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Which brings us right back to what I've said a number of time before;
You can produce any sort of mercantile system desired by just tweaking the tables (rules) that you use.
You want mega DT vessels to dominate, change the tables to favor them.
You want < 1000 DT to be the best, do the same.
But for the TU, it's a detailed below.
thanks , Tim
--------------------------------------------
On Wed, 3/30/16, Tim <xxxxxx@little-possums.net> wrote:
Subject: Re: [TML] Relic tech and Scarcity-Driven Imperium (was: Salvage Operations (and Submarines))
To: "xxxxxx@simplelists.com" <xxxxxx@simplelists.com>
Date: Wednesday, March 30, 2016, 8:43 PM
On Wed, Mar 30, 2016 at 05:40:58PM
+0000, Bruce Johnson wrote:
> Yet this is not reflected in real-world experience: the
trend has
> been to ever-larger container ships rather than more of
them.
>
> Why?
Real-world ships do have many economies of scale that
Traveller ships,
at least per the published design and operation rules, do
not. High
in these are fuel costs, which in turn depend upon the
various sources
of hydrodynamic drag with various scaling laws. All of
these work out
to less than linear per unit volume. Much weaker
economies of scale
come with efficiencies of larger scale engines, maintenance,
capital
costs, and crew requirements. There are also a few
diseconomies of
scale, mostly driven by port and canal capacities.
Traveller starship costs are not dependent upon drag at all,
and their
fuel costs per unit volume are essentially constant.
Efficiency is
mostly irrelevant, while all of the other costs I listed
work out to
be pretty closely proportional to jump drive size for all
but the
smallest ships. So once you get a few small overheads
out of the way,
cost per unit freight volume is pretty much constant for a
given route
for ship sizes from ~3k dtons up. The exact threshold
depends upon
how many decimal places you care about.
This could be changed with different construction and
operation rules,
of course. The purely linear relation of fuel consumed
and jump drive
cost to volume of ship is the main factor driving the lack
of
economies of scale in large ships. If you tweaked them
to be
supralinear, you get a mostly small-ship universe.
Sublinear, and you
get enormous superfreighters. The easiest way to
arrange the latter
would be for one or both of the costs to be proportional to
the hull
area, rather than the volume.
- Tim
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