You're also going to need to limit hi tech, hi pop worlds.

At a rough number, assume a military ship costs 5% of their build cost per year to run, and cost MCr1 per dton.

Assume Navy Taxes are 1% of Gross World Product, and income is KCr1 per tech level (pretty close to Striker numbers, and Im working off memory), so thats Cr10 per citizen per TL.

A TL12 world with a billion people therefore has Cr120 per person in navy tax revenue, or GCr120, which supports building 120ktons of military ships a year, or maintaining 2400ktons of military ships.

If you maximise a military ship at 7.5ktons, thats enough ships to put three ipatrolling every mainworld in a subsector.

On Sun, Sep 14, 2014 at 5:34 PM, J. Michael Looney <mlooney@megawatts.com> wrote:
A thought hit me as to how and why I am going to limit ship size in MTU, other than via GM fiat.  In MgT, Capital ships are required to be in section.  The largest one that can be done in 2 sections is 7,500 dTons, which, as it happens, is the largest amount of volume that an anti-gravity field can support.  Jump drives require A/G fields to make jump bubbles, so that also limits how big a jump capable ship can be.  A/G fields effecting a volume, not a mass also explains why space ships are sized in dTons and the actual mass of the ship doesn't matter or affect how many G's acceleration it can pull.   Due to the rather massive drop in both size and cost of spinal mounts,  even meson guns up to Type C (the largest being  D) could be mounted in a TL 15 craft. 

Need to add a 7.5k dTon "Dreadnought" to my things to design.
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