Some years back there were a number of discussions (some rather heated) discussing the ways that a 'large naval ships' & 'much smaller merchant ships' template could work w/i the 3I. When CT HG came out, I just figured, "Well, the IN needs monsters cuz' that's what is militarily necessary while the merchant fleets don't cuz' smaller ships do the job the best". As far as the the question of adequate revenue goes, there are a myriad of ways for the 3I to generate revenue. One that I proposed was a sort of 'membership fee' similar to what International Orgs like the UN charge their members here on earth. After all, why shouldn't the protection afforded to every member system by the 3I be paid for directly? There some others, & one guy, a historian from the UK who, I believe, is no longer on-list, pointed out that the Royal Navy was financed during the 'Age of Sail' with a level of taxation that some were arguing was too low to sustain the IN. And then there's the documented (one of the AZH cruisers, 'Children of the Marches' was originally financed by the sector gov) ability of the subsector/sector govs to levy taxes. I've always figured that that was how the 'Colonial' (a separate & distinct 'subsector navy' in CT HG) naval squadrons & ground forces were financed. The 5thFw boardgame clearly indicates that the 'colonials' are separate from the 'regulars' altho they come under 'regular' command in time of war or other emergency, such as the concentration of both 'colonial' & 'regular' forces in a single system, combating the IneGivar, at the beginning of the 5thFw.-------------------------------------------------------------------------------------------------------------------------------------------------------------------On Wednesday, September 30, 2020, 06:27:00 PM MST, xxxxxx@gmail.com <xxxxxx@gmail.com> wrote:It's almost like the map is not like the maps we're used to that call out the most major centers by population, but they instead identify systems by mainworld which could have the highest pop, could be the lowest pop, could possibly have different TLs in the system and maybe not be the highest (didn't check, but could be), or maybe for political or diplomatic regions... in other words, good for knowing what the official ports are (for importing/trade if everything has to go to the Starport of the mainworld) but not very useful as a trade / commercial Atlas or as a representation of population in systems (for human geography and for looking at total economic value of systems).The more you look at things like that, the more the 'Interstellar trade is small and high value luxury items' model makes some sense. That sort of an old, shattered, balkanized, rebuilt, re-balkanized sort of setting would tend to focus more on political importance or other strange notions for map making than on populations or even trade-related things. Of course, the Imperial Fleets and the cost of them says 'large trade' and 'big, well organized systems all over' and would probably fit better with maps that were about trade and sophont populations.Never let it be said ye olde game doesn't have some sort of contradictory points in its construction.TomBOn Wed, Sep 30, 2020 at 1:13 PM Thomas RUX <xxxxxx@comcast.net> wrote:Hi Phil,
On 09/30/2020 2:02 AM Phil Pugliese - philpugliese at yahoo.com (via tml list) <xxxxxx@simplelists.com> wrote:
Something just occurred to me;
Do any of the various schemes for generating detailed systems offer the possibility of a lo-POP 'mainworld' where the 'official' starport is located and also other worlds w/ larger or even much, much larger POP's?If the scheme for generating detailed systemsMaking a quick check of the schemes for generating detailed systems the ones that generate the starport prior to the main world's population appears to be capable of creating a lo-pop main world with the official star port and other worlds with a higher population in my opinion.
Tom Rux
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