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<blockquote data-quote="Ralts Bloodthorne" data-source="post: 1787388" data-attributes="member: 6390"><p style="text-align: center"><span style="color: gold"><span style="font-size: 26px">FREIGHT HAULING</span></span></p> <p style="text-align: center"><span style="color: gold"><span style="font-size: 26px">IN THE CONFEDERACY</span></span></p><p></p><p>With the vast distances between different solar systems, much less the size of the sectors and the Confederacy itself (Several hundred lightyears in each direction from Terra-Sol) both SuperCorps and independant shipping companies bring supplies from one system to other.</p><p></p><p>While one system may be heavy in exotic minerals, they may be agriculturally unstable, or rich in agriculture and light on metals. Even with the ability to mine the asteriod belts, some systems are low on heavy metals, or light ores.</p><p></p><p>Industrial and technological levels often differ. A 20 year old colony does not have the manufacturing infrastructure necessary to produce advanced robotic and computers, and due to post-war treaties, the only place advanced cloning and genetic technologies can be purchased from the Biological Artifical Systems and autonomous robotic equipment can only be purchased from the Digital Artifical Systems.</p><p></p><p>Shipping goods from one system to another can be lucrative, if the shipper has a bit of luck. Cargo Units each consume 100 cubic meters. While weight is not that much of a factor (unless it is a supersolid) space is.</p><p></p><p>Shipping can still be a dangerous proposition, since the Confederate Navy does not concern itself with normal economic piracy, viewing that as a job for freebooters, Planetary Defense Forces, bounty-hunters and adventurers. Unless it is a military ship that is jumped by pirates, the Confederate Navy is unconcerned with pirates or hijackers.</p><p></p><p>Insurance companies do not cover trans-system cargoes.</p><p></p><p>The Confederate Commodities Database contains going prices for various commodities, updated depending on the planet (Terra is updated by the minute, while Dejoun Bright is updated every 6 months. This database gives independant shippers a good idea of what planet is good to pick up one commodity to deliver to a second system.</p><p></p><p>For the most part, the SuperCorps will leap on any commodity price difference greater than 5%, but occassionaly, a lucky independant will come in system just as the market flux occurs, allowing them to make a fast score.</p><p></p><p><strong>Charter Transportation</strong></p><p>For standard, non-high risk or sensitive cargoes, it is not uncommon for a SuperCorp to hire an independant under a charter to ship the goods to the system, rather than divert a company starship, pay the crew wages, ship maintenance, etc.</p><p></p><p>The owner/crew of the starship must put the deed to the ship up for collateral when carrying a SuperCorp cargo, and the owner/crew gains 10% of the cargoes value when the cargo is delivered. A SuperCorp will often give a bonus for fast delivery as well as distance.</p><p></p><p><strong>Smuggling</strong></p><p>Always popular, smuggling involves avoiding planetary customs and law enforcement to either avoid tarriffs and custom taxes, or to bring illegal substances into the system.</p><p></p><p>This is highly risky, but allows for good profits. To counter smuggles is the largest reason that the Confederacy sllows Planetary Defense Navy's.</p><p></p><p>Smuggling areas take the place of a vital piece of equipment, or is carefully hidden within the normal spaces of the ship that either has baffling, shielding, or vacuum areas. These spaces are heavily shielded to avoid onboard scanning and ship to ship scanning.</p><p></p><p><strong>Unshielded compartment:</strong> This space is lightly concealed, and unshielded, allowing a crew with a basic scanning system a DC of 10 to detect it, as well as a Spot Check 15 or Search Check of 10 to discover it.</p><p><strong>Purchase DC Increase:</strong> If purchased seperately, this space costs 5+ 1/10th the ships Purchase DC. If the ship is purchased with the compartment build into it, it increases the ships Purchase DC by +1.</p><p></p><p><strong>Shielded Compartment:</strong> The space is concealed and shielded against scanners. A scanning crew will face a DC of 20 to detect it with instruments, a Spot Check of 30 or Search Check of 25 to detect it. Each rating after the intial adds a +1 to the DC, to a maximum of Rating 10.</p><p><strong>Purchase DC Increase:</strong> If purchased as an after-construction modification, this space costs 15+1/10th+2 per rating of the ships Purchase DC. If the compartment is added to the ship during ship construction it increases the Purchase DC by 5+1 per rating.</p></blockquote><p></p>
[QUOTE="Ralts Bloodthorne, post: 1787388, member: 6390"] [center][color=gold][size=7]FREIGHT HAULING IN THE CONFEDERACY[/size][/color][/center] With the vast distances between different solar systems, much less the size of the sectors and the Confederacy itself (Several hundred lightyears in each direction from Terra-Sol) both SuperCorps and independant shipping companies bring supplies from one system to other. While one system may be heavy in exotic minerals, they may be agriculturally unstable, or rich in agriculture and light on metals. Even with the ability to mine the asteriod belts, some systems are low on heavy metals, or light ores. Industrial and technological levels often differ. A 20 year old colony does not have the manufacturing infrastructure necessary to produce advanced robotic and computers, and due to post-war treaties, the only place advanced cloning and genetic technologies can be purchased from the Biological Artifical Systems and autonomous robotic equipment can only be purchased from the Digital Artifical Systems. Shipping goods from one system to another can be lucrative, if the shipper has a bit of luck. Cargo Units each consume 100 cubic meters. While weight is not that much of a factor (unless it is a supersolid) space is. Shipping can still be a dangerous proposition, since the Confederate Navy does not concern itself with normal economic piracy, viewing that as a job for freebooters, Planetary Defense Forces, bounty-hunters and adventurers. Unless it is a military ship that is jumped by pirates, the Confederate Navy is unconcerned with pirates or hijackers. Insurance companies do not cover trans-system cargoes. The Confederate Commodities Database contains going prices for various commodities, updated depending on the planet (Terra is updated by the minute, while Dejoun Bright is updated every 6 months. This database gives independant shippers a good idea of what planet is good to pick up one commodity to deliver to a second system. For the most part, the SuperCorps will leap on any commodity price difference greater than 5%, but occassionaly, a lucky independant will come in system just as the market flux occurs, allowing them to make a fast score. [b]Charter Transportation[/b] For standard, non-high risk or sensitive cargoes, it is not uncommon for a SuperCorp to hire an independant under a charter to ship the goods to the system, rather than divert a company starship, pay the crew wages, ship maintenance, etc. The owner/crew of the starship must put the deed to the ship up for collateral when carrying a SuperCorp cargo, and the owner/crew gains 10% of the cargoes value when the cargo is delivered. A SuperCorp will often give a bonus for fast delivery as well as distance. [b]Smuggling[/b] Always popular, smuggling involves avoiding planetary customs and law enforcement to either avoid tarriffs and custom taxes, or to bring illegal substances into the system. This is highly risky, but allows for good profits. To counter smuggles is the largest reason that the Confederacy sllows Planetary Defense Navy's. Smuggling areas take the place of a vital piece of equipment, or is carefully hidden within the normal spaces of the ship that either has baffling, shielding, or vacuum areas. These spaces are heavily shielded to avoid onboard scanning and ship to ship scanning. [b]Unshielded compartment:[/b] This space is lightly concealed, and unshielded, allowing a crew with a basic scanning system a DC of 10 to detect it, as well as a Spot Check 15 or Search Check of 10 to discover it. [b]Purchase DC Increase:[/b] If purchased seperately, this space costs 5+ 1/10th the ships Purchase DC. If the ship is purchased with the compartment build into it, it increases the ships Purchase DC by +1. [b]Shielded Compartment:[/b] The space is concealed and shielded against scanners. A scanning crew will face a DC of 20 to detect it with instruments, a Spot Check of 30 or Search Check of 25 to detect it. Each rating after the intial adds a +1 to the DC, to a maximum of Rating 10. [b]Purchase DC Increase:[/b] If purchased as an after-construction modification, this space costs 15+1/10th+2 per rating of the ships Purchase DC. If the compartment is added to the ship during ship construction it increases the Purchase DC by 5+1 per rating. [/QUOTE]
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