Never underestimate the power of fluff.Charles Lewis wrote:I need to repost my shipyard mods here on the forum, but essentially one of the options put restrictions on the number of different units a particular shipyard could build. Essentially, it could only hold the plans, equipment and forms (etc.) for a limited number of designs. Adding or replacing a design at a shipyard involved an additional expense to cover the new producers, forms, etc. being setup at that shipyard. It also then forced you to seriously consider where to build a new design and whether it would be better to build a new shipyard to do it.
All because of fluff in the old FASA ship guides.
Ship scarcity in a tech level/research game
- Iron Knight
- Lieutanant Commander
- Posts: 73
- Joined: Sat Oct 06, 2007 1:14 am
- Location: Joplin, MO
Re: Ship scarcity in a tech level/research game
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 thoughtjygro wrote:Normal cost of ship x 3 / total ships built ^0.5 (round normally)
-Emiricol
-
- Captain
- Posts: 242
- Joined: Wed Oct 10, 2007 11:39 am
- Location: Exeter; UK
Re: Ship scarcity in a tech level/research game
Emiricol wrote: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 thoughtjygro wrote:Normal cost of ship x 3 / total ships built ^0.5 (round normally)
Code: Select all
=round((H10*3)/(H11^0.5),0)
Normal cost of ship x 3 / total ships previously built ^0.5 (round normally),
This way you only have to count existing hulls when calculating the cost of a new hull. Of course it would still be a pain calculating the cost when you decide to construct 10 hulls in one go. In this case use:
Code: Select all
=round(((H10+1)*3)/(H11^0.5),0)
Gareth Lazelle
-
- Captain
- Posts: 242
- Joined: Wed Oct 10, 2007 11:39 am
- Location: Exeter; UK
Re: Ship scarcity in a tech level/research game
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 perhaps even when the ship enters service),Gareth_Perkins wrote:Of course it would still be a pain calculating the cost when you decide to construct 10 hulls in one go.
So: 'total ships built' could be read as 'total ships completed' - or was that what you where thinking of in the first place?
Gareth Lazelle
So, I was revisiting this thread (for the use of a solo SAE game) and I do like the idea that to receive the discount for a ship, the shipyard must be tooled for that design and the discount is based on the number of ships that the shipyard has personally produced. Of course, I would can the formula to be:
That cost is based for the turn, so if 10 ships are made, the discount for those ten don't occur until next turn.
I don't know how to handle ships that a shipyard isn't tooled for (perhaps ship cost x2) or how many ship designs can a shipyard be 'tooled' for, but I'm working on it.
-Bren
Code: Select all
ship cost x 2 / Square root of (current ships produced at this shipyard +1); round up
I don't know how to handle ships that a shipyard isn't tooled for (perhaps ship cost x2) or how many ship designs can a shipyard be 'tooled' for, but I'm working on it.
-Bren