Posted by: nuclearslurpee
« on: January 28, 2021, 11:33:39 AM »It probably makes more sense to set a limit of RP and BP, and leave it there. As a bonus this would make it easy to boot up a new game with those custom initial free RP and BP amounts and use those to keep track (especially if component research is folded in, which it should be IMO) instead of having to track a bunch of mineral costs by hand, plus is a bit more realistic relative to how players usually design ships.
A reasonable RP limit might be 160k (same as 1000m pop start, but you'll get more out of it due to not researching commercial and ground techs/components) and BP equal to 15% or 20% of the desired total tonnage (this does need to depend on doing tests with the RP to see how much "typical" ships cost, it may be possible that 25% is needed instead depending on these results).
OP should also specify if this fleet needs to be jump-capable, squadron-jump capable (two different things here!), or is expected to work with a tender in practice. This changes designs substantially.
A reasonable RP limit might be 160k (same as 1000m pop start, but you'll get more out of it due to not researching commercial and ground techs/components) and BP equal to 15% or 20% of the desired total tonnage (this does need to depend on doing tests with the RP to see how much "typical" ships cost, it may be possible that 25% is needed instead depending on these results).
OP should also specify if this fleet needs to be jump-capable, squadron-jump capable (two different things here!), or is expected to work with a tender in practice. This changes designs substantially.