Trade Free!'s Guide to Digitis

(excerpts)

Introduction

    Digitis is a difficult world for the Free Trader.  Restrictive laws make it difficult to make a quick stop, although a world geared towards sea trade does have some advantages.  Local goods are of mixed exportability, and the market for offworld trinkets is limited by a widespread social desire to remain self-sufficient.  Nevertheless it can be a profitable run, if goods are chosen carefully and certain procedures are followed.

Time, Dates, and Timezones

    Dates on Digitis are reckoned from the first settlement in 320.  The local solar year being so long (over 240 years), the world actually uses Imperial standard years.  A year is therefore 415 local days, with a leap day being added every 6 years.
    The local day is 21h 6m.  This is divided using Imperial standard hours, so from midnight at 00:00 it proceeds to 10:33 at noon, thence 21:06 becomes 00:00 of the next day.  This is true whether working in local or Galanglic time.  Sometimes the locals will describe 10:32 as 10:32 am, and 10:34 as 00:01 pm, in keeping with standards of local time throughout the Imperium.

Gotchas

    The big Gotcha is that you must comply with all requests of all officials.  Never under any circumstances attempt to trade on the black market, and whatever you do, land only at the city of Down Port.  All landing and transfer of goods must be done with auxiliary craft.  Treat your starship as if it were a wet boat, and fly only over the oceans.  They are extremely protective of their forests in the northern hemisphere, and you should avoid these at all costs.

Currency

    Trading is best done by barter, or in Imperial currency.  The latter has a buying power out of proportion to the exchange rate -- the credit will buy twice as much here as is usual in the Imperium.  Credits can be used directly if desired, and make a good tip.

Recreation

    Count on staying on board ship for your entire visit, with occasional trips to visit dockside officials.
    That goes for your crew, too.  The consequence of having a crew member convicted of some violation is too high to risk allowing liberty.
    Alcohol is illegal.  There are speakeasy bars in the docklands, but they are raided frequently and are the scene of frequent violence.  In the thin air an offworlder is at a disadvantage in a brawl.
    Gambling is likewise forbidden.
    To top it off, requirements for visas to go ashore are tedious and extensive.  It is just not worth trying to work through the red tape.
    So prepare your crew for a period of ship-bound entertainment, and equip your vessel accordingly.  Offer extra time off at your other stops in compensation.

(to be completed)