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At 08:28 AM 4/29/05 -0400, you wrote: <br>
<br>
<br>
To Burton<br>
<br>
I know this is a month old but never got around to replying. With
your new post however I guess I better :)<br>
<br>
<br>
<font color="#3366FF"><blockquote type=cite cite>I hear Gurps is a good
system. I read the stuff youdid years ago on the list but not sure if I
read the cost stuff. I recall you doing some basic build rules and those
I have and used up to this point.<br>
</font><br>
<font color="#FFFFFF"> <br>
Take a look at my construction rules again. All of the costs for
materials are based on the time to gather them or construct them, times
the labor cost. This makes sense in a medieval/ancient world mindset
<br>
</blockquote>I got those rules and the file in the directory for my ship
stuff. <br>
Unfournatley I've been super busy and ALOT of things going on lately I've
not had time to even work on one letter of ship stuff in about 3 weeks
:<<br>
And unfournately it might not be another 3 weeks before I can continue
once vacation and other things settle down. :<<br>
<br>
<br>
<br>
</font><font size=2 color="#3366FF"><blockquote type=cite cite>3) For
each ship determine the quantity of raw materials (lumber). Determine
time in man-days to produce the raw materials and multiply by the
gatherer cost (foresters). <br>
</font><br>
<font size=3>That section is in my chart I did on every culture. I
mention the amount<br>
of timber that is found in a resources column from poor, rare,
good,<br>
and excellent (like excellent would be Chosahi). So I have a good idea
how to use this chart in my back brain right now.</font><br>
<br>
<font color="#FFFFFF">Perhaps I was not clear. I was talking materials
required for the ship (tons/boardfeet of lumber, gallons of pitch, yard
of cloth or rope, etc), not the resource level of the area.<br>
<br>
Yeah. But resource leads to supply and demand factors. Its
like The Choshai and their timber have no issues but the desert
folks would. </blockquote><br>
<br>
<br>
<blockquote type=cite cite>Any advice on a typical price for a single
beam ? Maybe 5 BB to determine the amount<br>
of costs for a ship in that regard since wood is likely at LEAST 80-90%
of the cost.<br>
Course if you have a forest you just cut down a tree and theres no cost
but ....the<br>
labor does play in that regard...as you mention above. <br>
<br>
<br>
<br>
Even though the trees are free , there is always an indirect cost. The
owner of the shipyard still has to pay for the labor involved in cutting
the wood and preparing it for construction use. Even a king who orders
some schlub to do it pays indirectly in that the guy has to be at least
fed, and while doing that he is not doing his normal tasks that would
otherwise produce revenue for the kingdom. By basing it all on the daily
pay of the workers we can abstract out the costs for these free trees,
flax and hemp plants.<br>
<br>
<br>
<br>
Looking at my construction rules, a lumberjack making 2SC/month. It was
figured that they can produce 100 square feet (1/2 thick) in 10 hours,
which has a cost for that quantity of 8BB. That is 50 boardfeet of
lumber, or 4-1/6 cubic feet. If you assume a 50 warship, the beam would
be about 10 , and the mast would be about 30 . For a 1 diameter we are
talking close to 45 cubic feet of wood, which is about 11 times the above
construction quantity. Ergo this would be 9SC and 110 man hours to
produce.<br>
<br>
<br>
<br>
Now granted, we are not slicing up the tree just to nail it together
again, so if we assume that the time is cut to 1/3<sup>rd</sup>, then so
is the price. Your 30 mast costs 3SC and takes 37 man hours to fell,
clean the bark off smooth and otherwise shape it to be a ship s mast.
<br>
<br>
<br>
<br>
Good things to think about. Will get to this stuff eventually I
hope.</blockquote><br>
<br>
</font>
<BR>
<div>Longshot - ZC of AdventureNet International Echomail Network</div>
<div>Fringe BBS - EWOG II - 904-733-1721</div>
<div>Telegard / Allfix Beta Site</div>
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