Seems like I have to back down on some of my assertations. Unpleasant prospect, but it has to be done.
I've only used FT's trade rules to map out a couple of small regions with adequately sized populations. Not that there weren't low-population worlds among them, but I never even considered that they would have any significant trade, so I've ignored them. But after looking into the matter last night, I'm forced to admit that the system seems to produce overly large trade volumes for low-population worlds.
I've no such reservations about high-population worlds in general or a few thousand T per year reaching Mora from Terra. But distances much higher than from one end of the Imperium to the other (and less than that for routes that leaves the Imperium) does bother me after thinking it over.
Better? No. But certainly as good when dealing with something entirely outside his field of expertise - unless you're about to propose that terrestrial trade economics fueled by oceangoing ships, planes, trains and trucks and such are a good basis for judging interstellar economics
But it isn't entirely outside his field of expertise. However good or bad a basis terrestrial trade is for establishing interstellar economics[*] (How good a basis it is depends on how close the analogy is), it seems to me that it probably is better than no knowledge at all.
[*] Establishing, not judging. The man was creating rules for a fictive subject. That means that if what he says isn't demonstrably wrong, it's right.
The economist who was one of the three authors of FT.
2. As I've repeatedly stated, I don't own the books and am obliged to judge by second-hand references, including the posts here. As you clearly own and understand those rules, you would probably be more persuasive - and more helpful - by explaining where I'm wrong than by playing at gentle sarcasm games.
I'm not able to show that you're wrong. I was saying that unless you could prove that a rule is wrong, the default assumption is that it is right.
As an example, I reject the rule that require regular ships to spend five days in port waiting for the suppliers to deliver the goods to the ship because I know for a fact that it's possible for a regular shipping line to have a factor and warehousing on a world and to buy the goods beforehand, have them delivered to the warehouse, and have them ready to load as soon as the ship has landed and unloaded its previous cargo.
Was he? I wouldn't know. I have only the fact that he offered the same DM for a 3, 4, or 5 parsec trade route.
I don't even think that two different sets of worlds with the same respective characteristics should have the same volume of trade. I don't think that lumping together multiple distances uner one DM implies that the trade volumes should be identical. Just that the differences fall below the scale of the model.
If he is indeed saying his rules are a crude model, then perhaps he won't mind my adjusting them somewhat to more effectively reflect this game's play.
No, why on Earth should he mind that? Why should anyone mind it? Are we discussing if the FT rules work or are we discussing if you're allowed not to use them if you don't like them? Because if it's the latter, there's not going to be any argument from me. You are allowed. I just thought it was the former.
I read the UPP. Handy thing, you should try it. Zila, for example has a Class E starport, a "Frontier installation. Essentially a marked spot of bedrock with no fuel, facilities, or bases present." (CT Book 3, etc.)
And yet
The Traveller Adventure (a CT publication) describes Zila as a world with a flourishing interstellar wine trade with 5000T freighters used to pick up loads of wine (the frequency is not mentioned), starport workers, a startown district, and a Zilan Port Authority with a Customs and Immigration Department and an Import/Export Control Department. If something like that can be a Class E starport, obviously the definition you quote establishes the minimum required of a starport to get a Class E classification. If there isn't at least a marked spot of bedrock, it doesn't get to be Class E.
Admittedly, the next class up, Class D, seems to differ very little from the minimum needed to be a Class E (Unrefined fuel available and (presumably) some sort of staff. Frankly, I find it difficult to see how Zila's starport could be as described and not rate at least Class D, more likely C. Perhaps there's an element of bureaucratic obfuscation involved? Or perhaps the whole starport classification system is less than perfectly thought out? Perhaps it is a bit of a mistake not to take the astrographical relationships of a system to other systems into account when assigning starport class, instead of determining starport class randomly as the very first thing?
Zila, by virtue of its location on a trade route, ought to have at least a class C starport in the first place. Evidently the authors of TTA (who included Marc Miller) agreed and "solved" the problem by describing a Class C starport and pretending that it was Class E. If Marc Miller can do it, I'm not ashamed to do it too. To me a Class E starport is a bare spot of bedrock only if it makes sense that it is nothing but a bare spot of bedrock.
In any case, Zila's starport is one reason why I tend to pay less attention to starport ratings. (Another is Forine (Spinward Marches 1533), a system with 6 billion inhabitants and a tech level of 10 that is, and I quote, "the primary producer of processed and refined metals and minerals for [District 268]" -- and has a Class D starport!?!)
The Spinward Marches Sector trade map based on GURPS rules ...
http://images1.wikia.nocookie.net/_...eller/images/2/2a/Spinward_Marches_Sector.pdf
...tells us that this bare spot of bedrock serves no less than three feeder routes, averaging between twelve and twenty four "larger freighters" and "an equal number of smaller liners and free traders," serving an average 30,000 dTons of cargo
weekly, with 6 to 12 ships
every day offloading and then taking on 4000+ dTons of cargo at that "marked spot of bedrock with no fuel, facilities, or bases present" and then trying to scrounge fuel from the local seas. At least, so says the accompanying trade map key:
http://traveller.wikia.com/wiki/Trade_map_key
I've never tried to work out trade routes, so I can't tell if the person who did these maps used the FT rules correctly. I've no reason to think he didn't, and if he did, that part of the FT rules definitely doesn't work. Among other things the rules would seem to lack a provision for human correction of automatically calculated results.
Jump-2 trade between the Aramis Trace and Aramanx would have to go through Pysadi, Zila, and Carsten. Which is why there would hardly BE any regular jump-2 traffic between the Aramis Trace and Aramanx. They'd be outcompeted completely by jump-3 traffic through Zila.
Well, it breaks down for Class E starports, too. There being a whole lot of class E starports (93) and quite a few low pop worlds (150 with pop value 4 or lower, out of 439 March worlds), I think it becomes fair to question the value of a tool that gets it wrong for 1/3 or more of the cases it's applied to.
It's fair to question its value as a tool for the third of the cases it doesn't work for. I still find it useful for the cases it does work for.
Mercury (B658663-8), Strouden (A745988-D), and Lunion (A995984-D) each run "main" routes through Sharrip to each other. One has to presume Sharrip is only a waypoint; there are only 50 people on the world, the cargo is clearly not stopping there. The route from one through Sharrip to the other is 4 to 5 parsecs in two jumps. However, each of the three world also runs trade routes to good-sized neighbors within 1 to 2 parsecs of them.
I half agree with you. I can see no reason why trade between Mercury and Strouden would go through Sharrip instead of Gandr and trade between Mercury and Lunion could just as easily go through Capon. But most trade (anything that isn't time-sensitive -- that would go directly by jump-4) between Lunion and Strouden would go through Sharrip. If Sharrip's starport and population does not fit with that, the failure is in the world generation system that didn't take into account that Sharrip was located between two high-population worlds.
Could well be one of those "breakdowns" but, again, what good is the tool if it needs correction a third of the time or more? When it breaks down that often, the tool itself is in need of some serious tweaking.
Some improvement would seem to be distinctly possible, but in general I think that any automated system for generating simple answers to complex problems will need correction a lot of the time. A third seems a bit much, though.
Hans