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Recreation in the Lanth system

No, not all of us; you're being dismissive of a group you just happen to disagree with.
I did not intend to be dismissive, I think people in category three have the most practical view.
See, the restriction matters to me a lot for a variety of story reasons.

The use of overthrust in MT has lots of other interesting knock-on effects, including portside near-ground maneuvering. A 1G ship can, just barely, get 2G at 90° from thrust axis. (SSOM.) So, given that, if the ship is decks parallel to long-axis , it can have primary thrust be "up", but still maneuver in atmosphere for short whiles at up to double base thrust as if thrust were "frontward"...
It also means agility should be able to exceed G's for a turn here or there... (but SSOM didn't address that aspect.)
There is risk involved, too, so failure is "interesting"... if potentially deadly due to 100G for 0.1 sec at end of fall...
You mean lots of interesting unintended consequences... category three, who cares let's make a game that is fun for us to play

If editing wasn't restricted (as it isn't on the Mongoose forums) I would likely go back and change my category three to this fuller description.
One of the more interesting side effects of MT's overthrust is that the grav belt (which is just a T-Plate, battery, control box, and harness) is likely a common enough tool for extreme sports...
Think of daredevils pushing their belts for maximum vertical drop... and a miscalculation is a bone-breaking termination...
I can think of all sorts of applications for miniature T-plates...
Likely as not, the experimental quality local (one TL early) grav belts being seen as a macho way to do it. Belt drops are a sport IMTU, one common on TL 12 and on capitals, simply because of the combination of Marines, bored wealthy folk, and the cult of speed.

Say, jumping off the spire of the capital for a maximum vertical speed challenge...
This is an addition that is fun :)
Reread the TOS, Truestar, and if you don't like thread drift, report it or ignore it. Thread drift is common, and is NOT considered an infraction worthy thing, and hasn't been since Hunter was here. Telling people to take discussion elsewhere, however, is an infraction worthy offense. Also, you misspelled "hijack."
He was asking politely and I think it is fair enough.

Your prototype grav extreme sports idea fits in nicely with his Australia in space vibe :)
 
Your prototype grav extreme sports idea fits in nicely with his Australia in space vibe :)

Did I miss something?
I just re-read the entire thread and I did not see a "prototype grav extreme sport"

I admit, I have provided sports like "Atmospheric Re-entry Jumping", which comes from the GDW JTAS articles.
So, I've had regular news items about Gravball teams like the Regina Rottweilers
I am new to "thrust-tag", and coming up with a definition of my own. And will include "free-fall wrestling" as "Null-Grav" Wrestling.

But, is there something I missed?
 
It is buried in his post:

"One of the more interesting side effects of MT's overthrust is that the grav belt (which is just a T-Plate, battery, control box, and harness) is likely a common enough tool for extreme sports...
Think of daredevils pushing their belts for maximum vertical drop... and a miscalculation is a bone-breaking termination..."

"Likely as not, the experimental quality local (one TL early) grav belts being seen as a macho way to do it. Belt drops are a sport IMTU, one common on TL 12 and on capitals, simply because of the combination of Marines, bored wealthy folk, and the cult of speed.

Say, jumping off the spire of the capital for a maximum vertical speed challenge..."
 
It is buried in his post:

"One of the more interesting side effects of MT's overthrust is that the grav belt (which is just a T-Plate, battery, control box, and harness) is likely a common enough tool for extreme sports...
Think of daredevils pushing their belts for maximum vertical drop... and a miscalculation is a bone-breaking termination..."

"Likely as not, the experimental quality local (one TL early) grav belts being seen as a macho way to do it. Belt drops are a sport IMTU, one common on TL 12 and on capitals, simply because of the combination of Marines, bored wealthy folk, and the cult of speed.

Say, jumping off the spire of the capital for a maximum vertical speed challenge..."
Thank you!
I had missed that!
And, I had not considered the idea in my own sports ideas. This is a great add!
 
Did I miss something?
I just re-read the entire thread and I did not see a "prototype grav extreme sport"

I admit, I have provided sports like "Atmospheric Re-entry Jumping", which comes from the GDW JTAS articles.
So, I've had regular news items about Gravball teams like the Regina Rottweilers
I am new to "thrust-tag", and coming up with a definition of my own. And will include "free-fall wrestling" as "Null-Grav" Wrestling.

But, is there something I missed?
essentially, I point out that the risky overdrive of T-plates in MegaTraveller's Starship Operator's Manual makes room for Gravitics to lead to a variety of "pushing the envelope" sporting uses. As an example of how Gravitics as an exception are not the same as simply accepting the tables and ignoring the implications.

Base Jumping using grav-belts becomes a viable playable sport when you can push past the rating. And on a TL B world, think a 1m² prototype grav belt using a grav bike's T-Plate as an experimental grav belt.

But MT's 400% for 20 minutes and 25 to 100% across 180° to 15° off axis, with 50% at 90°... that opens the door for a variety of gravitic interesting complications to the setting. Ones hinted at in other DGP bits, and allowing Gravitics to be a single plate device for both lift and translation movements. And relevant in the illustrations in 101V, several TD articles, and in the general approach they took in MT. Keeping in mind, MT was essentially DGP's house rules...

Which leads to more interesting situations for worlds like Lanth, where gravitics are standard, but still pushing the limits of local manufacture.

My primary point was that "don't care" and "Gravitics allow" are not only not the same, but result in different texture to play.
 
Which leads to more interesting situations for worlds like Lanth, where gravitics are standard, but still pushing the limits of local manufacture.
One of the considerations IMTU is, as I am sure everyone else considers it, that Lanth is a major stopping point on trade from Rhylanor to the Regina and Jewell subsector worlds. I also feel that Lanth is - when not at war - a trade destination for Sword Worlds/Border Worlds traders too. (as are the spinward systems of the Lunion subsector)

That said, out-system manufactured tech can be imported for a bit less, since this is an established and vibrant trade route.

That means there will be significant "cut lines" between economic classes. So, the less affluent and more aggressive lower economic competitors will have lower tech or jury-rigged gear, as you suggest. Meanwhile, the wealthier or better off competitors will have better tech, and perhaps be motivated to "slap the lower classes down".

So, that adds a bit of "cultural heat" to things.
Potentially adding in off-worlders and.... One or more pots could boil over and create something like a "Gang vs Gang" style situation that adds both spice and heat to the other issues a given crew is dealing with.

For example, in the highly bureaucratic halls of Lanth's government, the crew have just arrived with a cargo including Radioactives.
While off-loading the cargo from their bay into the ship's berth, the bay chief calls a halt to work and points out a questionable bit of data on the containment systems for the Rads! Though the setting was perfectly fine in Ghandi's port, Lanth officials have recently updated their regulations.

So, now, the ship's Captain and Trade officers have to deal with the various offices, commissions and inspection regulations.
And, while sitting in an official's office, or at the desk of a technician in some office, the Captain's comms buzz....And the ID is some Law enforcement precinct on the normally laid back Lanth (Law Level 3)

Wait! Are there rules against certifying trade details while a ship's crew are engaged in legal actions?
Could this derail the process of getting permission to sell their speculative cargoes?
Are we not gonna get paid?
 
One of the considerations IMTU is, as I am sure everyone else considers it, that Lanth is a major stopping point on trade from Rhylanor to the Regina and Jewell subsector worlds.
Why would that be the case?
Rhylanor <--> Regina would not go dozens of parsecs out of the way to get to Lanth ... on the far side of the Abyss Rift.

Lanth is only a stopover waypoint along the Express Network ... and even then, it's sub-optimal in terms of time spent to get to Regina.
  • Rhylanor/Rhylanor
    1. Equus/Lanth
    2. IvendoLanth
    3. D'Ganzio/Lanth
    4. Lanth/Lanth
    5. Ghandi/Lanth
    6. Dinomn/Lanth
    7. Regina/Regina
If you go the "other direction" ... you get this:
  • Rhylanor/Rhylanor
    1. Risek/Rhylanor
    2. Inthe/Regina
    3. Treece/Lanth
    4. Yori/Regina
    5. Regina/Regina
Treece and Yori would be "off network" via J2 Type-S Scout/Courier ... but still ... a whole 2 jumps faster than "going the long way 'round" through Lanth/Lanth.



If you're talking about J2 Far Trader merchant traffic, going from Rhylanor to Lanth looks like THIS:

D7S1RyA.png


Compare that with needing to go from Rhylanor to Regina ...

1vZ3rEG.png


Then add +1 jump to get from Yori/Regina to Regina/Regina.



Any navigator who tries to go from Rhylanor/Rhylanor to Regina/Regina via Lanth/Lanth ... is an imposter ... and needs to be cut from payroll IMMEDIATELY, because they have failed Basic Navigation 101. 😤(n)



Vilis/Vilis <--> Lanth/Lanth <--> Lunion/Lunion ... now THAT I could believe.

Fg6Sa5w.png


AiYOxNa.png
 
Why would that be the case?
Rhylanor <--> Regina would not go dozens of parsecs out of the way to get to Lanth ... on the far side of the Abyss Rift.

Lanth is only a stopover waypoint along the Express Network ... and even then, it's sub-optimal in terms of time spent to get to Regina.
  • Rhylanor/Rhylanor
    1. Equus/Lanth
    2. IvendoLanth
    3. D'Ganzio/Lanth
    4. Lanth/Lanth
    5. Ghandi/Lanth
    6. Dinomn/Lanth
    7. Regina/Regina
If you go the "other direction" ... you get this:
  • Rhylanor/Rhylanor
    1. Risek/Rhylanor
    2. Inthe/Regina
    3. Treece/Lanth
    4. Yori/Regina
    5. Regina/Regina
Treece and Yori would be "off network" via J2 Type-S Scout/Courier ... but still ... a whole 2 jumps faster than "going the long way 'round" through Lanth/Lanth.

<further data cut for brevity>

You are not only 100% correct, but 1 Billion % correct.
But "IMTU", there are multiple economies and special circumstances
One of those special circumstances is that, according to the OTU, the D'Ganzio system is owned by InstellArms (which is then owned by Hortalez et Cie). That system is, in fact - again, according to the OTU - the InstellArms headquarters for operations in the Spinward Marches.

Additionally, Lanth is the Subsector Capital. So, massive amounts of administrative data are funneled into that system.
where that "Government mandated" and "Time-dependant" data Must get there on time if you don't want to be fined, you can consider sending it through lesser and less secure ports - "Or" you can funnel the data along the mains until it reaches the closest link to the x-boat routes.

Given the above and a number of other considerations I won't add here for brevity, the main traffic arteries for those with J-4 capability would be to follow the x-boat routes. Especially where the mega-freighters carrying massive loads from the Deneb sector bring merchandise to whole strings of worlds in the Marches.

I admit, that is "my logic" and does not bind any other Game Master.
IMTU, the tech goodies that flood into the Marches from further trailing come to the major trade systems in places like the Lanth Subsector and are then bought by smaller traders and carried to the lesser worlds of the region.
 
come to the major trade systems in places like the Lanth Subsector and are then bought by smaller traders and carried to the lesser worlds of the region.
Except that the Lanth Subsector is NOT a major trading hub.
The Lanth subsector has the lowest population of any subsector in the Spinward Marches (a mere "1 billion" spread between 27 mainworlds).
The subsector capital is "as far away as you can get" from the Spinward Main running through the OTHER side of the subsector (to coreward and trailing).

If anything, Lanth Subsector is "jump over" territory, especially in comparison to any other neighboring subsector. There's very little here worth bothering with, because the subsector is such a backwater with so many planets that continue to be "unique fixer upper" opportunities (that keep NOT paying off when invested into). The Regina subsector is a MAJOR powerhouse, economically speaking, with FOUR Industrial worlds within the subsector.
 
I can't see your pictures so can't make comment on them.

Look again at the map and think in terms of time in jump for the xboats and the megacorporation trade that flows along the xboat routes - the xboat routes were constructed on top of existing trade and communication links.

The Lanth subsector is the route major trade and communication takes to get from Rhylanor to Regina.
 
If anything, Lanth Subsector is "jump over" territory, especially in comparison to any other neighboring subsector. There's very little here worth bothering with, because the subsector is such a backwater with so many planets that continue to be "unique fixer upper" opportunities (that keep NOT paying off when invested into). The Regina subsector is a MAJOR powerhouse, economically speaking, with FOUR Industrial worlds within the subsector.
As I said, my view is IMTU, and what you say is how you see it.
But, in order to "get to Regina", the merchandise must flow through other systems
And, the mega-haulers are not going to use the lesser trade routes through smaller systems
"IMO", The "big ships with meg-ton cargo bays will use the x-boat routes through Lanth, just like UPS and FedEx use I-95 and I-80 rather than traveling down Route 66.
 
And, the mega-haulers are not going to use the lesser trade routes through smaller systems
Mora/Mora and/or Lunion/Lunion <--> Lanth/Lanth <--> Regina/Regina and Vilis/Vilis ... THAT makes sense.
Aramis/Aramis and/or Rhylanor/Rhylanor <--> Inthe/Regina <--> Yori/Regina <--> Regina/Regina ... that ALSO makes sense.
  • Routing through Lanth/Lanth makes sense for anything coming/going through the Rimward HALF of the Spinward Marches.
  • Routing through Lanth/Lanth DOES NOT make sense for anything coming/going through the Coreward HALF of the Spinward Marches ... since you can just route through the Inthe to Yori to Regina "gap" in the Express Network (a 5 parsec span) without adding a lot of extra jumps into your route planning.
I would assert those twin statements as being "TRUE" for both commercial/economic activity as well as diplomatic and military activity (and even illicit/illegal activities!).

Lanth/Lanth may be the "lynchpin" holding the Regina subsector "together" with the Lunion and Mora subsectors ... but it isn't "as necessary" (except as a backup alternate route) to get to Rhylanor and/or Aramis subsectors from Regina, due to the J4 (minimum!) requirement to route through the Lanth subsector on the Express Network.
 
So, I don't think I understand how interstellar trade works in the 3I. It seems like you would be able to buy manufactured goods on Regina, jump-2 Yori, where you pick up raw materials and sell manufactured goods because they've got the Rich trade code, then Jump-3 to Inthe to pick up food because they're agricultural, you can sell manufactured goods there also. From there, jump-3 to Risek, which says it's self-supporting, but the Salt from Yori is apparently special, and you can probably sell some food from Inthe. Then reverse course to Inthe to pick up more food and sell manufactured goods from Risek because Inthe can't support its TL locally, then food from Inthe to Yori, where they need the food, and the spices and whatever makes Yori rich back to Regina. That cuts Lanth subsector completely out of trade and shortcuts the X-Boat route by like 5 jumps, and only needs J-3 rather than J-4, letting you haul more cargo.
 
So, I don't think I understand how interstellar trade works in the 3I.
To be fair ... anyone who doesn't "live there" (full time, on the regular) can't understand it either. 😓
Some of us try to understand it, but our ... simulations ... of the Bigger Picture™ are all just that ... approximations and guesswork.
That cuts Lanth subsector completely out of trade and shortcuts the X-Boat route by like 5 jumps, and only needs J-3 rather than J-4, letting you haul more cargo.
"You gain wisdom, my child." 😇

This is one of those cases where (as I like to put it) ... The MAP MATTERS ... because the jump requirements will "determine" how viable alternatives will be with one another when put into positions of competition for identical services.
It seems like you would be able to buy manufactured goods on Regina, jump-2 Yori, where you pick up raw materials and sell manufactured goods because they've got the Rich trade code, then Jump-3 to Inthe to pick up food because they're agricultural, you can sell manufactured goods there also. From there, jump-3 to Risek, which says it's self-supporting, but the Salt from Yori is apparently special, and you can probably sell some food from Inthe. Then reverse course to Inthe to pick up more food and sell manufactured goods from Risek because Inthe can't support its TL locally, then food from Inthe to Yori, where they need the food, and the spices and whatever makes Yori rich back to Regina.
Ideally speaking ... {significant pause for added emphasis} ... there are basically "three TYPES of interstellar trade" that are the lifeblood for merchant operations.
  1. Speculative Goods arbitrage
  2. Passenger and Freight ticket revenues
  3. X-Mail delivery revenues
Anything besides those three "big ticket" options is effectively "small potatoes" (in the sense that you can't build an enduring profitable business model that ignores ALL THREE of the above two factors in favor of something else).

Option 1 is where the BIG profit windfall opportunities are to be found.
Option 2 "keeps operations funded" while waiting for a windfall profit opportunity to materialize.
Option 3 has a revenue cap of Cr25,000 per jump, which puts a HARD upper limit on expenses that can be borne within this revenue limit exclusively.



The "Big Boys" (megacorps, et al.) are actually relying on Option 1 to generate fantastic profits for SOME of their commercial operations divisions ... while at the same time operating their transport starships to move those speculative goods lots "at a loss" for the starship division. The accounting gets extremely funny (behind the ledgers), but the idea basically comes down to a vertical integration of production (factories), distribution (starships) and sales (company stores on different worlds). When you can produce "cheap" and sell "expensive" through your own supply chain (starships) ... even if the starships operate at a loss, you're still making a net profit in terms of factory cost vs consumer price differentials.

So what you wind up with is a sort of "archipelago of spheres of competitive advantage" in a variety of different industries and specialty products, all pitted against each other in the interstellar marketplace, with "lots" of passengers and cargoes moving at the speed (and increments) of jump.



Starships with "shorter legs" (J1 especially, but also J2 in some regions depending on how the stars are distributed on the map) will tend to get locked into an operational cycle where Options 2+3 are their primary means of generating revenues to defray operational overhead expenses ... with Option 1 being something they can afford to dabble in OCCASIONALLY, whenever the opportunities look favorable. The primary business model is that Option 1 (speculative goods arbitrage) is more of a "catch as catch can" type of thing, rather than something which is done "on the regular, almost every single jump" to keep the business operation profitable.

Starships with "longer legs" (J3+ especially, but also J2+2 potentially) are going to be able "marry up" world markets with highly favorable matches in Trade Codes MUCH more easily ... which then makes it a "viable" proposition to rely on Option 1 (speculative goods arbitrage) much more heavily to keep an operation "in the black" than Options 2 or 3 (although they both "help" with keeping the bottom line "afloat" in between windfall profits from speculative goods arbitrage).



Complicating these considerations is that Option 2 (passenger and freight ticket revenues) are HIGHLY dependent upon the UWP population code of worlds being visited. Population: 4- stacks a -DM penalty on the availability of (scant) passenger and freight ticket demand, making many lower population worlds "non-viable" as destinations ... except as intermediate stopovers to a final destination beyond them (basically, "jump over" territory). Passenger and freight ticket revenue opportunities are greatest where populations are largest (go figure, eh? :rolleyes:) ... so "mucking about in the boonies" among a lot of low population worlds for a significant stretch of time can wind up being a Road to Rouen Ruin if not planned for and executed deftly.



Simple answer is that for the "best chances for staying in the black" on balance sheets, it's "better" for interstellar merchant starships to travel (almost exclusively) to worlds with Population: 5+ ... with a bias towards worlds with Population: 8+ (because then there's a +DM for passenger+freight ticket demands) ... when a starship is designed to operate profitably "mainly" on Option 2. This works best with "shorter legs" (J1 to J2) which leave plenty of volume inside the starship hull for revenue tonnage (staterooms and cargo hold capacity).

By contrast, starships that are relying on Option 1 (speculative goods arbitrage) as their "main breadwinner" play can operate quite successfully with "more drives and less revenue tonnage" (passengers and cargo capacity) due to the extreme profit margins that are possible by linking specific trade code markets up with each other (Industrial <> Non-industrial, for example). Speculative Goods Arbiters tend to operate most profitably when a VARIETY of trade codes are "clustered within reach" of one another by 1-2 jumps (3 at most), in order to "stack the deck" in the starship operator's favor in the business of "Buy Low, Sell High" when gambling with your own money(!) in the business of speculative goods arbitrage.



The trick to all of this is that the "Big Boys" (megacorps, et al.) get to dabble in ALL of these options simultaneously simply by virtue of how LARGE (and vertically integrated) their commercial empires are. What WE (as Referees and Players) get to see in the ACS market is the "leftover table scraps" after the "Big Boys" have cleaned house and cornered the market (in almost everything that matters). So what the RAW for trade rules has to say in places like LBB2 (or LBB7) isn't the ENTIRE market for interstellar tickets and speculative goods ... it's just merely the "small slice of the pie" that is relevant to independent operators (such as ourselves). MOST of the pie gets "served" elsewhere ... to bigger (fatter, wealthier) "players" in the market of merchant prince empires ... whether that be within the Third Imperium, or not.



Hope that helps. 😅
 
I’d say the whole rate vs costs structure demands cosy relationships between megacorps and megalines crushing heck out of entire markets and suppressing local industry from competing.

Effectively internal mercantilism.
 
To be fair ... anyone who doesn't "live there" (full time, on the regular) can't understand it either. 😓
Some of us try to understand it, but our ... simulations ... of the Bigger Picture™ are all just that ... approximations and guesswork.

"You gain wisdom, my child." 😇
I'm trying to... I feel like I often take the wrong lesson when a lesson not excplicitly stated.
Hope that helps. 😅
But there's so many routes where it looks like there's no way to make a route profitable. I've run a number of theoretical trade routes and found no way to make enough to conver a ship's mortgage. Does that mean that it's only ever covered by people running paid-off ships, or else megacorps who don't need to cover the mortgage and just buy ships outright or cover the mortgage out of a budget that's much larger than one ship's revenue?

On the other hand ... you could run a J-6 route directly between Vilis, a TL-A, industrial world, and Lanth, marked as TL-B for no clear reason but in need of industrial support. The ship, though, would use drop tanks both ways and purchase fuel, with no field refuelling, and could do all that because A Starports at both ends of the route, and so you'd have all your internal volume as cargo space. This also shortcuts the X-boat route by several months, so you could do a good side business in mail/news. The TL closeness would make things that nuch snoother.

My stock J-6 freighter, reconfigured with drop tanks, carries about 300 tons of cargo. That should make a good profit on a run with a steady demand in at least the one direction. I will run the numbers, but that would be my expectation.
 
But there's so many routes where it looks like there's no way to make a route profitable.
This has been one of the questions I've had about the section of the Spinward Main between Regina/Regina and Equus/Lanth.

If *I* had to come up with a route plan with a high(er than average) probability of being a commercial success ... what would I be wanting to "pick and choose" in terms of destinations? :unsure:



The simplest way to approach this problem is with the assumption of a J2 merchant operating under subsidy (which gets rid of the mortgage payment problem ... 💸). The downside to a subsidized starship is that you have a 50% rake on revenues, while still needing to pay 100% of operational overhead expenses (minus a mortgage payment!), but in a lot of cases that will be enough to nudge your business case into the "decent odds to break even" range on the balance sheet.

You then have to LOOK AT THE MAP for what kind of Trade Codes and Population codes you'll have to work with within the region of space you want to operate in.

For the spur of the Spinward Main between Regina/Regina and Equus/Lanth ... I would choose to put the following star systems into the "subsidy group" that need to be visited every year. I'll use a cropped section of my portolan chart of the Spinward Marches to more easily illustrate how everything fits together:

g56QVrC.png

  1. Regina/Regina: A788899-A NS Rich. G​
  2. Dinomn/Lanth: B674632-5 S Agricultural. Non-industrial. G​
  3. Yori/Regina: B160757-D Desert. Rich. G​
  4. Rech/Lanth: D9957AA-6 Agricultural. G​
  5. Treece/Lanth: D232866-8 Non-agricultural. Poor.​
  6. Inthe/Regina: B575776-9 S Agricultural. G​
  7. Echiste/Lanth: C53A313-A Non-industrial. Water World.​
  8. Tureded/Lanth: C465540-9 Agricultural. Non-industrial. G​
  9. Quopist/Lanth: B151679-A Poor. Non-industrial. AG​
  10. Vreibefger/Lanth: E581542-2 Non-industrial. G​
  11. Equus/Lanth: B55A858-B S Water World. G​
For the text only above:
  • Population: 7+ in bold text.
  • Population: 5-6 in normal text.
  • Population: 4- in underlined.
Assuming you can see the map (linked in from imgur, which not everyone can nowadays), you would see that this particular subsidy group contains:
  • 6 mainworlds with Population: 7+
  • 4 mainworlds with Population: 5-6
  • 1 mainworld with Population: 4-
As far as Trade Code classifications are concerned, within the subsidy group there are:
  • 5 Non-industrial mainworlds.
  • 4 Agricultural mainworlds.
  • 1 Non-agricultural mainworld.
  • 2 Rich mainworlds.
  • 2 Poor mainworlds.
  • 2 Water World mainworlds.
  • 1 Desert World mainworld.
Not a "terrific" diversity of Trade Code classifications to work with, but at least there's SOME variety, which can enable a greater preponderance of speculative goods arbitrage opportunities than if there were NO variety to be found in the Trade Codes within the subsidy group.

If I had to truncate the subsidy group to only include 7 worlds, I would simply drop Tureded/Lanth and everything else to rimward ... and just ply my trade along the Regina/Lanth subsector border, keeping Dinomn/Lanth and Echiste/Lanth for their Non-industrial Trade Code opportunities.



And under NO CIRCUMSTANCES would I attempt to go from Regina/Regina to Lanth/Lanth with a J2 merchant trader. For one thing, I'd need to "make a long detour" through the Vilis sector (another low population backwater) to even make the attempt ... No Thank You. 🛑



But if I was a small time/ACS merchant operator wanting to make a living along this part of the Spinward Main between Regina/Regina and Equus/Lanth ... this is the business case I would make to the world government, either at Regina ... or at Equus ... the highest population worlds within the (proposed) subsidy group.
 
Have you run any numbers on these trade routes yet? I often find them to be less profitable than I expect, which may simply be a function of misplaced expectations. I typically map out in excel what I can buy and sell for at each system, and then subtract out my costs: mortgage, salaries, maintenance costs, and so on, to see if I can expect to run a route at a profit or not. I generally assume bog standard rolls whenever any are called for, with the assumption that any variation I see will hover around the average roll. My Vilis to Lanth plan, for instance, resuls in about $700,000 per month profit. But if I pay a broker, I can make serious bank.
 
Have you run any numbers on these trade routes yet?
The Regina to Equus route? No.
I typically map out in excel what I can buy and sell for at each system, and then subtract out my costs: mortgage, salaries, maintenance costs, and so on, to see if I can expect to run a route at a profit or not.
I work things from the other direction ... starting with the starship. 🧐

I "annualize" all of the anticipated expenses (13 months of crew salaries, 12 months of mortgage payments if applicable, annual overhaul maintenance expenses, life support overhead expenses, berthing fees based on the number of destinations visited during the year, total annual fuel costs based on anticipated scenarios, etc.) ... and once I have the total EXPENSES for an entire year that the starship's operations need to finance, I simply divide that total by the number of jumps I'd expect that starship to make in 1 year. After dividing by the number of jumps to amortize all of those expenses across, I can then determine a "break even" point for revenues (mainly passenger and freight tickets) that will show what kind of MINIMUM ticket sales will be needed in order to "break even" at every destination the starship does business at during a year.

I can then compare that "break even" point (in Cr per destination) to the starship's revenue tonnage capacity (passengers and cargo) to determine IF a 100% full manifest can exceed the "break even" point, thereby generating profits on ticket sales alone. The follow up question then becomes ... what fraction of a full manifest comes closest to the "break even" point? And it's that fraction of a full manifest amount that determines how much ticket sales business you need to drum up at every starport in order to be consistently profitable over the course of a year. You can also use that amount of ticket sales revenues to help determine the "you must be this high to ride this ride" expectations for how LOW you can go on the UWP Population code and still have a reasonable expectation of getting ENOUGH ticket revenues to defray your operating expenses.

Starships which need "a lot of ticket sales" in order to remain profitable will therefore have to gravitate towards higher population mainworlds, just in order to avoid falling behind and operating at a loss/move towards bankruptcy. Starships that are "leaner" in their operational expenses per starport are able to survive (and thrive?) servicing the lower end world markets that other merchants can only go to and make a loss on the voyage ... so there's a set of evolutionary "niche" roles to be had out there.

The low end "courier" starships that can cover their ENTIRE operational expenses on an annualized basis just by delivering X-Mail @ Cr25,000 per delivery in revenues ... may be "bottom feeders" in terms of the volume of trade that they can do, but they can go ANYWHERE and STILL MAKE A PROFIT on the trip. You just need to have "the right kind of starship" to be able to pull it off, with expenses "low enough to limbo" under that Cr25,000 per delivery in revenues threshold and still make a profit.

Spoiler alert: minimal crew salaries + life support expenses are CRITICAL for being "guaranteed successful" in the X-Mail delivery game.

When you're guaranteed Cr25,000 in revenue upon arrival at ANY type A-E starport and that's "enough" to make a profit on the trip all by itself ... any remaining revenue tonnage you've got just becomes "gravy" for padding your profit margin. Ideally speaking, you'd want to have enough cargo hold capacity to "dabble" in speculative goods arbitrage (from time to time) so as to be able score some SERIOUS windfall profits, should any opportunities fall into your lap. The freedom to GO ANYWHERE PROFITABLY, including places your competitors wouldn't jump to (unless you paid them, in advance) then lets your operation "corner the market" in the penny-ante low population backwater worlds in ways that you can leverage to your own advantage because YOUR starship class design offers an "evolutionary advantage" that others cannot match.



In a lot of ways, the real test of a merchant ACS design is not how "big" of a load of revenue tonnage can it carry ... but more a question of how "little" revenue tonnage does it "need" to carry in ticket sales in order to stay profitable ... and then ask how "easy" that task would be at various UWP Population coded worlds. The name of the game (for the independent free trader) is to have a starship that lets you "go low" on UWP Population codes and STILL have a better than average chance at making those voyages profitably. Guarantees are "nice to have" but not strictly necessary ... especially if you're working a region of space with a variety of Trade Codes to maximize your speculative goods arbitrage opportunities.



So I start with the starship class, work out what it can do (business-wise), what it HAS TO DO in order to remain profitable (on the regular) ... and then figure out what mainworld population "densities" are necessary in order to be able to sustain that kind of "demand" for interstellar transport service tickets (and if that expectation is reasonable). I don't need guarantees of success, just an idea of what the odds are for success ... and then figure out how to "skew" those odds most heavily in my own favor. :cool:
 
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