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IkeaPone

Updating the Resource System, WIP

Nov 3rd, 2014
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  1. __ Variables __
  2. Material Multiplier: Quantifies how difficult a material is to work with -in general, additional specific penalties may apply. Arbitrarily assigned, see Inventory, high is bad.
  3.  
  4. Tool Multipliers: Quantifies the quality of the tools used. Simple hand tools give a multiplier of 1, higher quality hand tools give minor bonuses. Tool series (such as power tools) have their multipliers multiplied. Arbitrarily assigned, see Inventory, high is good.
  5.  
  6. PCs: A Equal to PCs working the site or 0.1, whichever is higher. High is good. Use as 1 + Skill/10.
  7. Note that this is limited to -PCs- so that we can’t just let the NPCs do all the work in town. Fluff-wise it is assumed that NPCs are also working the sites.
  8.  
  9. Complexity: Indicates how difficult a crafting project is, such as master-work or other intricate works. Assume value of 1 for most projects. Arbitrarily assigned, high is bad.
  10.  
  11. Labour: To do work at a worksite. Use generic rule if there is no specific rule in place.
  12.  
  13. Crafting: To make something from a lower tiered material. Use generic rule if there is no specific rule in place.
  14.  
  15. Logistics: Work needed to transport resources generated into general storage. Assigned on a per-worksite basis.
  16.  
  17. __ Rules __
  18. Labour Rules, Generic
  19. Labour in Units per Hour per PC = (PC Base + PC Skill/10) * Tool Multiplier
  20.  
  21. Crafting Rules, Generic
  22. Crafting requires the Materials needed to make the item as well as the Labour required to fashion the item from those Materials.
  23. Labour Required is in Units of Labour(Relevant Skill)
  24. Units of Labour Required per Unit of Material == Material Multiplier * Complexity
  25. A project is completed when all the Resources - including Labour - required in it is supplied.
  26.  
  27. By combining the two formulae we get the formula for bulk production, generation, harvesting, and/or extraction of natural resources
  28. Units of Labour Produced at Worksite / Units of Labour Required per Unit of Material == Units of Material Produced
  29. Which expands into
  30. (PC Base + PC Skill/10) * Tool Multiplier / (Material Multiplier * Complexity)
  31.  
  32. Logistics Rules, Generic
  33. Logistic rate is Time Spent Working / (Time Spent Working + Time Spend on Transport)
  34.  
  35. __ Examples __
  36. - For Wood Planks to be generated, Lumber needs to be harvested, transported and processed.
  37. Example assumes a worksite with simple tools next to a river.
  38.  
  39. 2.8 [2 PCs, both with +4 in the relevant skill] * 1 [simple hand tools] / ( 0.2 [Material Multiplier for wood] * 1 [Complexity of work] ) == 14 Units of Lumber per hour
  40.  
  41. Transport is done by floating so the only work required is getting the logs to the river. Can easily be handled by the loggers themselves at a ratio of 1 hour of transport to 4 hours of logging.
  42. Giving a Logistics rate of
  43. 4 [time spent logging] / ( 4+1 ) [time spend total] == 0.8
  44. 14 [Generation rate of Lumber] * 0.8 [Logistics Rate] == 11.2 Units of Lumber per hour
  45.  
  46. The Lumber is floated to the sawmill, where they're processed into planks.
  47. The labour is 1.2 [PCs at +4 skill] * (2*1) [weakly powered simple tools] == 14 Units of Crafting(Carpentry) per hour
  48. Labour is made into Planks at a rate of 1 * 0.2 [Material Multiplier] * 1 [Complexity] == 0.2 Units of Labour per Plank
  49.  
  50. The amount of lumber hitting the sawmill per hour requires Labour to be processed into planks.
  51. 11.2 * 0.2 == 2.24 Units of Labour needed.
  52. Meaning that the sawmill produces 11.2 Units of Planks per hour in addition to an excess 11.76 Units of Crafting(Carpentry) per hour that can be used for other carpentry work.
  53.  
  54. - Pony Pone is planning her house. She wants a simple, small, wooden house with a shallow stone foundation. She allocates 50 units of wood and 20 units of stone for the construction.
  55. 50 [Amount of Wood] * 0.2 [wood's Material Multiplier] * 1 [complexity] == 10
  56. 20 [amount of Stone] * 0.4 [stone's Material Multiplier] * 1 [complexity] == 8
  57. The house will require 10 units of Crafting(Carpentry) and 8 units of Crafting(Masonry) in addition to the materials.
  58. /* >pony builds a house in 2 days... Can't decide if this is good or bad... */
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