Re: [TML] Relic tech and Scarcity-Driven Imperium (was: Salvage Operations (and Submarines)) Phil Pugliese 30 Mar 2016 13:26 UTC

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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'.

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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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