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The Islands TCS Campaign
habitable world : Cr3000 per head
Uninhabitable world : Cr7500 per head
This includes TL upgrades if needed (colonists are at TL of colonizing world), and starport costs. An extra Cr500 per head will force starport to "B" when colonists make up 90% of the local population. An extra Cr1000 (in addition to the above) will force starport to "A".
IN this campaign, B starports have yard capacities 50% of an A starport, but they can build only non-Jump capable stuff, or Jump capable ships under 5000 tons (to a limit of 10% of their yard capacity).
How exactly might we go about upgrading the facilities in the Sturgeon's Law system, and elsewhere for that matter? Should we just spend money, as with R & D?
Upgrading a system's facilities can be done with an expenditure of time and money. Requirements to be met: Starport upgrades cost:
X/E - D : MCr600 and 24 weeks D - C : MCr1000 and 24 weeks C - B : MCr1000 and 24 weeks and Cr500/person and 24 more weeks B - A : MCr1000 and 24 weeks and KCr1/person and 24 more weeks.
The first sum, and time period represents the actual improvement in starport facilities (launch bays, runways, whatever), and the establishment of the required refueling capability. The second figure, and time, (for B and A) represent the construction of the required yard facilities. Spaceports can be upgraded to starport status by assuming that "F" is equivalent to a "C", and that "G" is equivalent to a "D". The other spaceport types are E/X. The "person" mentioned above is the population of the world in question.
You can upgrade the TL of occupied worlds in the same manner as you do R&D: you throw money at it till I tell you you are done. This cannot be done secretly, the News Service will announce the commencement and completion of the work.
Specific Items cost 1000 times unit cost to tool up for. R&D costs are similar. External assistance halves cost.
Overall TL upgrades cost Cr10,000 per person. External assistance halves cost. ALL R&D work, specific item upgrades, starport upgrades apply to the overall TL advancement.
There are two types of refits: Major and minor. Major refits include refits of J-drives, M-drives, and P-plants. These must be done at a yard of the TL of the refits. Minor refits are everything else. These can be done at any yard. The parts can be shipped and decrated anywhere. However the exchange rate surcharge WILL apply to the cost of the refit.
Ship's capacitors can be used as power plants, if considered necessary and desirable. The EP storage is assumed to be EP-turns storage. The capacitors cannot be left charged for extended periods (specifically through jump space, also if I think you are abusing the rule). Remember that there are three turns per hour for combat purposes.
Designed by Dragoness Eclectic ©2000 | Last Updated: Dec 3, 2002 |