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How does Book 2 Starship Economics work anyway?

I can get a Far Trader design close to the Supplement 7 numbers ;)

Build it using first edition LBB2 and it comes out like this:

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">+200tons Hull - custom MCr20.000
Streamlined 2.000

-15tons Jump drive B 20.000
-1tons Man. drive A 4.000
-4tons Powerplant A 8.000

-40tons Fuel x jump 2
-10tons Fuel x 4 week

-20tons Bridge - standard 1.000
-1tons Computer mdl/1bis 5.000
Extra programming 1.000

-40tons Staterooms x10 5.000
-2tons Lowberths x4 0.200

-2tons Hardpoints x2 0.200

-4tons Air/Raft 6.000

-61tons Cargo hold</pre>[/QUOTE]Final cost is MCr 72.400, not including any discount, MCr65.26 discounted for being a standard design.

This matches pretty closely the text description in Traders and Gunboats (which predates the revision of LBB2 ship design).

The boxed info on the deck plan, and the USP in the back, are just plain wrong IMHO.

[I'd be tempted to get rid of the air/raft and replace it with a passenger stateroom.

Then start playing with the 61t of cargo tonnage, should it be reduced slightly in favour of yet more passenger accommodation - another stateroom and a couple more low berths?]
 
I can get a Far Trader design close to the Supplement 7 numbers ;)

Build it using first edition LBB2 and it comes out like this:

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">+200tons Hull - custom MCr20.000
Streamlined 2.000

-15tons Jump drive B 20.000
-1tons Man. drive A 4.000
-4tons Powerplant A 8.000

-40tons Fuel x jump 2
-10tons Fuel x 4 week

-20tons Bridge - standard 1.000
-1tons Computer mdl/1bis 5.000
Extra programming 1.000

-40tons Staterooms x10 5.000
-2tons Lowberths x4 0.200

-2tons Hardpoints x2 0.200

-4tons Air/Raft 6.000

-61tons Cargo hold</pre>[/QUOTE]Final cost is MCr 72.400, not including any discount, MCr65.26 discounted for being a standard design.

This matches pretty closely the text description in Traders and Gunboats (which predates the revision of LBB2 ship design).

The boxed info on the deck plan, and the USP in the back, are just plain wrong IMHO.

[I'd be tempted to get rid of the air/raft and replace it with a passenger stateroom.

Then start playing with the 61t of cargo tonnage, should it be reduced slightly in favour of yet more passenger accommodation - another stateroom and a couple more low berths?]
 
Bk 2 works much like T20 for T&C.

Cargos expected, mail, and passenger availability are identical for Major, Minor, Incidental, HP-SO, MP-SO, LP-SO. There is no -DO in Bk2, nor Haz nor Pri.

Don't forget 26*20=520KCr additional for Mail. If on a route, make certain your Astrog is a gunner, too.

Salaries are 243750 per year; crew shares can make this a non issue.

Adding Security cargo allows roughly 4 tons Sec per 5 jumps, or roughly 25*4*4=400KCr more per year under T20.

Making a larger down can make things far better, payments can be calculated at 1/192 of the FINANCED amount (5/4*1/240)

Spec Trade in Bk2 is roll for one spec lot only; the table is shorter, but all it's entries are on the T20 tables... T20 adds stuff in the middle, not at the ends....

If one is running between pop 5-7 worlds, one can expect to fill the hold every run under either T20 or bk2.

On Pop 5, one can expect only 3 HP

Going wholly DO, you need to have a route with only Pop 8+ worlds, but at that rate, one can increase the net income per SR from 9K/J/SR to 14K/J/SR HP, and carry 8 pass; you can expect two Pop8 worlds to generate 17 HP, of which 5 will board, and 17 MP, of which 8 will board, of the 16 slots (8 Avail SR)...

Truth is, Both Bk2 and T20 are based upon the idea that you NEED to speculate to pay-off an A2 Far Trader. If one can generate speculative cargos and a DM±3 (A or B port or PC Broker), one can usually pull a 40% of base value margin; more than half of the lots have base values of 10K or more, so it is almost always possible in T20 to generate 4K/Td on up to 10 Td on an average jump. If one has a trader of CT Skill 3+, said trader can estimate the first die for resale almost automatically. A Trader one can usually estimate the first die. if there is a 3 point difference, one will margin at least 10% on that one lot.

T20, a +3 broker is just as powerful; but it's not as automatic.
Also, the prediction process in CT is not available in T20; it was too powerful to have 2 dice predicted, and not significant to predict one die. Trust me, prediction made T20's tables turn into a MONEY MACHINE.

The buisiness plan, even under T20 (where I get an expeced MCr5 loss per year on pop5-pop5 route), should be following the spec. buy the highest valued item you can afford,, THEN pick your destination to maximize the modifiers. You can routinely expect to make 40% margin IN THE LONG RUN, on spec. That is, the average margin on cargos should be at least 40%, assuming you are following a fixed route, therefore any spec cargo of 3K/T or more is worthy. If you follow the goods, rather than a fixed route, one can make an expected 60% to 80% margin on spec

Keep in mind, also, that one can usually make one's annual expenses by pulling a couple of high value high margin jumps a year. A 60% on a single jump of 10MCr of spec is 6 MCR; you can usually get that.

In Bk2, the high end are actually slightly more common than in T20; you can expect 3 in the 10+MCr per lot range. The Broker skill is FAR more valuable due to the same rage of outputs, but only being 0-15 on a 2d+ mods throw. Of course, you only get one spec choice per jump, rather than up to 8 in T20...

But T20's basic process is, in fact, expanded direct from Bk2.

You need to make MCr 2.75 on spec and have crew shares to make it pay. Making MCr2.75 spec require you have about MCr 5 in spare cash... so your up front needs to be roughly MCr20 at startout, of which roughly MCr14 is down.

As to the first post You can easily make a profit on a paid off ship. A really good load of high value cargos can make your payments for two years. But your only bringing in (Bk2 version)
Cargo: 40Td= Cr100,0000/year
Pass, 3 High= Cr75,0000/year
Pass, 3Mid= Cr600,000/year
Pass, 4xLow= Cr100,000/year
Revenue= Cr2,450,000/year
Annual Payments alone: Cr3,607,500/year. That payment you mention is the payment EACH MONTH....

Now, a mail contract will add 25k-5k(cargo lost)-2K(gunner's salary)-2K(LS)=+16K/J for being on mail: x25J=+400K/year.

Adding some Hazardous cargos occasionally makes a huge difference; on a pop 6+ route, an expected 200K/year...

Now, your dodge on fuel assumes J1 trade pair; you're far better off with a J1 vessel in that case.
 
Bk 2 works much like T20 for T&C.

Cargos expected, mail, and passenger availability are identical for Major, Minor, Incidental, HP-SO, MP-SO, LP-SO. There is no -DO in Bk2, nor Haz nor Pri.

Don't forget 26*20=520KCr additional for Mail. If on a route, make certain your Astrog is a gunner, too.

Salaries are 243750 per year; crew shares can make this a non issue.

Adding Security cargo allows roughly 4 tons Sec per 5 jumps, or roughly 25*4*4=400KCr more per year under T20.

Making a larger down can make things far better, payments can be calculated at 1/192 of the FINANCED amount (5/4*1/240)

Spec Trade in Bk2 is roll for one spec lot only; the table is shorter, but all it's entries are on the T20 tables... T20 adds stuff in the middle, not at the ends....

If one is running between pop 5-7 worlds, one can expect to fill the hold every run under either T20 or bk2.

On Pop 5, one can expect only 3 HP

Going wholly DO, you need to have a route with only Pop 8+ worlds, but at that rate, one can increase the net income per SR from 9K/J/SR to 14K/J/SR HP, and carry 8 pass; you can expect two Pop8 worlds to generate 17 HP, of which 5 will board, and 17 MP, of which 8 will board, of the 16 slots (8 Avail SR)...

Truth is, Both Bk2 and T20 are based upon the idea that you NEED to speculate to pay-off an A2 Far Trader. If one can generate speculative cargos and a DM±3 (A or B port or PC Broker), one can usually pull a 40% of base value margin; more than half of the lots have base values of 10K or more, so it is almost always possible in T20 to generate 4K/Td on up to 10 Td on an average jump. If one has a trader of CT Skill 3+, said trader can estimate the first die for resale almost automatically. A Trader one can usually estimate the first die. if there is a 3 point difference, one will margin at least 10% on that one lot.

T20, a +3 broker is just as powerful; but it's not as automatic.
Also, the prediction process in CT is not available in T20; it was too powerful to have 2 dice predicted, and not significant to predict one die. Trust me, prediction made T20's tables turn into a MONEY MACHINE.

The buisiness plan, even under T20 (where I get an expeced MCr5 loss per year on pop5-pop5 route), should be following the spec. buy the highest valued item you can afford,, THEN pick your destination to maximize the modifiers. You can routinely expect to make 40% margin IN THE LONG RUN, on spec. That is, the average margin on cargos should be at least 40%, assuming you are following a fixed route, therefore any spec cargo of 3K/T or more is worthy. If you follow the goods, rather than a fixed route, one can make an expected 60% to 80% margin on spec

Keep in mind, also, that one can usually make one's annual expenses by pulling a couple of high value high margin jumps a year. A 60% on a single jump of 10MCr of spec is 6 MCR; you can usually get that.

In Bk2, the high end are actually slightly more common than in T20; you can expect 3 in the 10+MCr per lot range. The Broker skill is FAR more valuable due to the same rage of outputs, but only being 0-15 on a 2d+ mods throw. Of course, you only get one spec choice per jump, rather than up to 8 in T20...

But T20's basic process is, in fact, expanded direct from Bk2.

You need to make MCr 2.75 on spec and have crew shares to make it pay. Making MCr2.75 spec require you have about MCr 5 in spare cash... so your up front needs to be roughly MCr20 at startout, of which roughly MCr14 is down.

As to the first post You can easily make a profit on a paid off ship. A really good load of high value cargos can make your payments for two years. But your only bringing in (Bk2 version)
Cargo: 40Td= Cr100,0000/year
Pass, 3 High= Cr75,0000/year
Pass, 3Mid= Cr600,000/year
Pass, 4xLow= Cr100,000/year
Revenue= Cr2,450,000/year
Annual Payments alone: Cr3,607,500/year. That payment you mention is the payment EACH MONTH....

Now, a mail contract will add 25k-5k(cargo lost)-2K(gunner's salary)-2K(LS)=+16K/J for being on mail: x25J=+400K/year.

Adding some Hazardous cargos occasionally makes a huge difference; on a pop 6+ route, an expected 200K/year...

Now, your dodge on fuel assumes J1 trade pair; you're far better off with a J1 vessel in that case.
 
posted by Dan:

</font><blockquote>quote:</font><hr />Originally posted by Cymew:


I kind of suspected that there was something wrong with the monthly payments. It says the same thing in CT/T20/MT and I don't understand how it works in none of them. That's a place where an example would have worked wonders.
Agreed, I think there is in Book 2 but I'm not sure. Basically the downpayment is 20% of the ship cost (after discount if any) and the monthly is the ship cost (again after discount if any) divided by 240 (but you pay for 480 months total), for a final payout of 240% the ship cost.
</font>[/QUOTE]

This here is where I can't make it work.

I pay the discounted cost divided by 240, right.
I pay that amount for 480 months, right.

I then pay twice the cost of the ship. So, how do the last 40% add in? I understand that is the original downpayment, doubled.

What I can't see either in LBB2 or in your description is how it fit in.


posted by Dan:

</font><blockquote>quote:</font><hr />Originally posted by Cymew:
The fuel costs sounds a bit low, yes. I took it from T20 p.265 where it says a Jump2 engine uses 10 tons a jump. LBB2 says 40 tons, now that I have that at hand.
Ah, I see where you erred. The fuel calculation is the table value multiplied by the drive units. The table shows a fuel rate of 10tons for Jump 2 drives, and the drive units for a 200ton ship (table page 259 T20) are x4 so it's 40tons of fuel to do a jump 2 with a 200ton ship. Same procedure (table value x drive units) are used for all table values - size, cost, fuel, energy points)
</font>[/QUOTE]Ah! Now I see. It is more like LBB2 than I thought. Checking the table at p.259 makes a lot things clear. Thanks. 40tons per Jump2 makes more sense, and makes the fuel costs rise accordingly.
 
posted by Dan:

</font><blockquote>quote:</font><hr />Originally posted by Cymew:


I kind of suspected that there was something wrong with the monthly payments. It says the same thing in CT/T20/MT and I don't understand how it works in none of them. That's a place where an example would have worked wonders.
Agreed, I think there is in Book 2 but I'm not sure. Basically the downpayment is 20% of the ship cost (after discount if any) and the monthly is the ship cost (again after discount if any) divided by 240 (but you pay for 480 months total), for a final payout of 240% the ship cost.
</font>[/QUOTE]

This here is where I can't make it work.

I pay the discounted cost divided by 240, right.
I pay that amount for 480 months, right.

I then pay twice the cost of the ship. So, how do the last 40% add in? I understand that is the original downpayment, doubled.

What I can't see either in LBB2 or in your description is how it fit in.


posted by Dan:

</font><blockquote>quote:</font><hr />Originally posted by Cymew:
The fuel costs sounds a bit low, yes. I took it from T20 p.265 where it says a Jump2 engine uses 10 tons a jump. LBB2 says 40 tons, now that I have that at hand.
Ah, I see where you erred. The fuel calculation is the table value multiplied by the drive units. The table shows a fuel rate of 10tons for Jump 2 drives, and the drive units for a 200ton ship (table page 259 T20) are x4 so it's 40tons of fuel to do a jump 2 with a 200ton ship. Same procedure (table value x drive units) are used for all table values - size, cost, fuel, energy points)
</font>[/QUOTE]Ah! Now I see. It is more like LBB2 than I thought. Checking the table at p.259 makes a lot things clear. Thanks. 40tons per Jump2 makes more sense, and makes the fuel costs rise accordingly.
 
Originally posted by Aramis:
Bk 2 works much like T20 for T&C.

Cargos expected, mail, and passenger availability are identical for Major, Minor, Incidental, HP-SO, MP-SO, LP-SO. There is no -DO in Bk2, nor Haz nor Pri.

Don't forget 26*20=520KCr additional for Mail. If on a route, make certain your Astrog is a gunner, too.
Since I thought that the economics of a Far Trader generated far to much income without doing anything but hauling bulk cargo I disregarded mail and "extra" income.

Originally posted by Aramis:

Salaries are 243750 per year; crew shares can make this a non issue.
Wait a minute, with a crew of four I calculated a salary of something totally different! How did you get that number?

If I have 4 crew, pilot, engineer, gunner and steward I have to pay 168 000Cr annually in salary. That's the total I get. What have I missed?

Originally posted by Aramis:

But T20's basic process is, in fact, expanded direct from Bk2.
Which is why allowed myself to reference T20 when I didn't have LBB2 handy.

Originally posted by Aramis:

As to the first post You can easily make a profit on a paid off ship. A really good load of high value cargos can make your payments for two years. But your only bringing in (Bk2 version)
Cargo: 40Td= Cr100,0000/year
Pass, 3 High= Cr75,0000/year
Pass, 3Mid= Cr600,000/year
Pass, 4xLow= Cr100,000/year
Revenue= Cr2,450,000/year
Annual Payments alone: Cr3,607,500/year. That payment you mention is the payment EACH MONTH....
Now, this is where it gets interesting! I had a total brainfart, and added all income for a yearly total but totally forgot to multiply the monthly payments by 12!

I'm a bit amazed that all that commented until Aramis didn't mentioned it! I just proves that I really suck at math and that nobody belived it was that bad...

Now I think I finally have a Far Trader that don't make a profit, and need passengers and mail contracts and speculative trading to make ends meet. Just like everyone said, and I belived until I started calculating.
 
Originally posted by Aramis:
Bk 2 works much like T20 for T&C.

Cargos expected, mail, and passenger availability are identical for Major, Minor, Incidental, HP-SO, MP-SO, LP-SO. There is no -DO in Bk2, nor Haz nor Pri.

Don't forget 26*20=520KCr additional for Mail. If on a route, make certain your Astrog is a gunner, too.
Since I thought that the economics of a Far Trader generated far to much income without doing anything but hauling bulk cargo I disregarded mail and "extra" income.

Originally posted by Aramis:

Salaries are 243750 per year; crew shares can make this a non issue.
Wait a minute, with a crew of four I calculated a salary of something totally different! How did you get that number?

If I have 4 crew, pilot, engineer, gunner and steward I have to pay 168 000Cr annually in salary. That's the total I get. What have I missed?

Originally posted by Aramis:

But T20's basic process is, in fact, expanded direct from Bk2.
Which is why allowed myself to reference T20 when I didn't have LBB2 handy.

Originally posted by Aramis:

As to the first post You can easily make a profit on a paid off ship. A really good load of high value cargos can make your payments for two years. But your only bringing in (Bk2 version)
Cargo: 40Td= Cr100,0000/year
Pass, 3 High= Cr75,0000/year
Pass, 3Mid= Cr600,000/year
Pass, 4xLow= Cr100,000/year
Revenue= Cr2,450,000/year
Annual Payments alone: Cr3,607,500/year. That payment you mention is the payment EACH MONTH....
Now, this is where it gets interesting! I had a total brainfart, and added all income for a yearly total but totally forgot to multiply the monthly payments by 12!

I'm a bit amazed that all that commented until Aramis didn't mentioned it! I just proves that I really suck at math and that nobody belived it was that bad...

Now I think I finally have a Far Trader that don't make a profit, and need passengers and mail contracts and speculative trading to make ends meet. Just like everyone said, and I belived until I started calculating.
 
Originally posted by Cymew:
I'm a bit amazed that all that commented until Aramis didn't mentioned it! I just proves that I really suck at math and that nobody belived it was that bad...
Wellll
Actually I did in the first post to reply, so can we add reading comprehension to your list of faults ;) I kid :D It's easy to miss.

Anyway, first, I mistyped in my finance notes, it's not 240% but 220%. See, mistakes are easy


Now, second, if it's still unclear maybe this will help. The 220% payout can only happen one way. Let me explain. The finance schedule requires a 20% down payment BUT that is not subtracted from the loan requirement. You still have to finance the whole ship value for 200% over the 40 years. So the final payout is 220%.

Not sure that cleared it up or not
 
Originally posted by Cymew:
I'm a bit amazed that all that commented until Aramis didn't mentioned it! I just proves that I really suck at math and that nobody belived it was that bad...
Wellll
Actually I did in the first post to reply, so can we add reading comprehension to your list of faults ;) I kid :D It's easy to miss.

Anyway, first, I mistyped in my finance notes, it's not 240% but 220%. See, mistakes are easy


Now, second, if it's still unclear maybe this will help. The 220% payout can only happen one way. Let me explain. The finance schedule requires a 20% down payment BUT that is not subtracted from the loan requirement. You still have to finance the whole ship value for 200% over the 40 years. So the final payout is 220%.

Not sure that cleared it up or not
 
You did? As you say, my list of faults is growing... ;)

Finally I also grasp the details of starship downpayment! I guess it is implied that is isn't subtracted from the loan requirement. Somehow I expected the rules to be explicit about it.

Considering how much is implicit in those rules and that I managed to misunderstand so much of them must be a sign that they could be phrased better. It definitely proves that I'm not good at reading rules. No news there.

Many thanks to all involved, especially Dan, who could make things clear even for a blockhead like me!!


Now I understand the problem with financing a trader. I hope it wont take that many misunderstandings for me to work out how I'd like to handle that fact as a referee. Pray you don't play Traveller with me... :D
 
You did? As you say, my list of faults is growing... ;)

Finally I also grasp the details of starship downpayment! I guess it is implied that is isn't subtracted from the loan requirement. Somehow I expected the rules to be explicit about it.

Considering how much is implicit in those rules and that I managed to misunderstand so much of them must be a sign that they could be phrased better. It definitely proves that I'm not good at reading rules. No news there.

Many thanks to all involved, especially Dan, who could make things clear even for a blockhead like me!!


Now I understand the problem with financing a trader. I hope it wont take that many misunderstandings for me to work out how I'd like to handle that fact as a referee. Pray you don't play Traveller with me... :D
 
13 months in the Imperial Year. 52 weeks, each month is four weeks, and you ahve to pay the crew for the down-timme during maintenance.
 
13 months in the Imperial Year. 52 weeks, each month is four weeks, and you ahve to pay the crew for the down-timme during maintenance.
 
Cymew:

Try as we might, we couldn't make bk-2-style econ systems make a type A2/FT work without speculative trade without making a Fat Trader overprofitable. The type T should be able to turn a profit..

And Cymew, I basically wrote half of the T20 system's econ, and it took me 4 iterations to get the numbers right.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">MCr 68.138
Cr Num Units Rate/Y Rate/J
Payment 3690804 13 Pymt 283908
Fuel 572000 44 Td 13000 500
AnnMaint 68138
LS Rate/Yr Rate/Week
- HP/Off 450000 9 Persons/50Wk 50000 1000
- MP/Crew 37500 1 Persons/50Wk 37500 750
- LP/FW 10000 4 Persons/50Wk 2500 50
Salaries Rate/Yr Rate/Month
- Pilot 78000 1 Pilot 78000 6000
- Astrogator 65000 1 Astrogator 65000 5000
- Engineer 52000 1 ChEngr 52000 4000
- Medic/Steward 48750 1 Medic & Steward 48750 3750
243750 Units Rate
Landing/Berthing 13000 26 Weeks 500
Annual Costs, Cr 5085192
Annual Costs, MCr 5.085

Revenue
Cargo PerJ Units Rate/unit
Pop5->(Pop5-7) min 910000 35000 2M10+3m5 35 1000
Pop5->(Pop5-7) Max 1716000 66000 6M60+7m30 66 1000
Pop5->(Pop5-7) Midline 1313000
HP
Pop5->(Pop5-7) min 0 0 HPm=2-6=0 0 10000
Pop5->(Pop5-7) Max 1560000 60000 HPM=12-1=11 6 10000
Pop5->(Pop5-7) Midline 780000 30000 HPc=7-4 3 10000
MP
Pop5->(Pop5-7) min 0 0 MPm=3-12=0 0 8000
Pop5->(Pop5-7) Max 1248000 48000 MPM=18-2=16 6 8000
Pop5->(Pop5-7) Midline 832000 32000 MPc=11-7=4 4 8000
LP
Pop5->(Pop5-7) min 0 0 LPm=3-6=0 1000
Pop5->(Pop5-7) Max 104000 4000 LPM=18-1=17 4 1000
Pop5->(Pop5-7) Midline 104000 4000 LPc=11-4=7 4 1000


So, an expected load
Cargo income 1313000
HP 390000 30000 3HP/J
MP 312000 24000 3MP/J
LP= 52000 4000 4LP/J
Income, Cr/Yr 2067000
Income, MCr/Y 2.067
Expenses/Yr, MCr -5.085
Profit, MCr -3.018
4.8 </pre>[/QUOTE]two small sticky bits in this t20 analysis:
1) Steward/Medic is calculated (per the rules) at 75% of the combined salary for each.
2) 25J per year, 13 months per year, 26 landings per year.

Knock the payments out, and it makes a HUGE, several million a year.
 
Cymew:

Try as we might, we couldn't make bk-2-style econ systems make a type A2/FT work without speculative trade without making a Fat Trader overprofitable. The type T should be able to turn a profit..

And Cymew, I basically wrote half of the T20 system's econ, and it took me 4 iterations to get the numbers right.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">MCr 68.138
Cr Num Units Rate/Y Rate/J
Payment 3690804 13 Pymt 283908
Fuel 572000 44 Td 13000 500
AnnMaint 68138
LS Rate/Yr Rate/Week
- HP/Off 450000 9 Persons/50Wk 50000 1000
- MP/Crew 37500 1 Persons/50Wk 37500 750
- LP/FW 10000 4 Persons/50Wk 2500 50
Salaries Rate/Yr Rate/Month
- Pilot 78000 1 Pilot 78000 6000
- Astrogator 65000 1 Astrogator 65000 5000
- Engineer 52000 1 ChEngr 52000 4000
- Medic/Steward 48750 1 Medic & Steward 48750 3750
243750 Units Rate
Landing/Berthing 13000 26 Weeks 500
Annual Costs, Cr 5085192
Annual Costs, MCr 5.085

Revenue
Cargo PerJ Units Rate/unit
Pop5->(Pop5-7) min 910000 35000 2M10+3m5 35 1000
Pop5->(Pop5-7) Max 1716000 66000 6M60+7m30 66 1000
Pop5->(Pop5-7) Midline 1313000
HP
Pop5->(Pop5-7) min 0 0 HPm=2-6=0 0 10000
Pop5->(Pop5-7) Max 1560000 60000 HPM=12-1=11 6 10000
Pop5->(Pop5-7) Midline 780000 30000 HPc=7-4 3 10000
MP
Pop5->(Pop5-7) min 0 0 MPm=3-12=0 0 8000
Pop5->(Pop5-7) Max 1248000 48000 MPM=18-2=16 6 8000
Pop5->(Pop5-7) Midline 832000 32000 MPc=11-7=4 4 8000
LP
Pop5->(Pop5-7) min 0 0 LPm=3-6=0 1000
Pop5->(Pop5-7) Max 104000 4000 LPM=18-1=17 4 1000
Pop5->(Pop5-7) Midline 104000 4000 LPc=11-4=7 4 1000


So, an expected load
Cargo income 1313000
HP 390000 30000 3HP/J
MP 312000 24000 3MP/J
LP= 52000 4000 4LP/J
Income, Cr/Yr 2067000
Income, MCr/Y 2.067
Expenses/Yr, MCr -5.085
Profit, MCr -3.018
4.8 </pre>[/QUOTE]two small sticky bits in this t20 analysis:
1) Steward/Medic is calculated (per the rules) at 75% of the combined salary for each.
2) 25J per year, 13 months per year, 26 landings per year.

Knock the payments out, and it makes a HUGE, several million a year.
 
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