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- __ Variables __
- 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.
- 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.
- PCs: A Equal to PCs working the site or 0.1, whichever is higher. High is good. Use as 1 + Skill/10.
- 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.
- 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.
- Labour: To do work at a worksite. Use generic rule if there is no specific rule in place.
- Crafting: To make something from a lower tiered material. Use generic rule if there is no specific rule in place.
- Logistics: Work needed to transport resources generated into general storage. Assigned on a per-worksite basis.
- __ Rules __
- Labour Rules, Generic
- Labour in Units per Hour per PC = (PC Base + PC Skill/10) * Tool Multiplier
- Crafting Rules, Generic
- Crafting requires the Materials needed to make the item as well as the Labour required to fashion the item from those Materials.
- Labour Required is in Units of Labour(Relevant Skill)
- Units of Labour Required per Unit of Material == Material Multiplier * Complexity
- A project is completed when all the Resources - including Labour - required in it is supplied.
- By combining the two formulae we get the formula for bulk production, generation, harvesting, and/or extraction of natural resources
- Units of Labour Produced at Worksite / Units of Labour Required per Unit of Material == Units of Material Produced
- Which expands into
- (PC Base + PC Skill/10) * Tool Multiplier / (Material Multiplier * Complexity)
- Logistics Rules, Generic
- Logistic rate is Time Spent Working / (Time Spent Working + Time Spend on Transport)
- __ Examples __
- - For Wood Planks to be generated, Lumber needs to be harvested, transported and processed.
- Example assumes a worksite with simple tools next to a river.
- 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
- 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.
- Giving a Logistics rate of
- 4 [time spent logging] / ( 4+1 ) [time spend total] == 0.8
- 14 [Generation rate of Lumber] * 0.8 [Logistics Rate] == 11.2 Units of Lumber per hour
- The Lumber is floated to the sawmill, where they're processed into planks.
- The labour is 1.2 [PCs at +4 skill] * (2*1) [weakly powered simple tools] == 14 Units of Crafting(Carpentry) per hour
- Labour is made into Planks at a rate of 1 * 0.2 [Material Multiplier] * 1 [Complexity] == 0.2 Units of Labour per Plank
- The amount of lumber hitting the sawmill per hour requires Labour to be processed into planks.
- 11.2 * 0.2 == 2.24 Units of Labour needed.
- 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.
- - 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.
- 50 [Amount of Wood] * 0.2 [wood's Material Multiplier] * 1 [complexity] == 10
- 20 [amount of Stone] * 0.4 [stone's Material Multiplier] * 1 [complexity] == 8
- The house will require 10 units of Crafting(Carpentry) and 8 units of Crafting(Masonry) in addition to the materials.
- /* >pony builds a house in 2 days... Can't decide if this is good or bad... */
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