Since trade and merchant ships seem a major subject on this forum, I will try
to describe how trade develops in my setting, a frontier region of my non-of-
ficial and only partially-Traveller universe.
The center of my setting is a human colony on a water world, Pharos IV. My
group has played the history of this colony from the discovery of the planet
to the year 72 n.L., about 80 years of game time, and we are still continuing.
When the colony was founded, the colonists only had a single small modified
freighter, and had to charter transports from a megacorporation to bring the
necessary equipment and supplies and the colonists to Pharos IV.
Once the core of the colony had been established and the first deep sea cry-
stal mines had begun to operate, the transports of the same megacorporation
shipped the crystals to a developed industrial planet and equipment and sup-
plies (and more colonists) from there to Pharos IV.
At the same time the colonists used their old freighter for errands (e.g. to buy
urgently needed spare parts or pharmaceuticals, to take colonists to other
planets for medical treatment or to university, etc.) and to establish some ba-
sic contacts with other colonies of the region.
After a while the colony had become wealthy enough to think of imports and
exports in addition to the single route served by the megacorporation.
Pharos IV still had to import most of its high tech equipment, but it had also
developed the production of aquarobots, diving equipment and other marine
technology.
The colonists contacted the region's network of free traders and offered to
subsidize a merchant ship which would establish a trade route between their
colony and the other young colonies of the subsector, especially those which
might buy marine technology and could sell "land goods" unavailable on a wa-
ter world (e.g. grain, fruit, wood, etc.).
The subsidies would have to be very high in the beginning, basically covering
all the expenses, but would be reduced once the trade would begin to beco-
me profitable.
So the first subsidized merchant started as a kind of colony-owned "state tra-
de ship" run by a crew of free traders.
It took several decades before this ship made any sizeable profits, but during
this time it provided immensely important services to the colony, beginning
with a measure of independence from the megacorporation, including vital
political, economical and cultural contacts with other human colonies, and
providing the colonists with more and cheaper "land goods".
Once the basic trade routes had been established and created some profit,
the ship was turned over to its crew under the condition that it would con-
tinue to serve the region as a free trader.
Meanwhile other colonies had copied the model, and a small fleet of some co-
lony-subsidized merchants ships and some more free traders served the sub-
sector's trade routes.
The kind and number of merchant ships as well as the kind and amount of
subsidies developed not according to any economic models or rules tables,
but according to the setting's development and events.
Even slight differences in the history of the setting would have influenced and
changed the setting's "trade system": A failed business negotiation, a politi-
cal conflict, a new colony in a neighbouring subsector could have destroyed
trade routes and created other ones.
So, I do not believe in trade systems as part of the rules. For me, trade is a
part of the setting, not of the rules framework.
Trade routes, merchant ships and even commodity prices depend on the set-
ting chosen for the game, and no general rules can provide the necessary and
plausible informations that would fit any and all settings.
to describe how trade develops in my setting, a frontier region of my non-of-
ficial and only partially-Traveller universe.
The center of my setting is a human colony on a water world, Pharos IV. My
group has played the history of this colony from the discovery of the planet
to the year 72 n.L., about 80 years of game time, and we are still continuing.
When the colony was founded, the colonists only had a single small modified
freighter, and had to charter transports from a megacorporation to bring the
necessary equipment and supplies and the colonists to Pharos IV.
Once the core of the colony had been established and the first deep sea cry-
stal mines had begun to operate, the transports of the same megacorporation
shipped the crystals to a developed industrial planet and equipment and sup-
plies (and more colonists) from there to Pharos IV.
At the same time the colonists used their old freighter for errands (e.g. to buy
urgently needed spare parts or pharmaceuticals, to take colonists to other
planets for medical treatment or to university, etc.) and to establish some ba-
sic contacts with other colonies of the region.
After a while the colony had become wealthy enough to think of imports and
exports in addition to the single route served by the megacorporation.
Pharos IV still had to import most of its high tech equipment, but it had also
developed the production of aquarobots, diving equipment and other marine
technology.
The colonists contacted the region's network of free traders and offered to
subsidize a merchant ship which would establish a trade route between their
colony and the other young colonies of the subsector, especially those which
might buy marine technology and could sell "land goods" unavailable on a wa-
ter world (e.g. grain, fruit, wood, etc.).
The subsidies would have to be very high in the beginning, basically covering
all the expenses, but would be reduced once the trade would begin to beco-
me profitable.
So the first subsidized merchant started as a kind of colony-owned "state tra-
de ship" run by a crew of free traders.
It took several decades before this ship made any sizeable profits, but during
this time it provided immensely important services to the colony, beginning
with a measure of independence from the megacorporation, including vital
political, economical and cultural contacts with other human colonies, and
providing the colonists with more and cheaper "land goods".
Once the basic trade routes had been established and created some profit,
the ship was turned over to its crew under the condition that it would con-
tinue to serve the region as a free trader.
Meanwhile other colonies had copied the model, and a small fleet of some co-
lony-subsidized merchants ships and some more free traders served the sub-
sector's trade routes.
The kind and number of merchant ships as well as the kind and amount of
subsidies developed not according to any economic models or rules tables,
but according to the setting's development and events.
Even slight differences in the history of the setting would have influenced and
changed the setting's "trade system": A failed business negotiation, a politi-
cal conflict, a new colony in a neighbouring subsector could have destroyed
trade routes and created other ones.
So, I do not believe in trade systems as part of the rules. For me, trade is a
part of the setting, not of the rules framework.
Trade routes, merchant ships and even commodity prices depend on the set-
ting chosen for the game, and no general rules can provide the necessary and
plausible informations that would fit any and all settings.
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