
4		1D			1D+1		-----
5		1D+1			1D+2		-----
6		1D+2			1D+3		1D-3
7		1D+3			1D+4		1D-3
8		1D+4			1D+5		1D-2
9		1D+5			1D+6		1D-2
A		1D+6			1D+7		1D

LOT SIZE:

MAJOR CARGO:   1D+10 MINOR CARGO: 1D+5 [I have included optional lot
sizes on the cargo determination tables below. This chart could be
used or we can get develop a system where each entry on the purchase
table will have its own range of lot size. I think I like the second
method better, but it will mean some sort of modifier list to be
applied probable based on population. I will work on such a table.

MAJOR FREIGHT: 1D+10 MINOR FREIGHT: 1D+5
Lot size is stated in displacement tons. To convert to kiloliters,
multiply by 13.5

DMs: If destination world is Population 0-4, DM -3. If destination
world is Population 8+, DM +1. If any crew member has LIAISON skill,
apply it as a +DM on the roll for minor cargos. DM +(sourceworld TL
minus destination world TL). If destination world is red zone, there
is no freight. If the goods are freight (carried for a fee of Cr1000
per ton) and their identity does not matter, ignore further steps.
The sum of cargo and freight cannot exceed the cargo hold capacity
of the ship.

This table shows the limit of freight and cargo available to a ship
in a period of one week. A crewmember with Broker skill may consult
this table again once (to find last minute cargo but not frieght).

PURCHASING
- ------------
1) Determine number of available cargos. [ Dependent on starport and
   population? I do not have a table for starport and population, if
   someone out there has some suggestions let me know. - Greg]

2) Determine specific cargos.  Involves a certain amount of searching
   on the part of the players.  Referee rolls on appropriate table for
   trade class.


[I have a small (really) sample of what I am working on. I would like as
much input as you can give. Most of the numbers are based on Book 2 old
Traveller base prices, but are actually rather arbitrary.]

[Here is what I have.

This is a suggested table of goods in a new format. This format will allow the
referee to modify and add more detail to the cargos available.
I have started with Mega-Traveller Table 10a, I have an entry for Lot size,
but this could be optional and you can use the table above. As you can see this
table will take some time to establish and I would like input on what you see.
If you feel that this will not work let me know. I think that we have a rough
beginning here and I know that I need more input. - Greg]

TABLE 10a: NATURAL RESOURCES
- ----------------------------------
NO: 11 FERROUS METAL ORE

Lots:	1D+10 TONS
Value:	1000Cr per ton
Transport Price: NA
Transport Cost:	NA
Market:	Raw Material
Restriction: None
Special Handling: None
Modifiers:
	Purchase Mods: As = -40%
	Resale Mods  : In = -10%

NO: 12 FERROUS METAL ORE

Lots:	2D+10 TONS
Value:	1000Cr per ton
Transport Price: NA
Transport Cost:	NA
Market:	Raw Material
Restriction: None
Special Handling: None
Modifiers:
	Purchase Mods: As = -40%
	Resale Mods  : In = -10%

NO: 13 FERROUS METAL ORE

Lots:	3D+10 TONS
Value:	1000Cr per ton
Transport Price: NA
Transport Cost:	NA
Market:	Raw Material
Restriction: None
Special Handling: None
Modifiers:
	Purchase Mods: As = -40%
	Resale Mods  : In = -10%

NO: 14 NONMETAL ORE

Lots:	1D+10 TONS
Value:	500Cr per ton
Transport Price: NA
Transport Cost:	NA
Market:	Raw Material
Restriction: None
Special Handling: Corrosive - 10+, Flammable - 12+
Modifiers:
	Purchase Mods: As = -40%, IN = -10%
	Resale Mods  : In = -30%, NI = -10%

NO: 15 NONMETAL ORE

Lots:	2D+10 TONS
Value:	500Cr per ton
Transport Price: NA
Transport Cost:	NA
Market:	Raw Material
Restriction: None
Special Handling: Corrosive - 10+, Flammable - 12+
Modifiers:
	Purchase Mods: As = -40%, IN = -10%
	Resale Mods  : In = -30%, NI = -10%

NO: 16 RADIOACTIVE ORE

Lots:	1D+10 TONS
Value:	1,000,000 Cr per ton
Transport Price: NA
Transport Cost:	1000Cr per week, per ton
Market:	Raw Material
Restriction: 8+
Special Handling: Special Sheilding, Radioactive 6+
Modifiers:
	Purchase Mods: As = -20%, In = +70%, Ni = -20%, Ri = +30%
	Resale Mods  : In = +60%, Ni = -30%, Ri = -40%, As = -30%

NO: 21 RADIOACTIVE ORE

Lots:	2D+10 TONS
Value:	1,000,000 Cr per ton
Transport Price: NA
Transport Cost:	1000Cr per week, per ton
Market:	Raw Material
Restriction: 8+
Special Handling: Special Sheilding, Radioactive 6+
Modifiers:
	Purchase Mods: As = -20%, In = +70%, Ni = -20%, Ri = +30%
	Resale Mods  : In = +60%, Ni = -30%, Ri = -40%, As = -30%

3) Determine base asking price.  Roll on table to determine price.

[Below are two tables quite similar, but slightly different, they are
possibilities of what we might end up with. They are pretty straight
forward, but may not work. I have not checked the probability curve.
Let me know what you think. - Greg]

PURCHASE TABLE

MODIFIED 	PERCENTAGE
DIE ROLL	MODIFIER
- ----------------------------------
[Optional
   -2		-10% for each
		Number below 2 until
		10% of base cost is
		reached]

    2		  50%
    3		  60%
    4		  70%
    5  		  80%
    6		  90%
    7            100%
    8		 110%
    9		 120%
   10		 130%
   11		 140%
   12		 150%

[Optional

   13+		+10% for each
		number above 12 until
		200% of base cost is
		reached]

- ---------------------------------

Roll 2D-7 plus modifiers

Get modifiers from product table.

Tech Level Modifier

Sourceworld TL - Destination TL

SALE TABLE

MODIFIED 	PERCENTAGE
DIE ROLL	MODIFIER
- ----------------------------------
[Optional
   -2		-10% for each
		Number below 2 until
		10% of base cost is
		reached]

    2		  60%
    3		  70%
    4		  80%
    5  		  90%
    6		 100%
    7            110%
    8		 120%
    9		 130%
   10		 140%
   11		 150%
   12		 160%

[Optional

   13+		+10% for each
		number above 12 until
		300% of base cost is
		reached]

- ---------------------------------

Roll 2D-7 plus modifiers

Get modifiers from product table.

Tech Level Modifier

Sourceworld TL - Destination TL

**************************************
==============================================================================
TRADE AND COMMERCE DIGEST             | ****This*SPACE*intentionally*left****
Greg Givler, Editor                   | *************************************
James Perkins, List Administrator     | ************FULL*OF*STARS************
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