Quote:
Originally Posted by tanksoldier
I know there’s a blurb about this so where in the rules, but I can’t find it.
What is the economic impact of a TL-12 manufacturing capability choosing to build something to TL-10 specs?
Specifically, my group is playing the Pirates of Drinax campaign from GooseTraveller but using GURPS rules. They’ve gotten a industrial TL-12 planet to join the kingdom and want it to provide planetside and orbital defenses, but believe TL-10 would be “good enough” given the most likely threats IF there is an economic savings to doing so.
It seems like the savings should be substantial.
Thoughts?
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Classic Traveller - in a JTAS article, in Striker, and in A5: TCS - The prices are all in "local credits" - 1 Cr Imp = TL15 A starport. Yu pay CrLocal for goods, not CrImperial.
The value is CrL 1-((15-TL)/10)-(0.05 per Port level worse than A) for TL's 8-15. Below that, the table isn't the same formula.