Author Topic: Design a race with 100,000 research points, 150,000 BP  (Read 2026 times)

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Offline Michael Sandy (OP)

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Design a race with 100,000 research points, 150,000 BP
« on: November 11, 2006, 01:23:02 PM »
Here are the guidelines:
Active starting fleet limited to 3 years shipyard production
Mothball fleet limited to 3 years shipyard production
Limited to 10 years training from Ground Force training facilities
(Edit, maybe down to 5 years training?)
1 year of mining production will be on hand at the start
Not sure what to do for starting supply.  Maybe just have 1-2 years of Supply Factory production on hand.

Figure random planetary resources, with this caveat:
Duranium availability and quantity are limited.
So you might have 100,000 tons of Duranium of availability 1, 200,000 tons of Duranium availability .9m 400,000 ton at availability .8 and so on.  Every doubling the Duranium quantity means 10% less availability.

So you could have 3.2 million tons of Duranium, but at .5 availability.

Starting in the equivalent of the Sol system.

My goal is to generate discussion of reasonable mine/factory/shipyard/research ratios that NPRs will have.
« Last Edit: December 31, 1969, 06:00:00 PM by Michael Sandy »
 

Offline Michael Sandy (OP)

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« Reply #1 on: November 11, 2006, 04:35:02 PM »
First attempt:
45,000 BP for mines:
275 manned, 50 automated
12000 for 100 Construction factories (production is augmented by 6 Engineers)
14400 for 120 Supply Factories
1200 for 10 Ordnance Factories (that would be about 25 missiles a year)
14400 for 3 shipyards

Assuming 15,000 RP spent to get Improved Shipbuilding Rate 2, that allows 5040 BP for active fleet, same for mothballed fleet

Colony ships and troop transports would likely be mothballed.  My reason for starting with 3 years of ship builds active is that would mean 20% of the shipyards, approximately, would be used for overhauling.  That strikes me as a reasonable level for an NPR to maintain, long term.

For this exercise, total expenditure on the fleet is
10080   Average maintenance runs about 1000 Supply, so I am presuming at least Supply Production 1 to cover fleet + troop maintenance

4800 2 GFTF
4800 Naval Academy 2  (Important in order to get enough officers to get a decent Planetary Governor)
3600 Ground based sensor 3

or 110280 BP before research labs, ground troops, and defense installations

Ummm.
2400 for 20 Silos, 600 BP for about 200 missiles or so
24000 for 10 Research Labs, basically equal to the rest of the major ground installations
900 for 6 Engineers (or more)
800 for 4 HQ (or more)
150 Infantry/security division, 2 Inf, 1 sec
390 Assault division 2 Arm, 1 Ass Inf

Or 139520 BP so far
Lets see, GFTF train 100 points a year.  Or 1,000 BP of ground troops per facility, by my set up rules.  Okay, I am slightly overbudget on ground troops.  Maybe an Infantry division and a security division, 4 inf, 2 sec total.

A shipyard with ISR-2 can consume resources equal to its cost in 9 years.  A GFTF, training 100 points a year, would take 24 years to consume that much resources.  Perhaps there should be a tech tree for increasing Ground Forces training rate?

Engineers are a more expensive option when you figure in the overhead needed to make them.

Ballparking it, mining production should be able to keep up with Shipyard and Construction needs at these ratios.  Maybe a bit more mining and supply.

Assuming same TL, 325 mines with 120 supply + 112 construction+engineers + 3*40 for shipyards... runs pretty close.  Assume mining tech is advanced one level more and get a mining bonus governor.
« Last Edit: December 31, 1969, 06:00:00 PM by Michael Sandy »
 

Offline Michael Sandy (OP)

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« Reply #2 on: November 11, 2006, 04:45:42 PM »
So not exactly a hard and fast rule, but putting 1/3 of the BP of a race into mines, and 1/10 into supply, 1/10 into shipyards looks like a good start for figuring things out.
« Last Edit: December 31, 1969, 06:00:00 PM by Michael Sandy »
 

Offline Michael Sandy (OP)

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« Reply #3 on: November 14, 2006, 10:10:19 PM »
I seem to have underestimated just how many research points it takes to start out.

The minimum to be able to immediately start surveying and then exploring:
Basics:
100  Bridge
200 Cargo Hold
1000 Crew Quarters
1000 Cryo
2000 Geo Survey sensors
2000 Grav Survey Sensor
2000 tractor
(1000, for magazine, not absolutely necessary, nor 5,000 for Troop transport bay)

8,300 RP

5,000 Jump Point Theory
2,000 Jump Drive Efficency 3
2,000 Jump Distance 50
2,000 Max Jump Squadron size 3

11,000 RP (not including actual engine design)

1,000 Duranium Armor
1,000 Power Boost 0%
1,000 Internal Armor 0

1,500 Pressurized water reactor
2,500 Nuclear Thermal Engine

So no weapons, sensors, targetting systems and bare minimum drives is already 26,300 RP.

To have any ground troops at all, you need Organization 40%, 1000 and 6,500 to have all level 1 ground troop types.

To start off with semi-useful warships you pretty much have to specialize in one of lasers, missiles, and particle accelerators and completely skipping the others.
« Last Edit: December 31, 1969, 06:00:00 PM by Michael Sandy »