---------------------------------------------------------------------------------------------------------------------------
There have been instances, mentioned in the TNS Dispatches, of unrest/revolt.
The Ine Givar insurgency covered a large chunk of the SpinwardMarches & is even represented in 'The Fifth Frontier War' boardgame.
And, of course, there are various & insundry solomain irredentists here & there out on he SolRim.
A lot of the 'Yellow Zone' designations placed upon worlds by the TAS is due to 'unrest'.
--------------------------------------------
On Wed, 3/30/16, Michael McKinney <xxxxxx@gmail.com> wrote:
Subject: Re: [TML] Relic tech and Scarcity-Driven Imperium (was: Salvage Operations (and Submarines))
To: xxxxxx@simplelists.com, "Tim" <xxxxxx@little-possums.net>
Date: Wednesday, March 30, 2016, 6:10 AM
Feudalism
died because of Republics and the burgeoning wealth of the
Merchant class. Traveller's current world model reflects
the bitter transition from the Medieval Era to the
Renaissance.
You
shouldn't see viable large trade Imperiums because
Feudal powers would try to snuff out their power and
influence before they could ascent to 'large'. Notes
how the Princes of Europe buried the Hansa, Venetians, and
Genoese. Republics don't last long when the powers that
be still exercise a belief that conquerring planets is more
economically viable than just trading with those
planets.
I think
espoused popular values in TU are naturally in conflict with
how power is distributed in the TU. It mirrors the conflicts
based around peasant revolts that flooded the 15-19th
century. Though about mid-17th, those revolts go from
disorganized, isolated mobs to organized militias. So
whichever model fits more with how planets and individuals
rally such revolts against feudal states in space, would be
also good to know if revolts are even a common thing in
Traveller.
On Tue, Mar 29, 2016 at
7:50 PM, Tim <xxxxxx@little-possums.net>
wrote:
On Tue, Mar 29, 2016 at 06:48:22PM
+0000, Phil Pugliese (via tml list) wrote:
> I've seen 'official' stats for up to
10,000DT's & have heard of
> others up to 20,000DT's.
>
> Would that be enough to run the CT 3I?
Yes, certainly. Economies of scale in the
construction and operation
rules in most versions start being fairly negligible around
the 3k-10k
dton range. You would just need more of them to support
the trade
volumes than you would of 100k dton ships, at about the same
total
cost.
The difference between moderate and tiny trade Imperiums
isn't really
in the expected size of starships, but in their numbers.
Obviously a
tiny trade Imperium can't support huge freighters at
all, but they're
not especially useful even in an Imperium with greater trade
volume.
(I use the terms "moderate" and "tiny"
since there's also the
possibility of a large trade Imperium, where average trade
volume is a
sizeable fraction of gross world products, but I don't
think anyone
has been advocating that)
- Tim
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