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T5 Errata Thread

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Page 322, Usable Drive Potential paragraph under the Drive Efficiency section, sentence reads TL Stages alter Design Dive Potential to Usable Drive Potential. The word Dive should be Drive.

Also, as noted in another thread by Robject, page 322, the Drive Efficiency table is missing Generic drive info.

Page 358 of the BBB, in the description of the A2-BS12 Far Trader. 200-ton TL 10, and this sentence in the description:

There are six hardpoints, but no weapons are mounted.
 
Beastmaker speeds

The Beastmaker speed table on p581 seems messed up. The errata already says that in the Speed2 column change "Slow" to "VSlow" and change "Run" to "Slow" but ...

The 5th row is missing a number and the 8th row is a duplicate of the 7th row. It looks like it should read as follows:

1DSpeed1Speed2
1StaticImmobile
2CreepVSlow
3CrawlSlow
4XSlowTypical
5VSlowQuick
6SlowVQuick
7StandardFast
8CruiseVFast

Except then what is "Typical", "Quick", and "VQuick"?

.
 
Expected Ship Traffic

On page 435 underneath the Importance extension, there is a formula for expected ship traffic: S= 10^Ix / H, where H is the expected average tonnage; 100 tons for ports not on a trade route, and 1000 tons for being on a trade route. There is a further modification, I=I+1 for a Busy Empire, and I=I-1 for a Rural Empire. Are these latter modifiers references to importance?

This results in some strange results. The world of Natoko (3209 Spinward Marches B582211-8 Lo) has an Importance of -1; this means an implied tonnage of 10^-1 i.e. one tenth of a ton each week. That's one ship every 1000 weeks at an average of 100 tons; but Natoko is on a trade route, making average cargo capacity 1000 tons, or one ship every 10,000 weeks. That is, one ship every 192 years.

I haven't got a solution, but this is very difficult to square with a Starport B. We can ignore the formula because it is "Expected" ship traffic, but then why include it in the rules?
 
On page 435 underneath the Importance extension, there is a formula for expected ship traffic: S= 10^Ix / H, where H is the expected average tonnage; 100 tons for ports not on a trade route, and 1000 tons for being on a trade route. There is a further modification, I=I+1 for a Busy Empire, and I=I-1 for a Rural Empire. Are these latter modifiers references to importance?

This results in some strange results. The world of Natoko (3209 Spinward Marches B582211-8 Lo) has an Importance of -1; this means an implied tonnage of 10^-1 i.e. one tenth of a ton each week. That's one ship every 1000 weeks at an average of 100 tons; but Natoko is on a trade route, making average cargo capacity 1000 tons, or one ship every 10,000 weeks. That is, one ship every 192 years.
I don't think Natoko is on a trade route, actually. I think that the trade route that it appears to be on is actually a J3 route from Pretoria to Aramis via Teh, bypassing Natoko completely. Natoko may be on a J1 trade route to and from Aramis, but not if the population is 800. And while I think the population should be increased to several thousands to reflect the transients on the naval base, I don't think that even several thousands represent enough of a market to support a regular trade route.

I haven't got a solution, but this is very difficult to square with a Starport B.
Yes indeed. Why (and HOW?) does a population of 800 build spaceboats? I would either change the starport class to D or even E to reflect the amount of starship traffic or change it to C to reflect the Imperial Naval base being nice to civilians and selling them minor repairs and fuel. In no case do I see anyone going to Natoko to have ships or boats built.

We can ignore the formula because it is "Expected" ship traffic, but then why include it in the rules?
The first thing to do, if it isn't already part of the rules, is to highlight one of the most important principles in world-building: "If the rules produce a result that doesn't make sense, change the result." (Followed by the rule: "If you come up with an idea that you like better than what the rules produce, go with your idea." ;))

Next, I'd change the formula. There should be a very strong correlation between population and trade. Everything else being equal, a population ten times bigger should have ten times as much trade. Of course, everything else isn't always equal. That's where things like starport class and Importance comes in. A starport class of B should indicate more trade, an Importance of -1 should indicate less trade.

1 Or should it? I'm absolutely convinced that trade correlates with population, but not at all sure how strong the correlation is.

I'm not sure what formula would produce an appropriate base figure, but it should be calculated as Population divided by some factor. How much interstellar trade would 1,000 people generate in a year? If it's 1 dT, the formula should be Population/1000.

Next you adjust for Starport type:

Letter indicates effective starport class

A: +25% trade
B: +10 trade
C: Base trade
D: -10% trade
E: -25% trade

The 'effective' means that if a starport is subsidized by outsiders for some reason, the effective starport class can be less than the actual starport class.

I don't know what range Importance covers, but I think the trade volume modifications should cover the same sort of figures, perhaps -50% to +50%.

Finally make a random roll to account for undisclosed local conditions: 2D-7 * 5%.


Hans
 
On page 100 there's a table titled "Apprentice Training Course Trade School". It's laid out on 3 lines thusly:

Apprentice
Training Course
Trade School

I'm having difficulty interpreting whether it's 3 titles or one long one. If 3, then the table below doesn't match the list of 10 Trades on page 142.

However, if only one, then how does one go to "Trade School"? Do you pick from the list on page 100 or 142? Or both?
 
Arrgh... I'm away from my T5 book at the moment (a very rare event), but they are three separate things. Note to self to post on this once I have the book in front of me.
 
Page 336 'Starship construction - Armor 08'

There is no correlation between Armor 'anti-layers' or 'coatings' and weapon effects ... Weapon damage by fitting (turret, barbette, bay etc.) on page 342 is expressed only in 'dice' of damage and 'How weapons work' on pages 388 to 392 fail to describe weapon effects in a way consistent with Armor anti-layer types and coatings.

In addition the ones which are clear seem to severely imbalance play .. for example

Anti-kinetic layer 10x vs. Pen .... Missiles do 'Pen' damage which effectively renders a ship with this coating immune to standard size 5 high explosive missiles (unless overwhelmed by massive battery fire)

Anti-heat (which ALL armor except Organic & polymer seems to have for free) is 100x vs. Heat ... which would seem to render all ships with armor which is NOT organic or polymer immune to Laser weapons (again, excepting overwhelming massive battery fire) ..
 
Page 332, Hull Characteristics, Stability entry reads Mod on Turbulence
when operatingin Atmosphere.

Needs a space between operating and in
 
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I haven't got a solution, but this is very difficult to square with a Starport B. We can ignore the formula because it is "Expected" ship traffic, but then why include it in the rules?

Two movie quotes come to mind:

"If you build it they will come."

"They said I was mad to build a castle in a swamp but I built it anyway. And it sank into the swamp. So I built it again, and it sank into the swamp. So I built it a third time and it stayed up."
 
Two movie quotes come to mind:

"If you build it they will come."

"They said I was mad to build a castle in a swamp but I built it anyway. And it sank into the swamp. So I built it again, and it sank into the swamp. So I built it a third time and it stayed up."

This really is an errata thread, not a movie quote thread. Come on people, work with me here...
 
This really is an errata thread, not a movie quote thread. Come on people, work with me here...

Sorry, they seemed to answer the question.

Traveller's UWPs have always required some creative interpretation. Of the top of my head the world in question could be the result of a government make work program, an investment capital venture, a world that has lost a great deal of significance over the years, a former military staging base that has been privatized, a criminal enterprise's cargo laundering operation, a private resort for the ultra wealthy, a colony world that's aiming to increase its importance with a big star port development.

It could be an error in the formula but it could also be one more odd ball world of the week or inspiration for an adventure.
 
Traveller's UWPs have always required some creative interpretation. Of the top of my head the world in question could be the result of a government make work program, an investment capital venture, a world that has lost a great deal of significance over the years, a former military staging base that has been privatized, a criminal enterprise's cargo laundering operation, a private resort for the ultra wealthy, a colony world that's aiming to increase its importance with a big star port development.

It could be an error in the formula but it could also be one more odd ball world of the week or inspiration for an adventure.
None of the "explanations" you suggest explains the oddities that trouble Ojno. There's more to an explanation than a one-line concept and the suggestion that surely it must be possible to come up with something based on the concept that would work. You have to come up with the something yourself. Which government is increasing the cost of its make work program by setting it in another star system and are the finances plausible? Who is investing and what do they hope to achieve? Who is still building spaceboats and who do they sell to?

And how does any of the suggestions work with one visiting ship every 192 years?


Hans
 
They're all failed projects or extremely new ones. More often than not building a baseball field in an Iowa corn field doesn't work out so good. Another possibility is that the world was so unprofitable that a remote fueling station was set up around a gas giant and almost everyone simply bypasses the world itself now.
 
Just back on my original post about ship traffic, what I'm suggesting is that one ship visiting every 192 years is hard to square with a Starport B, and in fact this is not how the world is detailed in The Traveller Adventure at all. In fact, the adventure (for plot reasons) has the local merchant traffic clogged up with Tukera Lines ships who have swiped all available cargoes, and there are delays of weeks (which makes sense: total world population is 600 and they've been swamped by a Mega Corporation for some reason). I'm suggesting that we need an alternate formula for ship traffic. The existing formula is influenced by the quality of the local starport via Importance but it leaves local systems with much more desolate ship traffic than various canon would suggest (e.g. many references to local couriers carrying mail regularly to off-X-boat systems).
 
Bad day = bad scene?

On pages 191 and 192, there are references to a "potential bad day". I can't find any other references in the book, but Fridge pointed out that it probably refers to a "bad scene", from page 196. If so, then it's probably an errata.
 
Trade Codes vs. Remarks

Perhaps I have just missed a reference, but the Trade Classifications (p.434, et al) need to make clear which codes are to be properly considered "Trade Codes" and which are mere "Remarks". (This distinction is made on the T5 2013 Spinward Marches Imperial Worlds Survey spreadsheet, which has two separate columns).

This impacts the income generated by terrain hexes for Noble Land Grants.

Example:

Regina has the codes:

Ri
(Rich),
Pa (Pre-Ag),
Ph (Pre-HiPop),
An (Ancient Site),
Cp (Subsector Capital).

On the T5 2013 Spinward Marches Imperial Worlds Survey, these code are divided into two columns: Trade Codes & Remarks.

Ri is the only one of these listed as a Trade Code. The rest are all Remarks. A Noble's Land Grant income is based on the Trade Codes explicitly. While it may be somewhat obvious that An is not a Trade Code, the others (Pa, Ph, Cp) are not so obvious.

For some "generic" world
: What about As (Asteroid), Fl (Fluid Hydrosphere), and Ga (Garden World)? Are they Trade Codes or just Remarks? Pa (Pre-Ag), Pi (Pre-Ind), and Pr (Pre-Rich) are all listed under the "Economic" subheading, but are apparently just Remarks, not income-generating Trade Codes (based on the T5 2013 Survey spreadsheet).

Specification should be made on the table indicating which are specifically Trade-Codes proper, and which are to be regarded as mere Remarks.
 
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An answer for Negative RU...

Negative Efficiencies produce fractional amounts...

Efficiency -1 will multiply by 0.9, -2 by 0.8, -3 by 0.7, etc. Efficiency 0 still multiplies by 1 (as per RAW), so an Efficiency of zero really is an Efficiency of 1.

I post this here because very likely new RUs will be available at Travellermap before an updated errata sheet is posted.
 
An answer for Negative RU...

Negative Efficiencies produce fractional amounts...

Efficiency -1 will multiply by 0.9, -2 by 0.8, -3 by 0.7, etc. Efficiency 0 still multiplies by 1 (as per RAW), so an Efficiency of zero really is an Efficiency of 1.

I post this here because very likely new RUs will be available at Travellermap before an updated errata sheet is posted.

So kind of a logarithmic scale? Logs of numbers less than one are negative, the closer to zero the more negative it becomes...
 
An answer for Negative RU...

Negative Efficiencies produce fractional amounts...

Efficiency -1 will multiply by 0.9, -2 by 0.8, -3 by 0.7, etc. Efficiency 0 still multiplies by 1 (as per RAW), so an Efficiency of zero really is an Efficiency of 1.
Better, but a production of five times the normal because of efficiency is still not plausible. I will repeat my suggestion of EF (efficiency factor) being equal to 1 + (Flux times 0.1). I.e. ranging from 0.5 to 1.5.

This also avoids the necessity of having a special rule to deal with flux=0.


Hans
 
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