I only brought up the difference because Rancke was saying that the prices being given didn't make a space station sustainable (which is true).
That was actually more directed at myself than anyone else, because I'd written about three paragraphs on space station economics before I came to my senses!
Actually, the annual cost is 100 Cr. 1,000 Cr would be 1% instead of .1%.
Er... Yeah. Bad math. I think I did the division based on the 1MCr of the entire system, and then forgot what I'd done.
Incidentally, my estimate of 10 (working) jumps per year is based on the assumption of a group of adventurers who are also taking patron jobs and otherwise getting involved in shenanigans, which is how my games typically run. My players spend relatively little time in the trade system, so I try to set up the economics so that if they don't spend any table time dealing with it, they're breaking even. They actually do around 12 jumps per year, but I put up with a lot of slop for the sake of easy math. And I still flub it regularly, as illustrated above!
As for the justification of the low costs I asserted, I am thinking about systems and businesses where, for instance, a recharge of the atmosphere system involves replacing a pre-loaded canister. Leave the old one with the starport, where someone has a business that collects the canisters, recharges them, replaces filters and scrubbers, then leaves the newly prepared canister for the next ship. Like propane tanks. If you're dealing with the limited needs and vast budgets of a navy, then $1,000 per week is reasonable (for large values of "reasonable"). If a port starts supporting a large fleet of passenger submarines, then inevitably someone's going to come up with an idea that makes the thing far cheaper and faster. Other systems will likely have similar services.
One thing I definitely did overlook was entertainment licensing. The Recording Industry Association of the Third Imperium is going to get their cut, too, I'm sure.
Anyway, there are enough variables and enough ways to slice them that pretty well any number can be reasonably justified, as long as it falls within the limits of the ticket price.
So coming at it from the other direction, if the (conservative) business plan calls for a liner to make 25 jumps per year at 80% capacity of mid passage tickets, what is the absolute most you can pay for operations to make the venture successful?
And on a related note, are there any rules concerning crew wages in T5? I haven't run across them yet, but I didn't read the book systematically.