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