Retail Construction & Purchase rules: Difference between revisions

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Created page with "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: System Fabrication== : ''This likely requires a completely different persp..."
 
 
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==Step 1: "Keel"==
==Step 1: "Keel"==
: (Size × 2,000,000 Credits) + (Total Hull SUs × 5,000 Credits)
: ''(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.
'''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: System Fabrication==
==Step 2: Systems Fabrication==
: ''This likely requires a completely different perspective; maybe each system individually valued, rather than categorized.''
: ''This likely requires a completely different perspective; maybe each system individually valued, rather than categorized.''
Sum the SUs of all installed systems (Warp, Tactical, Computer) and multiply by a "complexity" tier.
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
* Standard Systems (Cargo, Quarters, Basic Warp): ''SU × 10,000 Credits''
* Military/Science Systems (Phasers, Sensors, Shields): SU × 25,000 Credits
* Military/Science Systems (Phasers, Sensors, Shields): ''SU × 25,000 Credits''
* Advanced Systems (Cloaks, Pulse Phasers, Regenerative Shields): SU × 100,000 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:
{| align="center" border="2" style="background:#BDBDBD; text-align: center"
|+ '''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==
==Step 3: Integration & Labor==
: Total System Fabrication value  × (Size / 2)
: ''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.
'''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.

Latest revision as of 04:57, 29 August 2026

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.