Graymane -> How long to build a base? (8/15/2011 2:08:37 PM)
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Airfield and Port Construction Times Factors involved in construction times 1. 1 Eng Vehicle = 5 Engineers and 1 build point = 1 engineer. 2. Supply Consumption Rate. Engineers in combat mode consume roughly the same amount of supply whether they are constructing bases or not. 3. Supply Consumption. Engineers in combat mode do not consume supplies at the same rates. I ran tests with 30 engineers, 60 engineers and 120 engineers both constructing and not constructing. The rates within each size were the same (60 constructing and 60 in combat mode not constructing consumed roughly the same amount of supplies.). Consumption rates per turn for 30, 60 and 120 engineers were all different. The larger the number of engineers, the fewer supplies consumed per capita. Notably, 2 supplies per engineer does not seem to hold. 4. Engineer usage. An odd number of engineers is treated as if it has 1 more engineer (5 engineers acts like 6, for example). 5. Each size of a port or airfield costs the same amount regardless of the SPS as long as the SPS is greater than 0 and the port or airfield is smaller or equal to the SPS size. In other words, a level 1 airfield on a 0(1), 0(2), through 0(9) costs the same amount of engineer points. I call this value the standard cost. 6. A port or airfield 1 size larger than the SPS costs twice the standard cost you are building to. 7. A port or airfield 2 or 3 sizes larger than the SPS costs four times the standard cost for the size you are building to. 8. A 0(0) dot base costs 20 times the standard cost for a size 1 base. 9. A 1(0) or 2(0) costs 40 times the standard cost for building a size 2 or 3 base. 10. The total SPS of the base (port SPS + airfield SPS) impacts the total number of engineers allowed to work on the base up to a maximum SPS of 9. 11. Engineers work 12 hours per day. First turn and second turn construction times are the same, so engineers seem to work during the day turn and not nights. 12. Type of island doesn't matter (6000, 60,000 or unlimited) for construction speeds. Rules of Thumb 1. Trying to build up 0 total SPS bases (0(0), 0(0)) is generally a bad idea. You can only use a few engineers and that number goes down as the size goes up. 2. However, building up a 0(0) base with an SPS greater than 0 (say a 0(3), 0(0)) is much easier. I don't have the values in the table, but you can use more engineers which has the effect of a faster build time. Assumptions that were not tested 1. All engineers are equal with respect to construction time and supply cost. 2. Landlocked airbases behave the same as island port/airfields with respect to SPS calculations. 3. Anything to do with forts. Simplifications 1. I ignored disabled support/engineers during testing as it didn't seem to materially affect the results. 2. The actual standard costs are numbers like 394 and 296. In all cases, I've rounded up to the nearest hundred. This has the affect of overestimating engineers and costs. The actual values are somewhat smaller but not that much. Other (Testing done with 1108p7) (Testing done with modified scenario 11 (Marianas 1943)
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