Neither is anyone else. There are several examples in official CT material that have NPCs asking the PCs for discounts and offering bonusses. Most of them are in The Traveller Adventure, but there's at least one other in Alien Realms (that one runs a truck through the accomodation regulations too). The Cr1000 price is a game artifact. So are the passage prices, although it is possible to explain them away with only a modicum of handwaving.Now as I recall, before the music changed, the song was, "How to address the problem of the numbers," which was sung to the tune of, "Just how many ships are out here anyway?"
As I said, GURPS offers some data, but it does not apply easily outside of GURPS since their trade picture is a little different: they aren't faced with the Cr1000/dTon cap on cargo fees regardless of jump range.
Sadly, GT world economics is, indeed, different from CT world economics, but since no CT material deals with the macro-scale effects, I agree that GT figures are good enough for big, broad, sweeping generalizations.There are also some other little differences that may play a role, and I recall other issues coming up the last time they came up. Still it might give us a ballpark to work with, which we don't now have.
Unfortunately, the trade route maps suffer from one fatal flaw. They only account for trade between neighboring worlds. If you take two big worlds lying six parsecs apart with a small backwater world in between, you get minor routes between each of the big worlds and the intermediate world. But you don't get the bigger route between the two big worlds. So passengers and trade, and the ships to carry them/it, would be seriously underestimated.There are four dark blue "major" routes, I think 56 aqua "main" routes, about 260 green "intermediate" routes, about as many yellow "feeder" routes (they're hard to see), and about 173 red "minor" routes. (I might be off by a couple here or there.) Makes it roughly 50 to 100 million dTons weekly traffic.
By free traders I hope you mean ships the size of free traders run by regular companies, because I just don't see actual tramp-type free traders survive the competition from regular companies except on the fringes of commerce. Certainly not 16,000 of them in one sector. Canonical nine out of ten fledgeling lines go out of business within a decade and nine out of ten of those that survive just make ends meet. We don't have the figures for free traders, but I submit that they're unlikely to by better than those for fledgeling lines.So for the GURPS Marches, and with a lot of assumptions, we're guessing around 16,000-17,000 free traders, maybe as many 4-600 dTonners, about 31,000 large freighters of from 2000 dTons to maybe 10,000 dTons, and a bit less than a thousand megafreighters. Big numbers, but it seems to be where GURPS leans and might explain why the IN feels its worth putting several hundred capital ships in the sector.
Hans
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