Retail Construction & Purchase rules
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These scratch rules are custom-made, to eventually enable an economy outside of the abstract one used for Star Fleet Command.
Step 1: "Keel"
- (Size × 2,000,000 Credits) + (Total Hull SUs × 5,000 Credits)
Note: This covers the "Cost of Entry" to operate a shipyard dock capable of holding a ship of that Size; this does not reflect the cost of the ship's structure itself.
Step 2: Systems Fabrication
- This likely requires a completely different perspective; maybe each system individually valued, rather than categorized.
Add the sum off the SUs of all installed systems (Warp, Tactical, Computer) and multiply by a "complexity" tier.
- Standard Systems (Cargo, Quarters, Basic Warp): SU × 10,000 Credits
- Military/Science Systems (Phasers, Sensors, Shields): SU × 25,000 Credits
- Advanced Systems (Cloaks, Pulse Phasers, Regenerative Shields): SU × 100,000 Credits
System Availability Modifier
To determine the value of a system, compare its Introduction Year to the Current Year:
| Age (years) | Status | Modifier | Rationale |
|---|---|---|---|
| 0 - 4 | prototype / restricted | x3.0 | bleeding edge; requires custom fabrication and / or security clearance |
| 5 - 15 | state of the art | x1.5 | modern standard; widely available but expensive to manufacture |
| 16 - 35 | standard / mature | x1.0 | baseline economy; mass production lines are established |
| 36 - 60 | legacy / surplus | x0.75 | outdated but reliable; spare parts are cheap and plentiful |
| 61+ | obsolete | x0.5 | technically inferior; likely salvaged or built without license |
Step 3: Integration & Labor
- Total System Fabrication value × (Size / 2)
Note: This makes small ships (Size 1-2) cheap to assemble (0.5x - 1.0x multiplier), while massive explorers (Size 8+) become astronomically expensive (4.0x multiplier), reflecting the massive engineering teams required.