GypsyComet said:
And you still came into this discussion with that firmly in mind?
Yes, because I thought the OP would be interested in a realistic answer.
Traveller's economics and trading rules are specifically built to support game play.
Which is great if all you're interested in is a gamist view of "rolling dice and winning", but useless if you're interesting in roleplaying in a scifi setting that you expect to make some degree of sense.
They give the appearance of being a good approximation of real macro- and micro-economics, but that's all they do.
No, they don't. They give the appearance of being written by someone who didn't have a clue what he was talking about, and bear no resemblance to any kind of sane economics at all that could apply to an interstellar, futuristic society. Heck, the oft-repeated goal of Traveller was to simulate the Age of Sail in space, which has absolutely no bearing on how a realistic interstellar society would work.
Others before you have made the mistake of assuming those rules are close to properly modeling the Traveller reality and, as you have, found serious flaws that they lost sleep over.
So your answer to these issues is to just ignore the gaping logical holes in the game?
Play the game, or don't play the game, but realize that real economics models are bookshelf fillers and eaters of vast amounts of computation power that *still* cannot handle the human factor (as evidenced by ongoing events IRL), and that, by comparison, eight pages written by a gamer is not going to answer all or even a significant fraction of the questions a vaguely rigorous economic model will ask.
Then the designer shouldn't have bothered trying to do so in the first place. The only reasonably well-researched and intelligent trade system written for Traveller was presented in GURPS: Far Trader, and that
was written by someone who knew what he was talking about, and even then he's since admitted that if given free reign he would have ditched Traveller's assumptions (that still crippled his rules) and replaced them with something more sensible. Perhaps if any thought had been put into the trade system to start with in CT, we wouldn't have these problems now.
It's like the CT worldbuilding rules - they may look convincing to someone who doesn't know anything about the subject, but a cursory examination yields major flaws in both the statistics and the physical assumptions even for the time. The result is a nonsensical mess that's produced a universe full of unrealistic systems.
Play the game, or try to run a simulation of Imperial trade. Its your choice, your time, your lost sleep, and your blood pressure. At this point, that's all the advice I can give you, or anyone else who follows that path of thought.
If you're happy playing with nonsense, then by all means carry on playing it - but that's no reason whatsoever for anyone else to stop dissecting and deconstructing it and trying to come up with something better.