Out-Of-Character Construction Rules
Terms and Construction Rates
| Builds 3,200 CP per turn. Only new construction, not repairs or upgrades. Can not run rush jobs, as they already are at maximum construction rate.
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| Converts 300 CP per turn. Only new construction, no rush jobs. Requires Shipyard.
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| Converts 600 CP per turn. Only new construction, no rush jobs. Requires Shipyard.
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| Builds, repairs, or upgrades 300 CP per turn.
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| Builds, repairs, or upgrades 600 CP per turn.
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| Capable of repairs and upgrades but not new construction. 300 CP per turn.
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| Capable of repairs and upgrades but not new construction. 600 CP per turn.
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| Builds, repairs, or upgrades 250 CP per turn.
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| Builds, repairs, or upgrades 500 CP per turn.
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- All starships unless specified else repair their own damages over time at a rate of 10% per turn.
- 1 turn = two campaign missions (ie C1M10 to C2M10) = 2 month = 60 days.
- 1 CP = construction point = 1 m ship/station/facility lenght.
- All construction costs will be rounded to nearest 50 CP for simpler updates.
- Credit cost. CP^3 equals the finished ship's market value in Credits.
Rush jobs
It is also possible to rush jobs (with the exception of World Devastators), increasing the production rate by up to 50%. However, it is impossible to continue production at this rate continuously, and it also increases manufacturing costs in an equivalent manner. This will be simulated as such that the production drops for the turn after the rush job as much as it was increased in the turn with increased capacity. Example:
Turn 1. Normal production rate = 5,000 CP.
Turn 2. Increased rate = 7,500 CP.
Turn 3. Decreased rate = 2,500 CP.
Turn 4. Normal rate again = 5,000 CP.
Scrapping
Shipyards, Repair Yards and World Devastators can be used to scrap vessels on an even CP basis. It uses up the same amount of shipyard capacity. Scrapping returns 1/3 (rounded down to nearest 50 CP) of a vessel's original construction points (only counting the size of the vessel). World Devastators are an exception to this, they return 100% of the original construction points, however they can not convert more than their original capacity in one turn (3,200 CP).
Molecular Recycling Plants (MRPs) utilizes similar technology as World Devastators and can convert a maximum of 300 CP per turn and plant. Note that a MRP cannot construct ships on its own. It requires a shipyard of equal or greater production rate to feed with materials. Said shipyard can then increase its production rate with the MRPs conversion rate.
Example 1: 1 Large Repairyard can scrap a 600 CP vessel. Out of the 600 CP, 200 CP is returned and lower the cost of building vessels at shipyards with the same amount.
Example 2: 1 MC80-class Cruiser (1,200 CP) is being scrapped at 3 Large Repairyards (total 1,200 CP capacity) and returns 400 CP in scrapped resources. The 400 CP is used at 2 Adv.Shipyards (total 1,200 capacity) to finish building an Imperator-class (cost 1,600 CP = 1,200 CP from shipyards + 400 CP recycled scrap).
Example 3: 1,200 CP salvage is being consumed by a World Devastator. This uses up 1,200 CP
of the WD's total capacity, but at the same time increases the production capacity by
1,200 CP, making it an even conversion process (though without cost).
Example 4: 1 MRP + 1 Orbital Shipyard = 600 CP output. 1 MRP + 1 Advanced Shipyard = 900 CP. 2 MRPs + 1 Advanced Shipyard = 1,200 CP.
Construction Costs
- Eclipse-class Star Destroyer = 32,000 CP. x2 because of mass.
- Sovereign-class Star Destroyer = 30,000 CP. x2 because of mass.
- Executor-class Star Destroyer = 17,600 CP.
- Imperator-class Star Destroyer (any type) = 1,600 CP.
- H1, MC80, MC80B, MC40A, MC60 Mon Calamari vessels = x2 beause of the difficulty to build and repair them.
- MC90, MC80A has standard cost.
- Mandalaran Battlesphere = 9,000 CP. x3 because of mass.
- Halcyon-class Medium Frigates = 400 CP. x2 beause of the cost to build and repair them.
- Strike-class Cruisers = 300 CP. 2/3 because of modular construction.
- Star Hauler-class Transport = 750 CP. 2/3 because of modular construction.
- All bulk and container transports = 1/2 CP.
- Repair Yard (RY) = 300 CP.
- Large Repair Yard (LRY) = 600 CP.
- Orbital Shipyard (OSY) = 1,000 CP.
- Advanced Shipyard (ASY) = 1,600 CP.
- Molecular Recycling Plant (MRP) = 600 CP.
- Large Recycling Plant (LRP) = 1,200 CP.
- World Devastator (WD) = 6,400 CP. x2 because of mass.
- Advanced Mother Devastator Mk II = 29,550 CP. x3 because of mass.
- Mobile Space Dock = 850 CP
- Mobile Deep Dock = 1,400 CP
Upgrade Costs
- Allegiance to Exuberant or Allegiance III = 25% = 700 CP
- Victory I, Victory II or Harrow to any other = 25% = 200 CP.
- Victory I, Victory II or Harrow to Victory III = 50% = 600 CP.
- Any ship built on the Immobilizer hull to any other = 25% = 150 CP.
- Imperator subclass to any other Imperator subclass = 25% = 400 CP.
- Imperator subclass to Magnate = 25% = 400 CP.
- Nebulon-B class Frigate to Nebulon-B2 class Frigate = 50% = 150 CP.
- Dreadnaught-class Medium Cruiser to Assault-class Heavy Frigate = 50% = 450 CP.
- CR90 Corvette to Assassin-class Corvette = 25% = 50 CP.
- Lancer Frigate to Lancer Mk IIB Frigate = 50% = 100 CP.
- Carrack-class Light Cruiser to Carrack Mk II = 25% = 100 CP.
- Marauder to Marauder II = 25% = 50 CP.
- Marauder or Marauder II to Marauder III = 50% = 100 CP.
- Prowler to Prowler II = 25% = 150 CP.
- Repair Yard to Large Repair Yard = 300 CP.
- Large Repair Yard to Orbital Shipyard = 500 CP.
- Orbital Shipyard to Advanced Shipyard = 700 CP.
- Mobile Space Dock to Mobile Deep Dock = 650 CP.
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