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. | ||
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: ''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. | Sum 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. | ||
Revision as of 07:01, 9 December 2025
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 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.
- 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.