AKAramis said:
I'd suggest a trade index based off of TL and Pop. (THe nature of the goods is determined by Tradecodes).
Realistically, it should be based upon some rough value conversion and include a resources index of some kind, but that way is too picayune for my gaming needs.
Let's Use TradeIndex=Sqrt(TLCd*PopCd) where TLCd is the Tech Level as a number and PopCd is the Population code as a number.
Tons to be available should be 10^((Trade Index+1d6)/3)...
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The only change I'd make is to
consider using the mod to be 2d-6 or 7 . Given no planet resource code, that can be used as a cover-all to include variation by all kinds of things...it gives a 0 or 1 average change, though and that may be an issue...although, my gut feeling is that the spec tonnage is still high - I'll be checking that. Perhaps 1d6 -2 (gives some below par performers).
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Note that a TL15 Pop 10 is still going to cap a couple thousand tons or so per source. I'd limit sources per starport to equal Pop as well, thus allowing about 10KTd/week on that PopA TLF world.
Note that this means trade per sophont goes down as Population goes up and as TL goes up, but this is based upon my belief that a world will become both more introspective and self sufficient the larger the population gets. It would appear that Mongoose agrees with that by the law level columns on information, trade and travel...
Okay, for the CT worlds (MGT ?) the numbers suggest that these will be the most popular combinations (the band, happily, covers ~50% of the
frequencies of both stats.
Pop TL
5 16.6 7.7
6 13.9 9.7
7 11.2 11.3
8 8.4 11.9
9 5.5 11.5
So, the bulk of the TI values will range from 5 to 9
which suggests that the sweet spot for frequency will be this part of the TI table.
Population
TL 5 6 7 8 9
5 5 5 6 6 7
6 5 6 6 7 7
7 6 6 7 7 8
8
6 7 7 8 8
9
7 7 8 8 9
I suspect the last two rows will be the prime "common" trade planets for the tramps - in addition to higher TI numbers, they also have some but limited space tech - jump in the case of 9...which should mean that they might well appreciate a jump 2 ship to move stuff. (probably a roleplaying angle, but a fun one)
Also, this kind of classic second or third rate port + small freighter run, will have the best shot at matching tech for tech on freight and fits lots of trade codes (can be Ri, can be Ag, In, etc, lots, really. )...so assume about 60 -70 tons freight on a conservative average....passengers, eh at this point.
The spec tonnage we'll be seeing in this range, is
6 100
7 215
8 464
9 1000
10 2154
11 4642
12 10000
13 21544
14 46416
15 100000
The bold represents the range generated by TI =7 - what I think is the most likely value encountered.
So. assuming the 65 ton freight load, excess hold is as follows for small ships that can make a profit/cost of at least 1.1
200/J1 143 = 78 empty
200/J2 103 = 38 empty
400/J1 277 = 212 empty
400/J2 217 = 152 empty
So, on the pad, at a low average tech world, with average to high population, this is what the tramp/free trader will be looking at, assuming the mythical average and median values and rolls.
Obviously, looking at the available spec cargo is next, but dammit, Its late, and I have a very comfy bed waiting.....and a three year old with a drum......
(note, all the above use the CT values for pop. They're close to the MGT
especially in this range. I'll do the same for EDG next, unless it just happens to get posted by someone else...... :wink: )