Search found 242 matches
- Fri Nov 02, 2007 8:22 am
- Forum: Hotlabs
- Topic: Ship scarcity in a tech level/research game
- Replies: 20
- Views: 10722
Re: Ship scarcity in a tech level/research game
Of course it would still be a pain calculating the cost when you decide to construct 10 hulls in one go. Thinking further on this point, it would make a certain amount of sense that the hull price is fixed each turn, and any cost reduction would only apply the turn after production starts (or perha...
- Fri Nov 02, 2007 8:11 am
- Forum: Hotlabs
- Topic: Ship scarcity in a tech level/research game
- Replies: 20
- Views: 10722
Re: Ship scarcity in a tech level/research game
Normal cost of ship x 3 / total ships built ^0.5 (round normally) How would you program that in excel, say using H10 as the 'normal cost' field, and H11 as the "No. Active" field? I am giving this whole idea a second thought :) =round((H10*3)/(H11^0.5),0) Or to make it slightly more logic...