Shepard Quest Mk VI, Technological Revolution

Wow nice index. Got to say about time for one. While i can appreciate debates and conversations about mass effect tech i wont deny i am eagerly awaiting the next update to get back to researching our future tech.

Edit: might i recommend a category for research subjects that have points in them.
 
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Hey cool I'd totally forgotten you could do that! Thanks!

Also that was one of the other thing I'd needed to do! Update the front page!
 
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Excellent points TheEyes all things to think on. The costs of arc-reactors an repulsors and the effects on product cost was something I was considering, however how much effect that has on the total cost compared to the additional tech upgrades? IDK we'll see later. High tech IRL seems to double the cost of military things price wise...
That's not so much "high tech" as "high precision" and "high performance". The basic science behind a ramjet isn't all that much different between a civilian plane and a military one; the military one just gets built to tighter tolerances and has a few extra bells and whistles that the civilian sector isn't willing to pay for. Arc reactors and repulsors are fundamentally cheaper and, being fuel-less, lower maintenance than fuel-burning helium power plants and fusion torch thrusters. That said, the upgrades in hull material will probably balance that out, as the more durable and stronger ceramic alloys we're dealing with are likely to be much harder to work with, increasing build and maintenance costs, so if it were me I'd just consider these a wash.

Anyway now for some rambling on ship costs! As usually when confronted with a problem I've done math. Do note that everything is super preliminary and just to give a reasoned point of consideration.

Okay so I've done some research. In RL for ships of similar technology levels and similar combat roles cost generally scales with ship mass. This seems to make sense in general but eezo costs are known to scale non-linearly with shipmass. However the rate of growth is unknown so for the initial analysis the non-linear growth of a eezo core will not be considered. Carriers generally cost less than battleships by an amount I will be estimating at about 50% Though it may range from 37.5%-75%.

Generally speaking production cost has been kept with in a range of ratios to credit cost so I'll lazily scale them together for this initial analysis.

After doing some thinking and math the 100 million cost of the Scimitar and its 350 production cost values are about right (Production may have been rounded up). All things told a space fighter is really just a little ship so scaling it up while not perfect gives at least some context. Issues with this are that Fighters and Frigates are optimized for speed, while dreadnaughts for combat ability per ship and Cruisers most likely for maximum gun per credit.

That said first to establish a sense of scale:
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First line that's a fighter. Admittedly ME fighters are actually a bit shorter per canon, but most people won't object to me rounding up to 10m.
Second line is a 100m frigate.
Line three is the ~138m estimated SR-1 rounded up.
Forth is the SR-2 ~175m again rounded up.
Next is a ~700m alliance cruiser.
Lastly we have a 1000m dreadnaught.

Sense of scale calibrated hopefully?

On to the numbers. These are for conventional ships, PI ships may cost more or less depending on various factors. I'm treating the scimitar as 6m long for this, so depending on how you feel about ME fighter length you may want to divide by 2 or so. Also I'm scaling mass with the cube of length.

Light 100m Frigate: ~1.56 Million production, ~463 Billion credits
Heavy 250m Frigate: ~24.4 Million production, ~7.2 Trillion credits
Light 400m Cruiser: 100 Million production, ~29.6 Trillion credits
Heavy 700m Cruiser: ~536 Million production, ~159 Trillion credits
Small 800m Dreadnaught: 800 Million production, ~237 Trillion credits
Large 1000m Dreadnaught: ~1.56 Billion production, ~462 Trillion credits

Carrier is ~1/2 a ship of the same scale + fighter cost, a 1000m carrier would have say 2700 to 8100 fighters.

And using those scales for additional consideration:
Normandy SR-1: ~4.1 Million production, ~1.2 Trillion credits
Normandy SR-2: ~8.4 Million production, 2.5 Trillion credits

Additional Ship Cost Factoids:
The cost of the eezo in the SR-1's double strength core is 120 billion credits as much as 1200 fighter cores.
The SR-1's R&D cost about as much as a heavy cruiser.

Thoughts:

Those number seem really high until you do the minimum eezo cost putting a 1000m dreadnought core at ~22 trillion. With those numbers the raw eezo core cost is ~5% of the ship's cost. In previous post (by UberJJK I believe) it was observed that the F-22's engine cost was about 10% of the fighter. More reasonably priced fighters like the F-35 have only 5% of their cost in engine. While these aren't the best comparisons I'd have to say that this at least seems reasonable. ESP as this isn't considering non-linear eezo cost to ship mass factors.

We know that in the two year and a month time period from the end of ME1 to the beginning of ME2 the SA built 1.5 dreadnaughts, which would at these prices cost ~346.5 Trillion Credits per year. Peak Human dreadnaught construction seems to be around a ship per year.

The SA had in 2157 about 200 ships which would math out to about a single "modern" fleet (est. 1 Carrier, 3 Dreadnaughts, ~36 Cruisers, ~160 Frigates) or something in that range. It is indicated however that the SA fleet had "several" dreadnaughts before the first contact war. Considering that there are three Everest Class dreadnaughts and they are "older" I imagine that those are the ships in question and they later got updated to more modern tech after the war. I general estimate a fleet at 1 Carrier, 1 Dreadnaught, 30 Cruisers and 128 frigate for a total of 160 ships. As the SA had ~8 fleets in ME2-3 I would suggest that for the most part the number of fleets and thus the number of other ships scales with the number of dreadnaughts. So that said in the space of 26 years humanity built say 750-800 new ships.

Doing some more estimating and stuff that puts the SA ship production budget for 2157-2183 at around 556.89 Trillion per year. The cost for the 2183-2186 build up is much higher as at least two new fleet where added. However this is after humanity had an Council seat so I assume it came with nice economic befit and other bonuses that made ship building easier.

Now previously we tried to estimate the SA's GDP. Which wouldn't be able to handle those numbers. I'm considering a new estimate based on GDP growth (~2.2% after adjusting for inflation) over ~150 years and an estimated 6 billion people living in the 4-5 "advanced" big member nations. This gives me an estimate of over 7.8 quadrillion credits national GDP for the SA. Considering the SA was founded on "freaking aliens" and the First Contact war kinda proved the point, taking ~10% (or more) of this and tossing it at the military seems okay. Which covers the costs. Also the unknown level of growth over the 26 years which seems to have been helped by access to the galactic markets based on all those giant human companies running around.

Mind that still maybe a bit much spent on procuring warships. Halving the costs may help a tad. I'm disinclined to go under under a fifth of the costs calculated here, barring major errors, due to eezo cost.

On the production side it means that there should probably be a fourth class of shipyard this makes sense as a Dreadnaught is ~1000 times the mass of a 100m frigate. Other then that the numbers seem okay a Small Shipyard will take about a year and a quarter to build a small ship. The theorized "Super Large Shipyard" would take about the same for a 1000m dreadnaught which is in line with the about a dreadnaught per year rate the SA got to After 2183.

Also additional note it seems that ship upkeep should be around 10% of the purchase price per year....

Still preliminary and most likely an upper bound, but it gives a starting point to reason from, thoughts?
Okay, on one hand I agree with your reasoning and numbers regarding Alliance starships and what they are likely to cost, if we base them on the numbers for a 100 million credit, 6-meter Scimitar fighter. If you base them on a 12-meter fighter (which makes more sense given that the F-35 is 15 meters and the F-22 is 19 meters.)
       
  Size (m) Cost Production
Scimitar 12 100,000,000 350
Frigate (Small) 100 57,870,370,370 202,546
Frigate (Large) 250 904,224,537,037 3,164,786
Light Cruiser 400 3,703,703,703,704 12,962,963
Heavy Cruiser 700 19,849,537,037,037 69,473,380
Dreadnought (Small) 800 29,629,629,629,630 103,703,704
Dreadnought (Large) 1,000 57,870,370,370,370 202,546,296
...makes things a lot cheaper, but doesn't alter the basic reality in ME.

On the other hand, it's a bit of a sobering perspective when you realize that, if you total up all the cash we've had going in and out of PI's hands since the start of the quest, enough for a thousand people to live wealthy lives without ever having to work for a day, it amounts to less than the cost of the eezo core of the cheapest 100m frigate on your list.

It makes the idea of the Quarians completely ludicrous, because all they would need to do is sell the eezo cores out of a couple dozen of their fifty thousand ships and they'd have enough money to buy a planet, and pay to ship the topsoil to another planet which they have also bought.

It makes the idea of space pirates completely ludicrous, because the value of their pirate ship is more than the pirates stand to make in the combined lives of their entire company and that of the next five generations of their children.

In short, it makes the fringes of the Mass Effect universe look absolutely absurd. Thing is, I'm not sure how to fix that, and reconcile that with the numbers you've quoted above. I'll think about it some more, but really I'm probably going to wait for people much, much smarter than me to comment (psst @UberJJK, @Yog, you're up! :D)
 
Well, there is mass production to lower the cost of batch lots, and you've got to remember that bro, space travel has been around so long, building a ship on the water is probably more expensive than building a ship in space. The Arleigh Burke class destroyer (155m) costs 1.9 billion USD now. With future technology making everything cheaper, it would be pretty fast and cheap.
 
That's not so much "high tech" as "high precision" and "high performance". The basic science behind a ramjet isn't all that much different between a civilian plane and a military one; the military one just gets built to tighter tolerances and has a few extra bells and whistles that the civilian sector isn't willing to pay for. Arc reactors and repulsors are fundamentally cheaper and, being fuel-less, lower maintenance than fuel-burning helium power plants and fusion torch thrusters. That said, the upgrades in hull material will probably balance that out, as the more durable and stronger ceramic alloys we're dealing with are likely to be much harder to work with, increasing build and maintenance costs, so if it were me I'd just consider these a wash.


Okay, on one hand I agree with your reasoning and numbers regarding Alliance starships and what they are likely to cost, if we base them on the numbers for a 100 million credit, 6-meter Scimitar fighter. If you base them on a 12-meter fighter (which makes more sense given that the F-35 is 15 meters and the F-22 is 19 meters.)

       
  Size (m) Cost Production
Scimitar 12 100,000,000 350
Frigate (Small) 100 57,870,370,370 202,546
Frigate (Large) 250 904,224,537,037 3,164,786
Light Cruiser 400 3,703,703,703,704 12,962,963
Heavy Cruiser 700 19,849,537,037,037 69,473,380
Dreadnought (Small) 800 29,629,629,629,630 103,703,704
Dreadnought (Large) 1,000 57,870,370,370,370 202,546,296
...makes things a lot cheaper, but doesn't alter the basic reality in ME.

On the other hand, it's a bit of a sobering perspective when you realize that, if you total up all the cash we've had going in and out of PI's hands since the start of the quest, enough for a thousand people to live wealthy lives without ever having to work for a day, it amounts to less than the cost of the eezo core of the cheapest 100m frigate on your list.

It makes the idea of the Quarians completely ludicrous, because all they would need to do is sell the eezo cores out of a couple dozen of their fifty thousand ships and they'd have enough money to buy a planet, and pay to ship the topsoil to another planet which they have also bought.

It makes the idea of space pirates completely ludicrous, because the value of their pirate ship is more than the pirates stand to make in the combined lives of their entire company and that of the next five generations of their children.

In short, it makes the fringes of the Mass Effect universe look absolutely absurd. Thing is, I'm not sure how to fix that, and reconcile that with the numbers you've quoted above. I'll think about it some more, but really I'm probably going to wait for people much, much smarter than me to comment (psst @UberJJK, @Yog, you're up! :D)

I would expect that full military spec ships are going to cost a lot more than civilian vessels. While you can say an IFV and a van are pretty similar, a 30 year old van isn't going to sell for much at all. I would posit that the majority of the cost of the eezo core is in the handling / containment / etc systems, and not the eezo itself. Otherwise, older ships wouldn't exist - the eezo core would increase in value while the rest of the ship decreases.

Compare the costs of warships (http://newwars.wordpress.com/warship-costs/) to the cost of cargo ships (http://www.maritimesales.com/Ships for Sale.htm)
To save you some time, even huge super tankers are going to max out around $130M, and most are down below $10M. Meanwhile, Aircraft carriers go up to $13.5B, and the cheapest frigate was $139M.

If you combine those ideas, the idea of a cutting edge military ship being worth 10,000x an old and barely functional civilian vessel starts being reasonable.

If a brand new civilian ship has an eezo core that costs 5% the total value, and military vessels require a similar amount of eezo, then a military ship's core would be 0.05% the value of the vessel.
 
Disclaimer: How I long for more sleep.
Excellent points TheEyes all things to think on. The costs of arc-reactors an repulsors and the effects on product cost was something I was considering, however how much effect that has on the total cost compared to the additional tech upgrades? IDK we'll see later. High tech IRL seems to double the cost of military things price wise...

Personally I tend to think of the Arc Reactor and Repulsor as having roughly the same cost/production stats. They are based off the same technology, going by the movies anyway, applied in different direction and are about the same size. So it seems reasonable to assume that a 100mm Repulsor costs the same as the standard (100mm) 5GW Arc Reactor and that they scale up the same.

So a 100mm Repulsor costs 50k and 0.3 production while a 10m Repulsor costs 5m and 30 production. So a Frigate with a 500GW Arc Reactor and 4 10m Repulsors it would add 25 million credits and 150 production.

Of course in comparison to your ship numbers that seems rather low. Maybe we should adjust how Arc Reactors and Repulsors scale, right now they appear to scale linearly in cost and production.

This seems to make sense in general but eezo costs are known to scale non-linearly with shipmass. However the rate of growth is unknown so for the initial analysis the non-linear growth of a eezo core will not be considered.

While ideally we would have three points for analysis we do have enough at two.

The Normandy drive cost 120b and was twice the size as normal for a ship it's size. If we assume that cost scales linearly for Eezo cores, which it probably does since the primary cost would be the Eezo, a normal frigate of 138m would have a drive core costing 60b.

With 12,000 fighter cores for 120b means a fighter core costs 10m. If we stick with your assume that fighters are 6m long, better then that 2m one from the picture:rage:, then we can estimate how cost scales with mass.

Assuming mass increases with the cube of length, not likely to be that accurate since ME ships tend to be really long but stubby in the other directions, then a normal 138m frigate has 12,167 the mass of a 6m fighter and their drive core costs 6,000 times as much. So basically drive core cost increases at half the mass increase.

Applying this to the various sizes of ships:

100m frigate = 23 billion
~138m SR-1 = 60 billion * 2 (Tantalus)
~175m SR-2 = 122 billion * 2 (Tantalus)
400m Cruiser = 1,461 billion
~700m Cruiser = 7,831 billion
800m Dreadnaught = 11,689 billion
1000m dreadnaught = 22,830 billion

Eezo be really expensive.

Carriers generally cost less than battleships by an amount I will be estimating at about 50% Though it may range from 37.5%-75%.

Makes sense. In ME they have this giant gaping holes where all the fighters go and don't have a massive spinal MAC.

Light 100m Frigate: ~1.56 Million production, ~463 Billion credits
Heavy 250m Frigate: ~24.4 Million production, ~7.2 Trillion credits
Light 400m Cruiser: 100 Million production, ~29.6 Trillion credits
Heavy 700m Cruiser: ~536 Million production, ~159 Trillion credits
Small 800m Dreadnaught: 800 Million production, ~237 Trillion credits
Large 1000m Dreadnaught: ~1.56 Billion production, ~462 Trillion credits

Honestly those figures seem really high. Over the last 50 years the world has averaged 3.8% growth in real GDP and 2.1% in per capita GDP. Projecting those two trends into the future:

Real GDP = 74,699,258,000,000 * 1.038^160 = 74,699,258,000,000 * 390.46 = 29,167,073,087,682,635 = 29,167 trillion USD.

GDP per person = 10,486 * 1.021^160 = 10,486 * 27.8 = 291,560.4

Times 13,000,000,000 people gives 3,790,285,635,547,476 which is 3,790 trillion USD.

Lets go with the larger Real GDP figure of 29,167 trillion USD. If we assume USD to Credit parity then that is 29,167 trillion credits.

In 2013 the top 5 military spenders (by percentage of GDP) were :
  1. Saudi Arabia (9.3%)
  2. United Arab Emirates (4.7%)
  3. Russia (4.1%)
  4. USA (3.8%)
  5. South Korea (2.8%)
So I figure 5% is the most reasonable figure here. This puts the Alliance budget at 1,458 trillion credits. During 2010 the US military budget was broken down as such:
  1. Operations and maintenance = 283.3/683.7 = 41.5%
  2. Military Personnel = 153.2/683.7 = 22.4%
  3. Procurement = 140.1/683.7 = 20.5%
  4. Research, Development, Testing & Evaluation = 79.1/683.7 = 11.6%
  5. Military Construction = 23.9/683.7 = 3.5%
  6. Family Housing = 3.1/683.7 = 0.5%
Lets say the Alliance spent a big more on procurement, given how fast their fleet grew, and they spend 30% of their budget on it for 438 trillion credits a year.

By your figures a building 1.5 800m Dreadnaughts per year would consume 81% of the entire procurement budget. For comparison the largest single costing line item in the US military budget was the F-35 at ~8%.

Also you misremembered the details about the relationship between engines and total cost:

An F-22 has a flyaway cost of $150,000,000. Some googling tells me that the engines they use cost 10,000,000 each and since they have two that's a total engine cost of 20,000,000. That gives an engine cost to flyaway cost of 7.5.

An F-18 has a flyaway cost of 60,900,000 with google giving an engine cost of 4,320,000 each for a total of 8,640,000 which gives an engine to cost ratio of 7.

Given that the Gladius is a top of the line fighter it's probably more along the lines of the F-22's 7.5x if not a higher, since the F-22 is ~17 years old, multiplier such as 8x.

However I also demonstrated that this logic doesn't apply since in the case of the Scimitar a 10m drive core would mean a cost of 80m when it in fact cost 100m. However this doesn't really work since given the relative costings it makes sense that as a ship grows bigger the Eezo core makes up a larger and larger percentage of it's total costs.

Personally I figure instead what we should do is take the Virginia class submarine and use that as a base then add on the drive cost. The Virginia class is 115m long, so Frigate size, and costs 2.6 billion dollars. Applied to the various lengths:

100m frigate = 1,739m
400m Cruiser = 111,296m
~700m Cruiser = 596,477m
800m Dreadnaught = 890,368m
1000m dreadnaught = 1,739,000m

Now adding in the drive cores:

100m frigate = 1,739m + 23,000m = 24,739m
400m Cruiser = 111,296m + 1,461,000m = 1,572,296m
~700m Cruiser = 596,477m + 7,831,000m = 8,427,477m
800m Dreadnaught = 890,368m + 11,689,000m = 12,579,368m
1000m dreadnaught = 1,739,000m + 22,830,000 = 24,569,000m

Now of course this does mean that most of the cost is the Eezo. If that is an issue adding an extra 0 to the conventional cost does level it out a lot more:

100m frigate = 17,390m + 23,000m = 40,390m
400m Cruiser = 1,112,960m + 1,461,000m = 2,573,960m
~700m Cruiser = 5,964,770m + 7,831,000m = 13,795,770m
800m Dreadnaught = 8,903,680m + 11,689,000m = 20,592,680m
1000m dreadnaught = 17,390,000m + 22,830,000 = 40,220,000

At 20.6 trillion credits constructing 1.5x 800m Dreadnaughts would cost 30.9 trillion credits which comes to 7% of the total budget. Which seems much more reasonable, at least to me.

Now that we have ship costs I can work out the production costs based upon that. If we assume that the relationship between production and cost is the same as the Scimitar, which seems reasonable, then production costs would be:

100m frigate = 141,365 Production
400m Cruiser = 9,008,860 Production
~700m Cruiser = 48,285,195 Production
800m Dreadnaught = 72,074,380
1000m dreadnaught = 140,770,000

A single large Shipyard could build a 800m Dreadnaught in 7.2 months which would fit with building 1.5 Dreadnaughts a year considering that you likely couldn't start building right after the first is finished.

In short, it makes the fringes of the Mass Effect universe look absolutely absurd. Thing is, I'm not sure how to fix that, and reconcile that with the numbers you've quoted above. I'll think about it some more, but really I'm probably going to wait for people much, much smarter than me to comment (psst @UberJJK, @Yog, you're up! :D)

A single sub cost ~2.6 billion USD. Considering that the median household income for America is 51k that's enough to support a thousand families for ~52 years. High end military stuff costs obscene amounts of money.
 
For comparison the largest single costing line item in the US military budget was the F-35 at ~8%
This has been beaten to death and we all know it but that PoS project was one of the biggest wastes of time and tax dollars of the 21st century. It is depressing to me.

On to the rest of it, I agree with this scaling a lot more than the other one. It also lets us get frigates easily enough.
 
A single sub cost ~2.6 billion USD. Considering that the median household income for America is 51k that's enough to support a thousand families for ~52 years. High end military stuff costs obscene amounts of money.

I think TheEyes was reacting to the idea that an Eezo core would cost 5% of the total ship cost. Assuming that the amount of Eezo needed for a given ship size and performance is basically constant regardless of the amount of advanced tech put in, that means a 400 year old clunker has a core that's worth 5% the value of a cutting edge military vessel. Lets say that the core for the old ship is 1/5th the size of a high end military core (1%).

That means that you could sell the cores of 100 ancient 250m civilian vessels and fund the Normandy SR2. That just doesn't make much sense.


*edit*
in your post, you note a 100m vessel core costs "1,739m". That means that every 100m vessel out there (no matter how ancient or decrepid) is worth more than 1 billion credits. That math just doesn't make sense when you consider the Quarians.
 
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I think TheEyes was reacting to the idea that an Eezo core would cost 5% of the total ship cost. Assuming that the amount of Eezo needed for a given ship size and performance is basically constant regardless of the amount of advanced tech put in, that means a 400 year old clunker has a core that's worth 5% the value of a cutting edge military vessel. Lets say that the core for the old ship is 1/5th the size of a high end military core (1%).

That means that you could sell the cores of 100 ancient 250m civilian vessels and fund the Normandy SR2. That just doesn't make much sense.

Ah. That is explained below:

*edit*
in your post, you note a 100m vessel core costs "1,739m". That means that every 100m vessel out there (no matter how ancient or decrepid) is worth more than 1 billion credits. That math just doesn't make sense when you consider the Quarians.

Military vessels vs civilian vessels. A 100m military ship is going to be significantly more massive then a 100m civilian ship. They have heavy armor, more redundancies, weapons/bigger weapons, larger crews, ect.

So just to begin with an Alliance ship will need a bigger core to compensate for the extra mass. Then you add in that the Alliance focuses on rapid response ships so they need as high FTL speeds as possible which increases the Eezo requirements further. On top of that factor in that warships tend to go on long patrols in dangerous areas so they need longer drive endurance to keep from having to discharge in unsecured locations.

There are probably some other factors that also increase the Eezo core needed for a similarly sized ship but I think I've made my point; Military ships need bigger, and hence more expensive, Eezo cores then civilian ships of the same size.

Also as for the Quarians; personally I figure that most their ships are running on the minimum levels of Eezo possible with the shady dealers, scrapyards, and such that they get them from having drained the rest and sold it elsewhere.

After all it's not like the Quarians have anywhere to go in a hurry. So they can plod along in slow FTL ships. After all humans pre-contact only do 50c compared to the Citadel's upper end ~5,500c.
 
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Consider that we'd be building the ships ourselves (cutting Many layers of profit maximisation) and not dealing with the deranged political lunacy that is national level military procurement (of which the US's system is, apparently, a special kind of hell), it's a fair bet that any numbers based on US government procurement contracts are going to be suspect here.

Of course, military vessels will be significantly more expensive for their size than civilian ones for any number of reasons, but... perhaps not That much so...
Of course, here's a thought: what would be the cash and production costs, and sale price, of a PI frigate size civilian ship with all the relevant new shinies? I mean, space is a Hostile environment, so a lot of tollerences can't be too much looser, but no spinal MAC would save a fair bit. Less armour would be required...

I dunno, i just figure military vs civilian Space ships as built by a private company for their own use or general sale should have a smaller difference in cost than RL vehicles operating in less hostile environments built under quite different circumstances.

Edit: that is, civilian ships would be comparatively more expensive, which forces Everything to be cheaper to match the actual situation. I think.
 
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The question is more, once we have the Frigate tech, can we have a shipyard we don't own build the hull to our specifications while we build the avionics (spacionics?) and special fittings for it? It's not just buying "off the shelf" so to speak, it's building from the ground up, just not at one of our facilities, and not necessarily using all of our technology.
So we're just going to be handing them our metallurgy research so they can build things out of our proprietary alloys then?
 
I know how we're gonna fund our first frigate.



It'll be a stupid gimmick that would wear off after about a month, but in that time, they'll sell like f*cking candy, I just know it.
 
There are probably some other factors that also increase the Eezo core needed for a similarly sized ship but I think I've made my point; Military ships need bigger, and hence more expensive, Eezo cores then civilian ships of the same size.

Also as for the Quarians; personally I figure that most their ships are running on the minimum levels of Eezo possible with the shady dealers, scrapyards, and such that they get them from having drained the rest and sold it elsewhere.

After all it's not like the Quarians have anywhere to go in a hurry. So they can plod along in slow FTL ships. After all humans pre-contact only do 50c compared to the Citadel's upper end ~5,500c.
Okay, that does make sense. It makes you wonder, though: can a Fighter get to FTL with their 10-million credit eezo core? I'm guessing the answer is "Yes, quite easily" especially given how damn small they are (even 6 m is tiny for a fighter), although they don't have room for much fuel. On the other hand, our new Gladius fighters don't have to store fuel anymore, potentially making a Gladius the fastest courier ship in space.



Moving on to something completely different, I've been looking at the different costs associated with factories, and it occurred to me that PI-style generalist fabs are probably the exception to the rule when it came to factories. I mean, H&K was talking about taking time to retool their factories, and that just plain hasn't come up with our own factories.

It seems to me that most non-PI companies, companies that don't produce technological revolutions every 3-6 months, would purpose-build factories for specific products, and have to retool for a few quarters when the nature of the product changes too much. This approach should have a cost advantage, and it's probably faster to build a factory for a single product than to build anything the way PI factories do, otherwise nobody would do it, and it seems to me like we should be able to exploit that, especially with products that we need to produce in extreme bulk and aren't changing any time soon (see: Gen I Arc Reactors).

And then there's the issue of Shipyards. I am less than enamored with the idea that calling something a "ship" suddenly makes it both harder to produce in a normal Factory, and yet somehow easier to produce in bulk (given that shipyards scale higher than our factories do). I mean, our Tiger IFVs can fly, reach orbit, and are fully vacuum-rated; what makes them not a ship where a Gladius is a ship? It seems to me that we should just let our generalist Factories scale upward as much as we need, and also have a middle category between a super-generalist Factory and a single-product Factory, something that can create a subset of products in bulk while still being able to near-instantly adapt to changing technology, like a shipyard for starship construction, or a war factory for building tanks, or a car factory for building civilian vehicles.

Bottom line, here's my proposal:

         
Constructions and costs Production/Quarter Cost Upkeep/Quarter Build time (Q)
[]Factory (I) 300 40,000,000 2,000,000 1
[]Factory (II) 3,000 200,000,000 10,000,000 2
[]Factory (III) 30,000 1,000,000,000 50,000,000 3
Factory IV 300,000 10,000,000,000 250,000,000 4
Factory V 3,000,000 100,000,000,000 1,250,000,000 5
Factory VI 30,000,000 1,000,000,000,000 6,250,000,000 6
Factory (X) 10 * Production(X-1) 10 * Cost(X-1) 5 * Upkeep(X-1) X
         
Specialized Factory (X) Production(X) 0.5 * Cost(X) 0.25 * Upkeep(X) X-1
Examples:        
Factory IV (Starships only) 300,000 5,000,000,000 62,500,000 3
Factory V (Starships only) 3,000,000 50,000,000,000 312,500,000 4
Factory VI (Starships only) 30,000,000 500,000,000,000 1,562,500,000 5
         
Single-product Factory (X) Production(X) 0.25 * Cost(X) 0.125 * Upkeep(X)
0.5*X - 1
Examples:        

Factory IV (Cabira frigate 2175-Q4 tech)
300,000 2,500,000,000 31,250,000 1
Factory VI (Gen I Arc Reactor) 30,000,000 250,000,000,000 781,250,000 2
 
Well, part of the shipyard thing is that it's in space (building ships on the ground is much harder) and designed to handle much larger items than our current factories. It's not that shipyards are super efficient so much as that our factories are inefficient for constructing ships.
Though, yes, the tiger does prove that a bit... strange... for small craft (fighters and shuttles).

Or at least, that's my understanding...

Edit: which would make Shipyards better construction facilities for the bigger mechs, too. Which is both logical and not.
 
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Well, part of the shipyard thing is that it's in space (building ships on the ground is much harder) and designed to handle much larger items than our current factories. It's not that shipyards are super efficient so much as that our factories are inefficient for constructing ships.
Though, yes, the tiger does prove that a bit... strange... for small craft (fighters and shuttles).

Or at least, that's my understanding...

Edit: which would make Shipyards better construction facilities for the bigger mechs, too. Which is both logical and not.

Wasn't this the main reason the original GM said that Frigates could only be produced in Shipyards?

Something about the Ground Based Factories nano-fabs not being able to produce the superstructure of the actual vessel....
 
I'm planning on calling the vote in say... twelvish hours? 7pm GMT-9 December 20th.

Ship stuff:
That's not so much "high tech" as "high precision" and "high performance". The basic science behind a ramjet isn't all that much different between a civilian plane and a military one; the military one just gets built to tighter tolerances and has a few extra bells and whistles that the civilian sector isn't willing to pay for. Arc reactors and repulsors are fundamentally cheaper and, being fuel-less, lower maintenance than fuel-burning helium power plants and fusion torch thrusters. That said, the upgrades in hull material will probably balance that out, as the more durable and stronger ceramic alloys we're dealing with are likely to be much harder to work with, increasing build and maintenance costs, so if it were me I'd just consider these a wash.

I was talking about a generic "higher tech" version of roughly the same thing. The F-22 is about 150 million USD flyaway, compare it to the regular production costs of the fighter before it or after it and its around x2 cost or more. The F-35 will cost ~85 million USD during full production runs. Turns out that the F-22 is an over engineered boon-dongle, much like some of the new US warships (depending on who you ask). The initial price of the new aircraft carriers is about 25%-50% more then the cost of the old ones including their upgrade costs. Tech costs.

Okay, on one hand I agree with your reasoning and numbers regarding Alliance starships and what they are likely to cost, if we base them on the numbers for a 100 million credit, 6-meter Scimitar fighter. If you base them on a 12-meter fighter (which makes more sense given that the F-35 is 15 meters and the F-22 is 19 meters.)


       
  Size (m) Cost Production
Scimitar 12 100,000,000 350
Frigate (Small) 100 57,870,370,370 202,546
Frigate (Large) 250 904,224,537,037 3,164,786
Light Cruiser 400 3,703,703,703,704 12,962,963
Heavy Cruiser 700 19,849,537,037,037 69,473,380
Dreadnought (Small) 800 29,629,629,629,630 103,703,704
Dreadnought (Large) 1,000 57,870,370,370,370 202,546,296
...makes things a lot cheaper, but doesn't alter the basic reality in ME.

True, my initial spreadsheet had linear quadratic and cubic growth, but I couldn't escape the basic reality of eezo cores.

On the other hand, it's a bit of a sobering perspective when you realize that, if you total up all the cash we've had going in and out of PI's hands since the start of the quest, enough for a thousand people to live wealthy lives without ever having to work for a day, it amounts to less than the cost of the eezo core of the cheapest 100m frigate on your list.

It makes the idea of the Quarians completely ludicrous, because all they would need to do is sell the eezo cores out of a couple dozen of their fifty thousand ships and they'd have enough money to buy a planet, and pay to ship the topsoil to another planet which they have also bought.

It makes the idea of space pirates completely ludicrous, because the value of their pirate ship is more than the pirates stand to make in the combined lives of their entire company and that of the next five generations of their children.

In short, it makes the fringes of the Mass Effect universe look absolutely absurd. Thing is, I'm not sure how to fix that, and reconcile that with the numbers you've quoted above. I'll think about it some more, but really I'm probably going to wait for people much, much smarter than me to comment (psst @UberJJK, @Yog, you're up! :D)

Its worth noting that RL military ships cap out at ~337m and that a ~100 meter ship is what the US navy now calls a"frigate", most combat ships outside the massive aircraft carriers are in the 100-200m range. While civilian ships very very rarely breach 100m. A ME carrier is probably ~27 times the mass of a Nimitz/Ford. That's about the same difference as comparing a modern "frigate" to a aircraft carrier. Though its a bit of an apples and oranges comparison as a frigate and an aircraft carrier do very different things.

Anyway, I'm not the nut that said the Normandy's core was "120 billion credits of element zero". However there is an option that helps a lot. Eezo I would suggest comes in "grades" as there is an unrefined and refined version and while its annoying to mine the cost of actually refining it without causing a detonation* is what jacks ups the piece so much. There is also the possible cost of actually forming the core from eezo whether its alloyed in superconductor, compressed or whatever. I would suggest that the growth of cost is non-linear to purity. Civilian core grade is lower purity and costs a lot less, while military grade is higher. The grade on a frigate even higher, on a fighter a tad higher still and the grade used on the Normandy is as pure as you can get. So instead what we know is that a 138m frigate with a 99.99% pure core would cost ~60 billion credits.

*We're talking a potential kilo/megaton boom in the middle of you factory from either eezo discharge or warp effects.

I would suggest the following eezo grades:
Grade I: As pure as possible, primarily found in dust form due to the ease of contaminant removal, also used in fighters, disruptors, and the SR-1/2
Grade II: Frigate grade, also founded in other high speed starships
Grade III: Standard Military grade, found in the dreadnaughts, cruisers, carriers and some heavy frigates of the "modern" navies.
Grade IV: High Civilian grade for high speed "civilian" ships
Grade V: Standard Civilian grade, Probably around 1/10,000 the cost of a Grade I

And having those grades provides a nice x10 to cost per grade you go up :p.

Its a possible solution.

Personally I tend to think of the Arc Reactor and Repulsor as having roughly the same cost/production stats. They are based off the same technology, going by the movies anyway, applied in different direction and are about the same size. So it seems reasonable to assume that a 100mm Repulsor costs the same as the standard (100mm) 5GW Arc Reactor and that they scale up the same.

So a 100mm Repulsor costs 50k and 0.3 production while a 10m Repulsor costs 5m and 30 production. So a Frigate with a 500GW Arc Reactor and 4 10m Repulsors it would add 25 million credits and 150 production.

Of course in comparison to your ship numbers that seems rather low. Maybe we should adjust how Arc Reactors and Repulsors scale, right now they appear to scale linearly in cost and production.

I generally consider the repulsor and arc-reactor to have similar stats too. A good point regarding the scaling, I'm not really sure how to resolve this.


With 12,000 fighter cores for 120b means a fighter core costs 10m. If we stick with your assume that fighters are 6m long, better then that 2m one from the picture:rage:, then we can estimate how cost scales with mass.

Reverse scaling the Normandy core is actually what gave me the 6-7.5 meter length of the fighter. 138/cuberoot(12000) and 138/cuberoot(6000).

Assuming mass increases with the cube of length, not likely to be that accurate since ME ships tend to be really long but stubby in the other directions, then a normal 138m frigate has 12,167 the mass of a 6m fighter and their drive core costs 6,000 times as much. So basically drive core cost increases at half the mass increase.

ME ship designs can be really weird. Turian and Human designs are long, squat and wide, making them flying wedges. Asari ships are sometimes taller then their main gun is long for some freaking reason. Don't recall ever actually seeing a Salarian ship. Quarianships are okayish though the ring is odd/interesting. I generally assume that a generic ship for calculations sake is 20% of its length wide and tall at its widest/tallest point. Seems to match real craft okay. Actually ships will very.

I have little qualms about comparing fighters and frigates as the design plan for frigates seems to be "make a big fighter". Which is kinda insane if you realize that pretty much all of the RL warships are frigate by this metric, with only the rare ship making it into light cruiser territory. Cruisers and Dreadnaughts kind have different design priorities, so that's debatable.

Applying this to the various sizes of ships:

100m frigate = 23 billion
~138m SR-1 = 60 billion * 2 (Tantalus)
~175m SR-2 = 122 billion * 2 (Tantalus)
400m Cruiser = 1,461 billion
~700m Cruiser = 7,831 billion
800m Dreadnaught = 11,689 billion
1000m dreadnaught = 22,830 billion

Eezo be really expensive.

Quoted for truth! Esp as that's linear, and the only estimate for the actual growth I have makes the dreadnaught core a few hundred times more expensive.

Makes sense. In ME they have this giant gaping holes where all the fighters go and don't have a massive spinal MAC.

Do you know how hard it was to figure that out? We haven't built a proper gun battleship in ages! I had to actually find the historical prices (pain in the ass) and run them though a price calculator and then adjust for the size discrepancy. and I'm still pretty sure I got things wrong.

Honestly those figures seem really high. Over the last 50 years the world has averaged 3.8% growth in real GDP and 2.1% in per capita GDP. Projecting those two trends into the future:

Real GDP = 74,699,258,000,000 * 1.038^160 = 74,699,258,000,000 * 390.46 = 29,167,073,087,682,635 = 29,167 trillion USD.

GDP per person = 10,486 * 1.021^160 = 10,486 * 27.8 = 291,560.4

Times 13,000,000,000 people gives 3,790,285,635,547,476 which is 3,790 trillion USD.

Lets go with the larger Real GDP figure of 29,167 trillion USD. If we assume USD to Credit parity then that is 29,167 trillion credits.

I generally for laziness sake assume that the Credit has parity with the USD, makes things simpler for me.

I considered the GDP of only the SA's "Big five" UNAS (United North American States) , EU (European Union), CPF (Chinese People's Federation), NRF (New Russian Federation), and UIR (United Indian Republic), the last two being one either added by previous GMs or me. Then I assumed that they where all high tech and high GDP and just took the US's ~50,000 GDP per capita projected it with a 2.2% growth rate 150 years out and assumed that the nations covered ~50% of the population (6b).

In the end though its does quite fall into the "pick something" category as you mentioned before.

Side note using your method and assuming the GDP figure you gave is the 2013 figure the GDP in 2149 when the Systems Alliance formed is 11.9 Quadrillion, in 2186 when the reapers attacked it was 47 quadrillion. Which seems within reason for ~37 years of growth, though there are at least three events that may have messed with that.

In 2013 the top 5 military spenders (by percentage of GDP) were :
  1. Saudi Arabia (9.3%)
  2. United Arab Emirates (4.7%)
  3. Russia (4.1%)
  4. USA (3.8%)
  5. South Korea (2.8%)

I think we've chatted about this before, there are sort of two issues here. 5% is well "peace time" spending. From what I can find using the US as an example 40% is peak wartime (WWII*), with 20% for WWI, early cold war status is 10%. I'm pretty sure the SA's rapid build up is more cold war-ish then peace time. Also there's an interesting difference if you look at the inflation adjusted spending numbers, not the percentage of GDP, the US is actually spending more then ever on the Military, even if the percentage of GDP has gone down, in part because the GDP has gone up so much.

*Worth noting that the US economy was tanked so, this is maybe a bit higher than normal

There is also the, non-linearity of costs to consider, a lot of costs scale with population not GDP, or other factors like land area. This I think may free up more cash for other things (like the military) or it may not something to consider at least. In addition the military is one of the most non-linear to GDP items. Small states that want good militaries will just have to spend more of their GDP, that is why small states with good militaries tend to rank high on the percentage of GDP chart. The SA I think we can all agree is a small state. If the Batarians are space!North Korean as some people joke, then SA is space!Israel.

Once again it comes down to pick something, but with the possibly level of flexibility here I think we should at least consider a range of options, probably in the 3-15% range.

So I figure 5% is the most reasonable figure here. This puts the Alliance budget at 1,458 trillion credits. During 2010 the US military budget was broken down as such:
  1. Operations and maintenance = 283.3/683.7 = 41.5%
  2. Military Personnel = 153.2/683.7 = 22.4%
  3. Procurement = 140.1/683.7 = 20.5%
  4. Research, Development, Testing & Evaluation = 79.1/683.7 = 11.6%
  5. Military Construction = 23.9/683.7 = 3.5%
  6. Family Housing = 3.1/683.7 = 0.5%
Lets say the Alliance spent a big more on procurement, given how fast their fleet grew, and they spend 30% of their budget on it for 438 trillion credits a year.

Once again non-linearity* strikes! As we're using inflation adjusted numbers (i think?) we can take the military spending per person (~$109,753) and scale it up for the 3% of population in the military which is around 390 million people. Which means the military budget for personnel needs to be 42.8 trillion far less then the 326.592 trillion suggested above. Making it a mere 2.9% or so of the budget, housing should also be de-valued to the point of irrelevancy (0.0598%). So that's 43.3% on procurement, I'm not touching R&D or Construction, though I'd bet Construction might change, space building is weird.

*I'm really stating to hate it.

Operations and maintenance... That's a mess, as it includes you know actually running missions and stuff. However we can take a guesstimate that ships still need about 5-10% of their purchase price in maintenance/operations per year. One would also assume that a portion of the procurement budget will be granted to the maintenance budget as the ships are built and vice versa early on as they navy has less ships. I'm also going to assume that the actual ships are most of the budget as the numbers are saying. So every year for a good while about 10% of the procurement budget becomes maintenance/operations.

Lets start with effectively 0 ships just to make this easier and thus an operations/maintenance of <~1%. Procurement starts with lets say 80% of the budget, the two should always sum up to 80% together. I've setup a pretty spreadsheet that scales the GDP* by year and then figures out the percentage of that that is procurement and sums it over the years starting in 2149. By the time the first contact war rolls around the SA military could have bought half again my estimate of their fleet strength/cost at the time or four more carriers (~2 quadrillion in ships vs ~3 quadrillion total procurement). Which is good, I may have given them too few carriers. Using your 30% estimate they almost have had enough. Neither of our estimates produce the needed budget by 2183 for the estimated fleet (19 quadrillion), the military % of GDP needs to be ~7.5% by my estimate and about the same for yours? Which I think is still reasonable.

*At 3.8%, mind that's not the best assumption as there are three major events that may have scrambled that. 2149 SA formed, 2157 First contact war, 2183 Humanity gains a council seat.

By your figures a building 1.5 800m Dreadnaughts per year would consume 81% of the entire procurement budget. For comparison the largest single costing line item in the US military budget was the F-35 at ~8%.

Non-linearity, Its annoying, you're buying 800m warships they're big and cost a ton also the SA's production rate was ~3 dreadnaughts over 9 years (Might be only two dreadnaughts ). ~3.5 dreadnaughts over 26 years (Might be up to 4.5 dreadnaughts) and 1.5 dreadnaughts over another two years and another 1 dreadnaughts over one year. Scaling the GDP at the same 3.8% rate* for 2186 the single ~1000m dreadnaught that ever got built in a year cost only ~50%-80% of the budget depending on who's math you ask. For the most part most of the dreadnaughts built were not built in a year the quickest preceding the post 2183 build up time was about one every three years and those were lower tech 800m pre-first contact dreadnaughts. Hell we tend to build most ships IRL every what 4 years at the 300m scale? The all at once cost of the new super carriers is 8.5-13.5 billion each the navy wants 10.

The real question is what else are you buying with that excessively large amount of money if not super expensive warships? Right now we spend about 100k per solder on new stuff (procurement). By your procurement budget estimate you could buy ever single person (including the cooks!) in humanity's armed forces a Legionary suit (or some other good quality canon hard suit and some nice guns), pay for their food and assorted supplies and still have 30% left over in that one year alone (buy a planetary assault carrier :p). And then you don't have to buy them anything other then basic supplies for a while. This is a lot of money at it being spent on 390 million people (~1 million per soldier a ten times increase!). 90% of the money we're considering is over what you need to supply an army with late 2100's technology to the standards that the US uses today. That's 90% for freaking giant space ships, and their antimatter fuel.

Consider it this way instead, you have a budget of X over Y years this is the total cost of your fleet. Once again I'm going to bet most procurement is spent on ships. Around 90% or more (looking at a procurement break down probably 95% or more but meh). Summing the GDP adjusted approximation of of the 30% of 5% of GDP over the years from 2149 to 2186 gives me 14 Quadrillion credits. What in the galaxy are you spending that on?

Also you misremembered the details about the relationship between engines and total cost:



However I also demonstrated that this logic doesn't apply since in the case of the Scimitar a 10m drive core would mean a cost of 80m when it in fact cost 100m. However this doesn't really work since given the relative costings it makes sense that as a ship grows bigger the Eezo core makes up a larger and larger percentage of it's total costs.

Oh opps :oops:, I knew a 10% cropped up somewhere. Huh so the change from the F-22 to the F-35 is a bigger deal then I thought. And also true, large ships should have their eezo cost percentage go up even if only due to the increased mass.

Personally I figure instead what we should do is take the Virginia class submarine and use that as a base then add on the drive cost. The Virginia class is 115m long, so Frigate size, and costs 2.6 billion dollars. Applied to the various lengths:

100m frigate = 1,739m
400m Cruiser = 111,296m
~700m Cruiser = 596,477m
800m Dreadnaught = 890,368m
1000m dreadnaught = 1,739,000m

Now adding in the drive cores:

100m frigate = 1,739m + 23,000m = 24,739m
400m Cruiser = 111,296m + 1,461,000m = 1,572,296m
~700m Cruiser = 596,477m + 7,831,000m = 8,427,477m
800m Dreadnaught = 890,368m + 11,689,000m = 12,579,368m
1000m dreadnaught = 1,739,000m + 22,830,000 = 24,569,000m

Now of course this does mean that most of the cost is the Eezo. If that is an issue adding an extra 0 to the conventional cost does level it out a lot more:

100m frigate = 17,390m + 23,000m = 40,390m
400m Cruiser = 1,112,960m + 1,461,000m = 2,573,960m
~700m Cruiser = 5,964,770m + 7,831,000m = 13,795,770m
800m Dreadnaught = 8,903,680m + 11,689,000m = 20,592,680m
1000m dreadnaught = 17,390,000m + 22,830,000 = 40,220,000

These are reasonable enough I think that x10 cover a lot of differences between a sub and spaceship. The space shuttle is only about half as long and cost 1.7 billion a pop. I shall take the numbers under consideration, though we'll have to drop the GDP and or procurement budgets as if we us these as I'll get to in a quote. Still means cores cost a mint and are over 50% of a ship's value. Pirate would want to take ships not cargo or passengers barring VIPs.

Over all I think about one tenth my initial guesstimates?

At 20.6 trillion credits constructing 1.5x 800m Dreadnaughts would cost 30.9 trillion credits which comes to 7% of the total budget. Which seems much more reasonable, at least to me.

First off again its 1.5 in two years and then one in one. Unless I missed something?

14,000 trillion credits procurement total over the years from 2149 to 2183 Even just keeping with the dreadnaught cap, and buying an equal number of carriers I can buy 981 assault flotillas (1x 700m cruiser and 4x 100m frigate escorts) giving the SA a military force of 7 dreadnaughts, 7 carriers, 981 cruisers, 3,924 frigates as well as >18,900 fighters. Screw dreadnaughts, we'll just swarm them with cruisers!

Considering the SA started with ~200 ships from 9 years of building? And still doesn't have enough ships to put a picket at every major colony? Yeah, a little to high. Spending on military stuff gonna have to go down. Which again makes the dreadnaught cost a large % of procurement.

Now that we have ship costs I can work out the production costs based upon that. If we assume that the relationship between production and cost is the same as the Scimitar, which seems reasonable, then production costs would be:

100m frigate = 141,365 Production
400m Cruiser = 9,008,860 Production
~700m Cruiser = 48,285,195 Production
800m Dreadnaught = 72,074,380
1000m dreadnaught = 140,770,000

A single large Shipyard could build a 800m Dreadnaught in 7.2 months which would fit with building 1.5 Dreadnaughts a year considering that you likely couldn't start building right after the first is finished.

Production values look reasonable based on the costs.

Sigh, :( peak rate was one a year from 2185-2186 and that was most likely for a larger one as it was Kilimanjaro class not the older ~800m Everest. ~Three Everests in 9 years is the rate your looking for. Or 3.5 Kilimanjaros in 26 years, 1.5 in two years and finally one in one year. Times can be a bit approximate, and the .5 is a guess as we don't know the completion status as of ME1. Might be better to call the last section >2 in three years.

That giant gap is weird... Tech update/ship upgrades?

And Factory stuff:

Okay, that does make sense. It makes you wonder, though: can a Fighter get to FTL with their 10-million credit eezo core? I'm guessing the answer is "Yes, quite easily" especially given how damn small they are (even 6 m is tiny for a fighter), although they don't have room for much fuel. On the other hand, our new Gladius fighters don't have to store fuel anymore, potentially making a Gladius the fastest courier ship in space.

Deep space fighters can go FTL, Carriers usually have deep space fighters. So yes, yes they can. Fuel really isn't much of an issue FTL can take as little as ~5000N thrust depending on the math you use so you don't need much fuel/re-mass. The in house B type with the repulsors can go really fast.

This is going to have to be one of those time I make a GM call and say our ships cap out at 60 LY/day actual speed just with the repulsor upgrade. Blame it on the speed of light raising limit, the inertial compensators or something. Drive core improvements, adding more eezo and power (need both for range upgrades), or something would improve this. For comparison high speed ME ships go 15LY/day effective over a 50 hour period.

Moving on to something completely different, I've been looking at the different costs associated with factories, and it occurred to me that PI-style generalist fabs are probably the exception to the rule when it came to factories. I mean, H&K was talking about taking time to retool their factories, and that just plain hasn't come up with our own factories.

It seems to me that most non-PI companies, companies that don't produce technological revolutions every 3-6 months, would purpose-build factories for specific products, and have to retool for a few quarters when the nature of the product changes too much. This approach should have a cost advantage, and it's probably faster to build a factory for a single product than to build anything the way PI factories do, otherwise nobody would do it, and it seems to me like we should be able to exploit that, especially with products that we need to produce in extreme bulk and aren't changing any time soon (see: Gen I Arc Reactors).

Quite true, I have considered this before, but haven't hanged anything.

And then there's the issue of Shipyards. I am less than enamored with the idea that calling something a "ship" suddenly makes it both harder to produce in a normal Factory, and yet somehow easier to produce in bulk (given that shipyards scale higher than our factories do). I mean, our Tiger IFVs can fly, reach orbit, and are fully vacuum-rated; what makes them not a ship where a Gladius is a ship? It seems to me that we should just let our generalist Factories scale upward as much as we need, and also have a middle category between a super-generalist Factory and a single-product Factory, something that can create a subset of products in bulk while still being able to near-instantly adapt to changing technology, like a shipyard for starship construction, or a war factory for building tanks, or a car factory for building civilian vehicles.

Well I am intending to remove the ~x3 multiplier on the scimitar's factory cost. It should cost the same to build were ever you build it. I'd argue that an actual ship's super structure is just plain larger then you factories can handle. Your factory III's are actually kinda small, around 135 meters to a side?. Possibly less? (IIRC I once compared a real life auto plant and it gave around ten times the production of a Factory III)

So unless you had a large stack of factories all at the same site and working together you couldn't build a ship on the ground*. So no slow building ships on the ground.

*Also would need an assembly site and possibly a ship sized gravity nullifier for ships over ~150m.

Bottom line, here's my proposal:


         
Constructions and costs Production/Quarter Cost Upkeep/Quarter Build time (Q)
[]Factory (I) 300 40,000,000 2,000,000 1
[]Factory (II) 3,000 200,000,000 10,000,000 2
[]Factory (III) 30,000 1,000,000,000 50,000,000 3
Factory IV 300,000 10,000,000,000 250,000,000 4
Factory V 3,000,000 100,000,000,000 1,250,000,000 5
Factory VI 30,000,000 1,000,000,000,000 6,250,000,000 6
Factory (X) 10 * Production(X-1) 10 * Cost(X-1) 5 * Upkeep(X-1) X
         
Specialized Factory (X) Production(X) 0.5 * Cost(X) 0.25 * Upkeep(X) X-1
Examples:        
Factory IV (Starships only) 300,000 5,000,000,000 62,500,000 3
Factory V (Starships only) 3,000,000 50,000,000,000 312,500,000 4
Factory VI (Starships only) 30,000,000 500,000,000,000 1,562,500,000 5
         
Single-product Factory (X) Production(X) 0.25 * Cost(X) 0.125 * Upkeep(X)
0.5*X - 1
Examples:        

Factory IV (Cabira frigate 2175-Q4 tech)
300,000 2,500,000,000 31,250,000 1
Factory VI (Gen I Arc Reactor) 30,000,000 250,000,000,000 781,250,000 2

Okay so on one hand the part of me that like nice orderly consistent systems kinda likes this.

On the other hand the GM is going nope to a couple of parts. First upkeep and cost ALWAYS scale together. The upkeep and/or build cost to estimated income ratio is already screwed up but upkeep really doesn't need to be devalued into irrelevancy. As far as I'm concerned Factory III the should be where the devaluation of factory cost and upkeep end. It got bad enough there... You want a Factory IV? Build ten factory IIIs same thing*. For the sake of simplicity in accounting and for ground slot usage Factory III is the end. I'm totally fixing the upkeep for shipyards...

*I'm also probably going to increase the factories per city/site limit to 10 or so.

Now for Specialization, single product and the like... half of and a quarter off build cost/upkeep cost is cool. Unless anyone objects I'll go with that.

So instead I guess a small/medium/large space factory should be a thing. It amounts to 10/100/1000 Factory IIIs in the same spot. (Maybe even a Larger space factory depending on the ship thing.) Shipyards are just specialized ones.

I think that works, comments?
 
'So unless you had a large stack of factories all at the same site and working together you couldn't build a ship on the ground*. So no slow building ships on the ground.

*Also would need an assembly site and possibly a ship sized gravity nullifier for ships over ~150m.'

Even in the fuzzy physics of ME, I probably wouldn't want a spaceship that was built piecemeal like that. There should be all kinds of benefits a 'whole forged' superstructure has over one that was made in dozens or hundreds of pieces and welded together.

Especially considering that these things are supposed to be made completely from titanium/tungsten alloys that were already forged in higher gravity than Earth, I wouldn't even want to to know how much hassle trying to weld even two small pieces together, let alone something as large as a Frigate.
 
I was talking about a generic "higher tech" version of roughly the same thing. The F-22 is about 150 million USD flyaway, compare it to the regular production costs of the fighter before it or after it and its around x2 cost or more. The F-35 will cost ~85 million USD during full production runs. Turns out that the F-22 is an over engineered boon-dongle, much like some of the new US warships (depending on who you ask). The initial price of the new aircraft carriers is about 25%-50% more then the cost of the old ones including their upgrade costs. Tech costs.
More like political costs, due to the way procurement and R&D now work in the US government ( :( ). In the 60s government knew how to get R&D done: you take a truckload full of money, drive it over to the best scientists and engineers in the country, and say "Go to the moon." :D Nowadays mission and build requirements are laid out by Congress before it ever gets into the hands of the actual engineers and scientists actually building the damn thing, and so the engineers and scientists are forced, by law, to build in shit that will never see use by anyone.

The classic (and most visually noticeable) of these costs are the space shuttle. The space shuttle was built with those giant thrusters sticking out of the back because one of the design requirements was to be able to go from an equatorial to polar orbit in a single orbit; in other words, it was designed to be able to launch a nuclear missile/bomb at Russia without passing over Russian territory. Now, why you'd be doing this when you already have bombers with nukes on them flying in the air already as part of your decades-long MAD strategy I have no idea, but some Congress-critter wrote that into the spec sheet, so the engineers had to build it. Note that since we got rid of that requirement the new Ares crew capsule being designed for a future Mars mission doesn't look nearly so ridiculous, though these days the stranglehold Congress has on the NASA budget will likely ensure we don't get to Mars in our lifetimes. :(

I would suggest the following eezo grades:
Grade I: As pure as possible, primarily found in dust form due to the ease of contaminant removal, also used in fighters, disruptors, and the SR-1/2
Grade II: Frigate grade, also founded in other high speed starships
Grade III: Standard Military grade, found in the dreadnaughts, cruisers, carriers and some heavy frigates of the "modern" navies.
Grade IV: High Civilian grade for high speed "civilian" ships
Grade V: Standard Civilian grade, Probably around 1/10,000 the cost of a Grade I

And having those grades provides a nice x10 to cost per grade you go up :p.

Its a possible solution.
And a very good one I think. I'm guessing Grade I-III are highly controlled as well, meaning only a few companies in Citadel space have access to it (and some very wealthy people in the Terminus, naturally).

I generally consider the repulsor and arc-reactor to have similar stats too. A good point regarding the scaling, I'm not really sure how to resolve this.
Quick note: I just noticed that our "150 GW Prototype ISAR" has a better cost/GW and production/GW ratio than either the original Arc Reactor or the actual ISAR. Something needs adjustment there.

Well first off the Repulsor is going to have to scale at least by aperture size, not diameter, meaning a Frigate with a 500GW Arc Reactor and 4 10m Repulsors would add 401 million credits and 2406 production. On the other hand that's going to add a hell of a lot of thrust capacity to our frigate, and that's probably still a lot cheaper than a set of antimatter engines/fusion torches, plus a 3​He reactor.

Well I am intending to remove the ~x3 multiplier on the scimitar's factory cost. It should cost the same to build were ever you build it. I'd argue that an actual ship's super structure is just plain larger then you factories can handle. Your factory III's are actually kinda small, around 135 meters to a side?. Possibly less? (IIRC I once compared a real life auto plant and it gave around ten times the production of a Factory III)

So unless you had a large stack of factories all at the same site and working together you couldn't build a ship on the ground*. So no slow building ships on the ground.
There's no way that a ship's hull is grown out of a single large crystal that's incapable of being bonded together; that'd make maintenance impossible and mean that you'd have to replace most of the ship's superstructure after even a minor battle. It would have to be built in sections that are welded/bonded together, like all modern ships are, except for things like the engines or power plant which would require special treatment to be completely uniform on the inside.

*Also would need an assembly site and possibly a ship sized gravity nullifier for ships over ~150m.
A ship-sized gravity nullifier, like, say, a ship's eezo core? :D I always envisioned a ship as sort of coalescing around its eezo core, with the core providing both gravity nullification for construction work, and the PME fields needed to build and weld together the high-density alloys of its superstructure. Note that this would mean a large ship (frigate or larger) would need to be constructed in two phases: Phase 1 is the construction of the eezo core/power plant combo, and Phase 2 is the construction of basically everything else: the superstructure, installation of weapons/shields/etc. I would be fine with this meaning IC that even frigate sized ships need 2 quarters of build time minimum, even if you can create more than one in parallel. Yes, this would mean that a gigantic scaffold would probably need to be built around the cruiser/larger ship as it was being constructed, but that's pretty much how all large constructions are made today as well, and you'd need a scaffold for space construction as well.

I take your point on the assembly site though: those cruiser and larger ships are enormous. And, naturally, once the ship is launched it'll never be able to land again, unless someone once again built an entire building to serve as scaffolding as would happen during initial construction.

Okay so on one hand the part of me that like nice orderly consistent systems kinda likes this.

On the other hand the GM is going nope to a couple of parts. First upkeep and cost ALWAYS scale together. The upkeep and/or build cost to estimated income ratio is already screwed up but upkeep really doesn't need to be devalued into irrelevancy. As far as I'm concerned Factory III the should be where the devaluation of factory cost and upkeep end. It got bad enough there... You want a Factory IV? Build ten factory IIIs same thing*. For the sake of simplicity in accounting and for ground slot usage Factory III is the end. I'm totally fixing the upkeep for shipyards...

*I'm also probably going to increase the factories per city/site limit to 10 or so.

Now for Specialization, single product and the like... half of and a quarter off build cost/upkeep cost is cool. Unless anyone objects I'll go with that.

So instead I guess a small/medium/large space factory should be a thing. It amounts to 10/100/1000 Factory IIIs in the same spot. (Maybe even a Larger space factory depending on the ship thing.) Shipyards are just specialized ones.
You didn't notice the most important limitation, the one that's actually most important to us: Build Time. Frankly, upkeep costs are already irrelevant to us; we spend more each quarter on materials to keep our factories occupied than we do on upkeep, and the economic game is essentially already won now that we have Arc Reactors released to the Citadel market. The only real constraint we have is that we have ~10 years to prepare before the Reapers arrive, and whether or not we can manage to ramp up production and tech levels fast enough to be competitive in the industrial-scale war that's likely to commence. The question we as players will have problems answering aren't whether we can afford the upkeep on a factory that we plonked down 10 billion to a trillion credits on--the answer there will basically always be yes, as we can just build Arc Reactors and sell them for pretty much whatever we want--but whether we can afford the extra quarter or three it'll take for a more generalized factory, or whether we need the Production right now.

If it were me making the ruling, what I'd be doing is restricting what size of factory can be used to build larger products, and/or how many Factories you can have in a single geographic location, so we can't cheat the build time constraint by laying down 10,000,000 Factory IIIs or 100,000,000 Factory IIs and start building any Dreadnought we want in 2-3 quarters without having to retool. I'd also consider some super-expensive tech options to let us build factories faster, so our endgame can feature us throwing out 10,000 m super-ultra-dreadnoughts against giant Reaper world devastators. :D
 
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Argh! Goddamn kinetic barrier, how the f*ck do they work? I think I am back to considering black body radiation as the mechanism. I think I can make it work energy-wise. But, really, that's a bad solution. I will poke around breaking radiation, but that doesn't seem to work either, as the velocity change is quite marginal (and this mechanism requires there to be a material component in the shields, making them unusable for FTL). Are there any real-life effects I seem to be forgetting?
 
Argh! Goddamn kinetic barrier, how the f*ck do they work? I think I am back to considering black body radiation as the mechanism. I think I can make it work energy-wise. But, really, that's a bad solution. I will poke around breaking radiation, but that doesn't seem to work either, as the velocity change is quite marginal (and this mechanism requires there to be a material component in the shields, making them unusable for FTL). Are there any real-life effects I seem to be forgetting?
The only one I can think of is that maybe the PME field is extremely non-uniform and you get tidal/shear forces inside your bullet. Or does it even work that way?
 
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