Author Topic: Production time for shipyad extensions...  (Read 496 times)

0 Members and 1 Guest are viewing this topic.

Offline TMaekler

  • Captain
  • **********
  • Posts: 401
  • Thanked: 51 times
Production time for shipyad extensions...
« on: August 11, 2018, 11:40:24 AM »
I am trying to figure out how exactly the completion times for new slipways and adding capacity works. Looks like it is linked to the "mod rate" which can be seen in the "Manage Shipyards" tab. But I can't figure out, how that number is calculated. It stangely seems to change for all shipyards the moment you change one of them... . Anybody an idea?
 

Offline Steve Walmsley

  • Aurora Designer
  • Admiral of the Fleet
  • S
  • Posts: 7097
  • Thanked: 1937 times
    • http://www.starfireassistant.com
Re: Production time for shipyad extensions...
« Reply #1 on: August 12, 2018, 04:50:18 AM »
For a military yard, the mod rate is:  Shipyard Build Rate * (1 +  (((Capacity / 5000) - 1) / 2))

For a commercial yard:  Shipyard Build Rate * (1 +  (((Capacity / 50,000) - 1) / 2))
 
The following users thanked this post: TMaekler

Offline TMaekler

  • Captain
  • **********
  • Posts: 401
  • Thanked: 51 times
Re: Production time for shipyad extensions...
« Reply #2 on: August 13, 2018, 01:05:46 PM »
Thanks, Steve. Have another question in regards to this. The ships itself are build accordings to the ABR number - which is different to the Mod Rate.

I have the following example:
Race Shipbuilding Rate: 400BP
Planetary Modifiers: Manufacturing 90,37% - others are at 100%
So the "Shipyard Task Tab" correctly shows 361.5 BP per 5000t slipway.
Wanted to build a ship which has 313.5 BP, so I expected it to be build in under one year. But no, the game says it would need 406 Days. So I checked and when the task is created, in the list of active shipyards it gives the ABR number, which is 277. According to this number I come also to the 406 days. But how is this number of 277 calculated?
 

Offline Hunyt

  • Able Ordinary Rate
  • H
  • Posts: 2
Re: Production time for shipyad extensions...
« Reply #3 on: August 13, 2018, 01:35:07 PM »
Looking at the wiki and Steve's posts in the tutorials section of the forum, the build rate changes when you are building a ship that is not 5000t.  Not sure of the size of the ship you are building but this could be the difference you are seeing.

Quote:
The base racial Shipbuilding Rate apples to ships of size 100 (5000 tons).  If a ship is a different size, the rate of shipbuilding will be:
Normal shipbuilding rate x (1+(((Class Size / 100) - 1)/2))

hxxp: aurorawiki. pentarch. org/index. php?title=Shipyards_and_Shipbuilding
hxxp: aurora2. pentarch. org/index. php/topic,1956. msg18699. html#msg18699%7CPart
 

Offline TMaekler

  • Captain
  • **********
  • Posts: 401
  • Thanked: 51 times
Re: Production time for shipyad extensions...
« Reply #4 on: August 13, 2018, 11:38:31 PM »
No, that is the formula, Steve has provided above for the mod rate. There must be another formula.
 

Offline Hunyt

  • Able Ordinary Rate
  • H
  • Posts: 2
Re: Production time for shipyad extensions...
« Reply #5 on: August 14, 2018, 05:28:34 AM »
Quote
The base racial Shipbuilding Rate apples to ships of size 100 (5000 tons).  If a ship is a different size, the rate of shipbuilding will be:

Normal shipbuilding rate x (1+(((Class Size / 100) - 1)/2))

This is less complex than it looks.  What it means is that the class size is divided by 100 to get a multiple of the base class size of 100.  So a class of size 150 (7500 tons) would have a multiple of 1. 5.  This multiple is then reduced (or increased if less than 1) to half the distance between the multiple and 1.  So for the size 150 ship, the final multiple would be 1. 25. 

So if the shipbuilding rate for a size 100 ship was 1000 BP per annum, the annual shipbuilding rate for a size 150 ship (7500 tons) would be 1250, for a 10,000 ton ship it would be 1500 and for a 15,000 ton ship it will be double (2000 BP per annum).  A 25,000 ton ship will be built at triple the normal rate and a huge 125,000 ton Star Destroyer will be built at 12. 5x the normal rate.  Bear in mind that these ships will still cost the same as before and require the same resources.  The shipyard will just use up wealth and resources at a faster rate. 

Smaller ships will take longer than the racial shipbuilding rate would suggest.  Still assuming a Racial Shipbuilding Rate of 1000 BP, a 2000 ton ship is 0. 4x the size of a 5000 ton ship.  Half the difference takes it to 0. 7, so its annual construction rate will be 700 BP.  A 1000 ton ship will be built at 600 BP per annum. 

The rate at which each ship is being constructed is shown on the list of shipyard tasks and the estimated completion dates reflect the build rates.  This enables large ships and very large ships to be constructed in a reasonable time while still taking longer than small ships.  Of course you still need to build the shipyards capable of constructing monster ships. 

The same general principles apply to shipyard modifications so you can increase the size of large shipyards more quickly.  So if you want to add extra capacity to a 10,000 ton shipyard, you can do it 50% faster than adding extra capacity to a 5000 ton shipyard.  Adding extra capacity to a 15,000 ton shipyard can be done at twice the rate of a 5000 ton shipyard.  This applies to adding capacity, adding slipways or retooling.  This means that very large shipyards become possible as their rate of size increase will escalate.  Modification costs remain the same, you can just make the modification more quickly

If you look at the last paragraph, Steve says that they are the same in his post.
 

Offline TMaekler

  • Captain
  • **********
  • Posts: 401
  • Thanked: 51 times
Re: Production time for shipyad extensions...
« Reply #6 on: August 14, 2018, 11:25:45 AM »
Then my copy of Aurora does not what it is supposed to do. It differs between the two building rates (one is at 220, the other is at 277).
 

Offline davidb86

  • Warrant Officer, Class 2
  • ****
  • Posts: 72
  • Thanked: 4 times
Re: Production time for shipyad extensions...
« Reply #7 on: August 14, 2018, 12:02:20 PM »
The mod rate is based on the current capacity of the slips in the shipyard.  The build rate is based on the size of the ship you want to construct.  Unless your ship is equal to the slip size (10,000 ton ship being built in a 10,000 ton capacity slip) the build rate will be different than the mod rate
 

Offline TMaekler

  • Captain
  • **********
  • Posts: 401
  • Thanked: 51 times
Re: Production time for shipyad extensions...
« Reply #8 on: August 15, 2018, 09:15:46 AM »
You know, how to calculate that? The 3 slipways have a size of 11.000t each and the two types of ships I can build in that shipyard are 10.750t and 10.700t. And I have no idea how to arrive at the number of 277 ABR... (either from 220 or 361).
 

Offline davidb86

  • Warrant Officer, Class 2
  • ****
  • Posts: 72
  • Thanked: 4 times
Re: Production time for shipyad extensions...
« Reply #9 on: August 15, 2018, 11:51:05 AM »
You are correct  the rate shown (277) is not the rate calculated for a ship of 10,750 tons (215 hull spaces). 

Do you have any other modifiers (unrest, political status, deficit spending)? 

Another issue I have seen before, (but never worked out) is do you have enough minerals for the completion of the ship in stock?  If there is a mineral shortage, the build time will be based on when the minerals will be available.  In this case the ABR shown on the shipyard task list may be back calculated from the completion date, rather than the calculated rate for hull size. 

You could check this by using SM mode to add additional minerals to your colony and see if it changes the ABR and the completion date.
 

Offline TMaekler

  • Captain
  • **********
  • Posts: 401
  • Thanked: 51 times
Re: Production time for shipyad extensions...
« Reply #10 on: August 16, 2018, 03:44:43 AM »
The only modifier which is not 100% is the manufacturing (90,37%). That is why I don't have 400 BP per 5000t but 361. So that is accounted for as far as I understand it. And minerals as well as money are there, so no shortage problems... .
 

 

Sitemap 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53