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Traveller Cargo Standards

This is one of the key issues that has always sent me into loops about Trade & Commerce in Traveller in general.

Personally, I recognized the difference between mass and volume from the first time I read through Book 2.

However, it did not clearly (IMO, anyway) state whether the cargo shipping rules were dealing in mass or volume. I sort of figured that each shipping ton was a dTon, and that the actual mass contents were a vague handwave. It also caused me to forget to convert on numerous occasions. I once went through an elaborate cost/efficiency model for shipping low-cost grains (there seeemed to be no reason to ship them, too cheap to make a profit), until some kindly soul here pointed out I'd forgotten that a dTon of grain was actually many metric tons, and I'd been blandly assuming only a single metric ton in the actualy dTon of space.

Worse, there were misleading words here and there, especially that in Bk2 High Passengers were given an alotment of exactly 1000kg (yes, kilograms, not a dTon).


Given the costs of shipping between the stars, I think handwaving some problems away based on packing materials less than ideal. When packing for interstellar shipment, in a system based on volume and not mass, it is highly advantageous for the shipper to see to it that the packaging is as efficient and dense as possible. This raises profit margins. And given that the Rule of 1 (from GT:Far Trader) flatens out any potential trade advantages from jumping between ideal trade code worlds (because everyone else will also be trying to do it because it looks advantageous), as soon as one shipper starts earning extra money for shipping denser loads, everyone else will start, too.

This leads us to ask, how much of any particular material fits into any particular and quasi-mythical "shipping-dTon"? And how much money can be made from it in order to fix a speculative trade value? (A ways back up-thread, someone mentioned the content of wheat per dTon; I actually found a website a while back that listed volumes for various grains by weight, but it also noted that this was influenced by humidity/water content; so the above values can be variable for some subtances based on factors which aren't normally considered.)

It's a question I spend time thinking about, and I haven't yet come up with any final answers.

I sort of like the TNE trade and commerce system, which seems to be a development of Bk7. However, it's entirely geared to the post-apocalyptic world after the virus strikes.

I also like the Bk2 rules, but that's mostly nostalgia, and they are hideously flawed in many ways if used for anything other than kicking off the occasional adventure (for which they are quite good, I think).

So, what we really need is some great and genius Traveller fan, with vast and lofty knowledge of the shipping industry to invent some cool mechanics for the rest of us . . . whoops, wishful thinking there . . . <bad Chris, bad!>
 
Cris, the Bk7 system is lifted straight out for TNE. As it was for MT, as well...
 
I'm assuming that T20 uses the same system, due to its very heavy CT influence in such areas, but I haven't given it enough of a glance to really know for certain. Has anyone else looked at the T20 trade and commerce section and compared it to CT?

Thanks in advance,
Flynn
 
Originally posted by RainOfSteel:
So, what we really need is some great and genius Traveller fan, with vast and lofty knowledge of the shipping industry to invent some cool mechanics for the rest of us . . . whoops, wishful thinking there . . . <bad Chris, bad!>
I'm guessing from your statement you have not seen GT:Far Trader. Even if you don't like the canon-altering assumption that cargo costs are per-parsec, not per-jump, and the rules are more truckers-in-space rather than speculators, it has all the cool mechanics you need.
 
Originally posted by tjoneslo:
</font><blockquote>quote:</font><hr />Originally posted by RainOfSteel:
So, what we really need is some great and genius Traveller fan, with vast and lofty knowledge of the shipping industry to invent some cool mechanics for the rest of us . . . whoops, wishful thinking there . . . <bad Chris, bad!>
I'm guessing from your statement you have not seen GT:Far Trader. Even if you don't like the canon-altering assumption that cargo costs are per-parsec, not per-jump, and the rules are more truckers-in-space rather than speculators, it has all the cool mechanics you need. </font>[/QUOTE]I had GT:Far Trader for 2 weeks, nearly a year ago now, while a friend loaned it to me. I managed to read 15% of it, and copy out about five mechanics for general use in checking up on the non-canon GEnie sector info I found on a fan website.

It's been unavailable since then. I heard somewhere it's being reprinted in April, but for the moment, it's beyond my reach.

Also, it written in GURPS mechanics, which means its TL and Monetary systems are in GURPS instead of canon scales for those systems. There are no conversion tables in it (or at least none I spotted), so it can't be easily used with the other systems. The conversions I did make were shear guess-work, I felt bad while doing it knowing that it wasn't right, but what else could I do?

The supplement may "solve all" for those who play GURPS, but no matter how well written and thought out (and I thought it was quite well done), it's lack of canon adherence makes its use a major headache for me.

The per-parsec charges were something I'd been considering even when I was running the game for myself and a few others back in the early eighties. I have no trouble with that at all. Once again, it's the need to convert the mechanics before using them that tosses up a barrier for me.

That, and that talking on the TML and CotI for a while now has lead me to realize that even the most widely accepted lists of star-system data for Charted Space are also widely believed to be completely inaccurate and/or poorly generated. This makes writing anything for the common framework, or figuring anything out about it to be quite frustrating. No matter how well I convert the excellent mechanics of GURPS, I'm not left with much to apply them to on the grand scale.

As Bhoins was pointing out (over in Making A Jump 2 Ship Profitable, which, admittedly, was T20/CT discussion) what good is jumping around the various worlds of the Spinward Marches (even on the improved per-parsec system) when there are only a few places one can expect to fill up the hold and berths on a regular basis? In the Coventional Ownership Model, making the monthly payment is very important. Although I guess it's variable per TU, skipping out on payments is viewed with disfavor by the bank holding the title to the ship. Given the possibilities of skips versus the desire to get ship's crews to pay, it's my personal beliefs that banks will have friendly loan officers who will buddy-buddy with the ship's owner and/or captain for a while, arranging for loan extensions, etc., all the while promising everything will be all right, and no, it's no problem the monthly payment is late (again), and then, *whammo*, after a certain point is passed, the tough guys are called in to repossess, and the owner and/or captain are certainly never given the impression that this option is being considered. Leveling the threat, after all, would only raise the likelihood of the desparate to skip out.

Anyway, if GT:Far Trader is reprinted, I'll certainly buy it (as poor as I am right now, I'll still fork out), and maybe extra time in my possession will solve the problems I originally had with it (but it will still be a lot of work . . .).
 
T20 Trade and commerce is expanded from Bk2, with a few Bk5 elements thrown in.
and no, the KCr3 per ton was not a typo... it was KCr3 per Mg, assuming 10 Mg per Td.

So, assuming 10Kg/rifle, 200 Cr/rifle. 15 rifles per $3000, 150 KG. Or, if we assume 30% markup per layer, 2 layers (Retailer, local distributor) 1/(1.3^2)=1/1.69=59% or 120 Cr/Rifle, or about 2500 KG to the Td of KCr30. SO rifles ship at between 1.5 and 2.5 Mg per Td.

Most bulk grains float... just barely... until waterlogged. SG ~1.
We can infer about 30-50% packing losses (i'll use 30%) by type and processing level. 14 Kl at .7Mg/Kl, =9.8 Mg/Td
Note: Flour is about SG 2... and packing loss is less...

AS for making the J2 merchantman profitable: I've never had a problem. J1's run the maiins.

My players made J2 runs during the playtest under T20. You have to speculate. Freight is NOT going to make it except for being better than being empty. The A2 CAN turn a profit on a good 4-6 world run almost anywhere in the marches... IF ONE SPECULATES.

The A2 can be run at a profit on freight alone once paid off. But it can't reasonably expect to make it to payments that way. Speculation is the assumed mode of operation.
 
But who would set prices at a level where they can't make a profit unless they take an even bigger risk in speculative trade? It does not make sense.

When Boeing designed the 747 the first criteria was to be able to profit on the cargo deck less passenger baggage allowance, so that passenger pricing doesn't have to subsidize freight or vice versa.

A dry gallon (8 per bushel) of wheat weighs roughly 8 lb (that was the original definition, changed to volume standard of 268.8 cubic inches in the 18th cen) which is how I arrived at ~400 bushels for the cost and ~11 metric tons per dT. There is no packing loss, because grain would simply be dumped into a top-loading container.

Your guns example wouldn't fill anywhere near a dT, and since the mass is only a couple tons that isn't at a limit either. Either the price needs to be fixed to fill a dT or mass limit, or the quantity fixed as a partial dT.
 
Why would prices hover at speculation making money?

It's good for the GAME. May not be realistic, but it's good for the game.

A specific kernel of many kinds of grain is about SG 1. (It floats, just barely.) Unless you compress it, you still get packing losses, since they are neither spherical (10% minimum loss, IIRC) nor Cubical (0% packing loss). Hence, the SG is ?1 when in confined space; under such contiions, you still count the mass divided by the total volume. But grains do vary. Widely.

No argument. Guns Don't work... at least not as written. KCr30 per Td is a lot of waste space.

Given the traveller freight rates (Cr1000 per ton per jump) merchnts hae 0 incentive to make longer jumps unless some OTHER factor is working.

I prefer to think that speculation is that hook. (In my games, when trading, speculation occasiiionally generates J2 runs by playrs; longer jumps are almost always due to non-commmercial story matters.) Merchants with a good spec route can buy out in under a year, if they work it right and have a little luck. That sounds about right.

Now, spec trade on grain is a BAD thing... the value is so low, that it is usually going to net less than Cr1000 per ton. In fact, spec goods below KCr2 per ton is probably a waste of time. For each level of broker, you can expect a 20% difference on the Bk2 AVT. (-1 buy vs +1 sell) so at the max DM of 4, that's 60% expected purchase and 150% expected sale, or 90% of BV gain... so even then, wood, steel grain, fruit, and aluminum are all unlikely to attain freight rates.

Now, since the worst a Broker 4 can do at purchase (ignoring type mods) is 110% buy and 90% sale... Broker 4's shoud be sought by any merchant crew!

A broker 2 trader 3 crew should be able to make a killing find it, buy what's cheap and going to sell well 9 days from now....
 
You still have spec trading as the only way to get ahead in less than decades. And, yes, grain is not the spec trade commodity of choice. I was merely including it as an example of something that just happened to make sense in dT quantity at LBB2 pricing.

(The 8 lbs per dry gallon for wheat is the unconsolidated density, and other grains will vary from that by some small percentage. The only waste losses would be due to packaging, but as I said there is no need for packaging bulk grains in smaller quantities than full containers.)
 
The only waste losses would be due to packaging, but as I said there is no need for packaging bulk grains in smaller quantities than full containers.)
Ah, there's where you misunderstood. I was working from per-kernel: hence, stacking losses and SG reduction when finding the Unconsolidated density.
 
Er, that's what I'm saying, the density I gave isn't calculated from kernel density, it is the density of wheat in bulk: 64 lbs per bushel. There are no additional losses to calculate.
 
Ah, very good! I was using some historical weights and measures data. 13.5% moisture is 60 lbs, 19% moisture is 64 lbs. Maybe British corn (their term for wheat) is historically higher in moisture content (wetter weather, cooler temp).
 
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