Trade codes for multi-world systems

simonh

Mongoose
I'm wondering how to handle trade codes in a system using the Scouts system generation rules and with more than one inhabited world. What would be the best way to handle this?

There are two options, the trade codes for the system are just taken from a designated 'main world', or the trade codes for all inhabited systems are additive.

Any preferences?

Simon
 
Usually it's just the mainworld that counts.

Though really, there's no reason to say that any other inhabited worlds in the system don't count... the trader just has to jump near the specific world within the system that he wants to trade with.
 
I prefer to keep the listed trade codes to those that apply to the mainworld.

The assumption, and not a totally unfounded one, is that the mainworld is the best the system has to offer, and that a system with significant populations elsewhere can access the mainworld readily.

You can assume Va and As codes in just about any system with space-faring TL and Pop, and if you have an older UWP format that lists belts and gas giants, those two codes are easy to assign. Similarly, you can assume that any space-faring system will have incidences of LoPop, Non-Ind, and Non-Ag. That said, if the mainworld qualifies as Industrial or Agricultural, having the negative code somewhere else in-system is pretty much negated as a useful trade code.
 
simonh said:
I'm wondering how to handle trade codes in a system using the Scouts system generation rules and with more than one inhabited world. What would be the best way to handle this?

There are two options, the trade codes for the system are just taken from a designated 'main world', or the trade codes for all inhabited systems are additive.

Any preferences?

Simon
Normally it's the mainworld that has the main TCs. There is nothing to say that other bodies in the system cannot have TCs - in fact, in CT from Book 6 Scouts onwards this became the norm when generating a complete system and was continued in MegaTraveller. However, when using a "single world" system (such as is presented in the TMB) it's normal to use the TCs for the mainworld.

HTH
 
IMTU -

  • Trade codes for mainworld determine interstellar trade routes (and merchant lines).

    Trade codes for other bodies are for in-system (intra-stellar) trade.
In CT the term starport was reserved for the mainworld and assumed to be the 'major traffic center in the system' (though pop is primary determining factor), while spaceport was used for all other 'spaceports' [CT Scouts].

For players jumping into a system they may need to travel (maybe even insystem jump) to get from starport to another spaceport for favorable profit. Of course, they could just jump to the desired spaceport.

When considering the merchant lines (trade routes), they would generally only hit the starport (and let local carriers make the trading profit in system). For players this offers opportunities, but may also indicate in system competition and even increased piracy or increased regulation/military presense to avoid such. Players hoping to make a profit by jumping directly to a spaceport may find that local laws require them to first go through customs at the starport (fuel and time penalty) and/or pay exorbatant duties on high-profit goods from out-system.

I don't have MGT Scouts - but I did not find that Core differentiates between spaceport and starport (though, neither did CT Books 1-3 I think).
 
Back
Top