We're dealing with very, very low numbers of ships, though. There will be some smuggling from time to time but generally the limiting factor would be the size of the market on the planet itself. A pilot takes his ship down, and meets up with some smugglers; he swaps a couple of tons of firearms and gets a few tons of luxuries in return, or a few kilos of gold maybe: it's going to be limited by what the black market - well aware of the trade restrictions which commanders have to deal with - will pay. The physical amounts of goods capable of being carried are a limiting factor, too. Smuggling is risky not because of Galcop, so much, but because of the locals: you're dealing with criminals, after all, on their home turf, and then there's the planetary law enforcement to worry about.cim wrote:Only if Galcop has the forces to at least make smuggling risky, so we're looking at a need for near-total control of planetary orbital space, not just the station, even in high-risk systems. It would explain why they never have the ships to patrol any further out, I suppose. You'd also need to have some pretty thorough searches to stop people carrying a few grams of concealed gemstones through customs.
But you're assuming that the Credit is a currency. If it's a form of scrip - if it can only be used to buy and sell certain types of goods, or fuel, or ship equipment, from certain (above-atmosphere) traders, in certain places - then it doesn't work with the same system of values. I can't pay my mortgage with Nectar points, or buy shoes with air miles: there is no exchange rate between these things and "real money".cim wrote:There's also the effect of the exchange rate on trade. If a credit would naturally trade at 1 Cr = £10,000 based on relative values of goods, but Galcop is forcing the rate to 1 Cr = £10, then that makes imports of goods denominated in credits extremely cheap and popular - but also means you get basically no money for exports, so where are these imports coming from? Or I guess it could do it with an incredibly high transfer tax, so both imports and exports are really expensive. This is definitely getting away from the popular view of Galcop as a facilitator of trade.
The Co-operative might issue Credits to planetary merchants and trading companies in return for their support for and maintenance of the station and the Viper patrols - at that end the "exchange rate", such as it is, is based on a mixture of raw materials, labour and political support. On the station, these planetary merchants and companies control the prices quite closely: although they do fluctuate, they're pretty stable (with the exception of narcotics). But there's no real crossover between planetary currencies and the Credit, so there is no real scale of equivalent value. It's the locals (or a small group of them, at least) who have the power - the Co-operative has no real existence as a separate entity: it's just the sum of its members, and most of its members are planet-based merchants and trading companies.
What a Credit buys you on a station has no true relation to what values are on the planet. In orbit, Cr6 might get you a ton of food, or half a tank of quirium fuel, or 0.15kg (150g) of gold. On the planet, a ton of food might be worth the equivalent of just 0.03kg (3g) of gold (a ton of potatoes is about $120; a gram of gold is around $40: that's here and now on earth, of course: gold prices might be a lot lower if asteroid mining was common), and there might be no quirium to be had at all - regardless of the value, it's just not there to be bought. And if you try to offer the planet-side locals a "Credit", they wouldn't know what to do with it: it doesn't buy you anything at all.