Hi Steve,
I'd like to echo Kurts' concerns about slowing down the rate of economic expansion. As it stands, I've found it requires a significant economic effort to create useful colonies in a reasonable amount of game-play (i.e. wall-clock, not Aurora calendar) time. If the rate of colonization were cut by an order of magnitude, I think it would kill the game for me. That being said, I've always had a little bird twittering in the back of my head about how one would manage to cram 50K people into a wet-navy-destroyer-sized hull. In addition, I think the observations about relative size of civilian and military ships (both IRL and in the Honorverse) are appropriate.
So it seems to me that the trick is "how do I make civilian ships significantly bigger than military ships without seriously impacting the cost-per-person-km or cost-per-factory-km". Since most of the cost of civilian shipping is in cryo-storage and engines, it seems like the way to do that is to make sure that those two systems aren't prohibitively expensive. Cryo-storage is easy - since it isn't used by military designs you can just cut the cost (or even work it as "regular" life support). It's engines that are tough - how do you set it up so that a civilian ship with 10x the mass of a military ship doesn't cost 5 times as much (10x for the engines, which I cut by 2 to model the absences of weapons and sensors)? Note that this is the same old "civilian engines" conundrum again - "how do you make efficient, low-speed civilian engines without screwing up military designs?"
The best thought I've had so far is to make outdated technology significantly less expensive. If you gave a 2x or 4x cut per tech level to the build cost of a system, then civilian designs could use lower-tech (and slower) engines at a significant cost reduction. As a concrete example, if your current capacitor recharge rate was 3, and you decided to design a "Hyperdyne Systems 3000" laser using recharge-2 capacitors, the cost of the capacitors would only be 50% of what it would be if the your recharge tech level was 2. I used capacitors since I could actually remember the levels, but the same would apply to engines. If you go down this road, I would recommend that a new system actually be designed rather than just having the cost magically drop. In the example above, the Hyperdyne 3000 might be replacing a Hyperdyne 2000 laser which had exactly the same operating characteristics, except it would be more expensive because it was designed when capacitor tech was at recharge-2 (rather than 3).
If you're worried that e.g. a 2x reduction would make low-tech alternatives too cheap, there's still mineral and fuel cost. The only thing I've suggested changing is build cost, so a 10x as big ship would still cost 10x the minerals. I don't know if leaving mineral and fuel costs alone would end up making colonization costs prohibitive (bad) or prevent players from building huge military navies composed of 1- or 2-generation outdated ships (good), i.e. which way it would kick play balance. I suspect that fuel is going to be the problem - all those huge civilian ships would consume a huge amount of fuel compared to the military. Here's a thought: why not have fuel for civilian shipping come from the civilian economy? In addition to resetting the maintainence clock, the civilian maintainence facility could also fill the tanks of the civilian designs. This actually mimics real-life - military fuel consumption is small compared to civilian. The only problem is that you'd have to prevent fuel transfers between civilian and military designs (to avoid free civilian fuel getting into military vessels).
I agree with the outline of the problem. I think I have accepted the fact that commercial ships need to be larger and likely slower but the problems are retaining a relatively cheap ship that doesn't use huge amounts of fuel and allowing the construction of enough to fulfil the demand. The idea of cheaper older systems is a possibility, although that wouldn't solve the fuel problem. If government-owned commercial ships had free fuel that would offset most of the attractiveness of the civilian sector.
However, I have another idea that might be a possible solution and fit within the Aurora physics model. At the moment there are four type of engine with increasing power and decreasing fuel efficiency. Those are:
Ship Engine: 1x Power, 1x Fuel Use.
FAC Engine: 2x Power, 10x Fuel Use (Max 1 per ship)
Fighter Engine: 3x Power, 100x Fuel Use (Max 1 per ship)
Missile Engine: 5x Power, 10,000x Fuel Use.
I could add a new engine type to the start of that scale. A commercial engine that is half power per HS and 0.1x fuel use that is also much cheaper in terms of power produced and crew requirements (perhaps only 20% as much). Also as the size of the engine decreases on the way down the scale, I could make the engine much larger, perhaps 25 HS, which makes it a little less flexible and prevents huge numbers of engines per ship. Such an engine would be of little use to warships, which would want the best possible power ratio, but it would be fine for large commercial ships that are more interested in efficiency than top speed.
As an example, here is the Commonwealth's current freighter design and the engine it is using.
Atlas IV class Freighter 4250 tons 186 Crew 338.2 BP TCS 85 TH 400 EM 0
4705 km/s Armour 1-23 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 0
Annual Failure Rate: 144% IFR: 2% Maintenance Capacity 50 MSP Max Repair 40 MSP
Cargo 25000 Cargo Handling Multiplier 5
NPO Energomash Magneto-plasma Drive (5) Power 80 Efficiency 0.60 Signature 80 Armour 0 Exp 5%
Fuel Capacity 100,000 Litres Range 70.6 billion km (173 days at full power)
NPO Energomash Magneto-plasma Drive
Power Output: 80 Explosion Chance: 5 Efficiency: 0.6 Thermal Signature: 80
Engine Size: 5 HS Engine HTK: 2 Internal Armour: 0
Cost: 40 Crew: 25
Now here is the proposed equal tech commercial engine using the parameters described above. It is the same cost but has 2.5x the power and a fuel efficieny that is ten times higher. However, it is also five times larger so the power to mass ratio is half that of the military engine.
Commercial MPD
Power Output: 200 Explosion Chance: 15 Efficiency: 0.06 Thermal Signature: 200
Engine Size: 25 HS Engine HTK: 1 Internal Armour: 0
Cost: 40 Crew: 25
Assuming a cargo hold that is ten times larger but otherwise identical in terms of cost, capacity, etc., the resulting equivalent of the Atlas would be as below. This design simply replaces the five existing engines and five cargo holds with their updated equivalents. The resulting ship is about twenty percent more expensive, mainly because of the increased armour requirement (90 BP instead of 23 BP). The range is actually greater (93 billion vs 70 billion) for the same fuel. The most notieable difference is speed, which drops from 4705 to 1552, which means this ship will take 3x as long to get anywhere (or perhaps slightly less as the unloading/loading will remain the same) but the fuel cost to do so will be about 20% less. The maintenance figures are also way out because of the increased size so I would have to tackle that somehow.
Testbed class Freighter 32200 tons 186 Crew 405.4 BP TCS 644 TH 1000 EM 0
1552 km/s Armour 1-90 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 0
Annual Failure Rate: 8294% IFR: 115.2% Maintenance Capacity 8 MSP Max Repair 40 MSP
Cargo 25000 Cargo Handling Multiplier 5
Commercial MPD (5) Power 200 Efficiency 0.06 Signature 200 Armour 0 Exp 15%
Fuel Capacity 100,000 Litres Range 93.1 billion km (694 days at full power)
The proposed increase in cryo-transport size is only 5x not 10x so the equivalent colony ships would be as follows (original first and then with updated systems). In this case, the cost increase is negligible and the speed is 54% of the original. The resulting ship also has more than twice the range so it could drop a fuel bunker. This gives a ship that is slower but still competitive.
Alaska IV class Colony Ship 4250 tons 211 Crew 788.2 BP TCS 85 TH 400 EM 0
4705 km/s Armour 1-23 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 0
Annual Failure Rate: 144% IFR: 2% Maintenance Capacity 116 MSP Max Repair 40 MSP
Colonists 50000 Cargo Handling Multiplier 5
NPO Energomash Magneto-plasma Drive (5) Power 80 Efficiency 0.60 Signature 80 Armour 0 Exp 5%
Fuel Capacity 100,000 Litres Range 70.6 billion km (173 days at full power)
Testbed Two class Colony Ship 19550 tons 211 Crew 829.8 BP TCS 391 TH 1000 EM 0
2557 km/s Armour 1-64 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 0
Annual Failure Rate: 3057% IFR: 42.5% Maintenance Capacity 27 MSP Max Repair 40 MSP
Colonists 50000 Cargo Handling Multiplier 5
Commercial MPD (5) Power 200 Efficiency 0.06 Signature 200 Armour 0 Exp 15%
Fuel Capacity 100,000 Litres Range 153.4 billion km (694 days at full power)
Here is the same ship with two extra engines. The cost has increased by 10% and the speed has been increased by 24% so that seems like a good investment (perhaps too good - maybe the 20% cost is too low). Diminishing returns kicks in faster with the engines though because of the lower mass-power ratio. BTW, these are all done with magneto-plasma drives
Testbed Two 22050 tons 261 Crew 915.4 BP TCS 441 TH 1400 EM 0
3174 km/s Armour 1-70 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 0
Annual Failure Rate: 3889% IFR: 54% Maintenance Capacity 26 MSP Max Repair 40 MSP
Colonists 50000 Cargo Handling Multiplier 5
Commercial MPD (7) Power 200 Efficiency 0.06 Signature 200 Armour 0 Exp 15%
Fuel Capacity 100,000 Litres Range 136.0 billion km (496 days at full power)
How does the line of reasoning sound? Obviously more detail is needed but does it have the right feel?
Steve