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:

Value Modifier
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36 - 60 legacy / surplus x0.75 outdated but reliable; spare parts are cheap and plentiful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.