CT Trade Routes Christopher Sean Hilton (14 Jul 2016 22:10 UTC)
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Re: [TML] CT Trade Routes shadow@xxxxxx (21 Jul 2016 07:01 UTC)
Re: [TML] CT Trade Routes Richard Aiken (23 Jul 2016 06:23 UTC)
Re: [TML] CT Trade Routes Richard Aiken (23 Jul 2016 06:25 UTC)
Re: [TML] CT Trade Routes Abu Dhabi (23 Jul 2016 07:39 UTC)
Re: [TML] CT Trade Routes Richard Aiken (23 Jul 2016 08:19 UTC)
Re: [TML] CT Trade Routes C. Berry (14 Jul 2016 22:15 UTC)
Re: [TML] CT Trade Routes Richard Aiken (16 Jul 2016 10:24 UTC)
Re: [TML] CT Trade Routes Thomas Jones-Low (16 Jul 2016 11:24 UTC)
Re: [TML] CT Trade Routes Christopher Sean Hilton (17 Jul 2016 21:41 UTC)
Re: [TML] CT Trade Routes Tim (17 Jul 2016 02:52 UTC)
Re: [TML] CT Trade Routes Christopher Sean Hilton (17 Jul 2016 21:55 UTC)

CT Trade Routes Christopher Sean Hilton 14 Jul 2016 22:10 UTC

I'm interested in knowing how people, who home grow their Traveller
Universe, impose trade routes?

I see it as mainly two variable system. Better starports promote trade
between each other so a pair of systems which both have class 'A' star
ports are more likely to have trade than two systems with class 'E' or
'D' starports. Shorter distances promote trade so two systems
separated by jump-1 are more likely to trade than two systems jump-4
apart.

I ask because I'm trying to automate at least part of the trade
network/pattern/graph in my sector generator and I don't have trade
classification done yet. After I get trade classification, I'll
probably revisit this so that profitable routes get re-ranked higher
in the order. For my purposes doing the "obvious" part of the job will
be enough as a I expect to add a tool that will allow editing the
available trade routes.

--
Chris

      __o          "All I was trying to do was get home from work."
    _`\<,_           -Rosa Parks
___(*)/_(*)____.___o____..___..o...________ooO..._____________________
Christopher Sean Hilton                    [chris/at/vindaloo/dot/com]