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Post by oldpop2000 on Sept 19, 2020 19:13:21 GMT -6
The Chancellor of the Exchequer has stated that we have to build battleships at a minimum cost. In other words, cost per performance. So, here is the challenge. Battleship at less than 4000 per month. Less than 28,000 tons, 14 to 16 inch guns, minimum of 25 knots, belt no smaller than 12 inches. I leave the rest to all of you. Keep in mind that we need to equip this ship with AA guns and armor against aerial bombs. Let's have at it, design team. Our scientists have uncovered an old German design proposal that fits our requirements. Outwardly anachronistic, but perhaps able to be suitably modified? Very good, very good. I am certain you can modify it.
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Post by oldpop2000 on Sept 20, 2020 9:01:48 GMT -6
Question to anyone: Does anyone know what the inflation rate is for the game on a year by year, country by country timeframe. If someone builds a ship in 1919, I don't think it can be duplicated for the same cost in another year.
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Post by oldpop2000 on Sept 20, 2020 11:22:20 GMT -6
Here is my first attempt at drawing my superstructure. HMS Cambridge. I have to continue to study the information about drawing the superstructure. Anyone know how to draw circles, it would be nice.
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Post by dorn on Sept 20, 2020 14:35:02 GMT -6
Question to anyone: Does anyone know what the inflation rate is for the game on a year by year, country by country timeframe. If someone builds a ship in 1919, I don't think it can be duplicated for the same cost in another year. I think there is no inflation in game. It is quite reasonable as inflation is part of complex economy. And if you omit inflation you can use real GDP/GNP rate and you can get quite good simplification without going into such things as inflation. Just a little note to inflation. The inflation itself is not important if you can clean all data from inflation, but inflation itself is calculated from myriad of prices from different goods and using market basket. However nobody buys market basket, it is just some average. So at the end if you can omit inflation for any model you do not need inflation, it is best. Inflation has myriad effects and different effects on a lot of things but systems as games or any other systems are just simplification a distortion from real inflation effects.
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Post by oldpop2000 on Sept 20, 2020 14:59:39 GMT -6
Question to anyone: Does anyone know what the inflation rate is for the game on a year by year, country by country timeframe. If someone builds a ship in 1919, I don't think it can be duplicated for the same cost in another year. I think there is no inflation in game. It is quite reasonable as inflation is part of complex economy. And if you omit inflation you can use real GDP/GNP rate and you can get quite good simplification without going into such things as inflation. Just a little note to inflation. The inflation itself is not important if you can clean all data from inflation, but inflation itself is calculated from myriad of prices from different goods and using market basket. However nobody buys market basket, it is just some average. So at the end if you can omit inflation for any model you do not need inflation, it is best. Inflation has myriad effects and different effects on a lot of things but systems as games or any other systems are just simplification a distortion from real inflation effects. Ok I understand about inflation which in fact can be tied to central bank interest rates. But how do we show in the game, an increase in the cost of warship production. You can increase the cost of steel, weapons production, research, etc. All these factors and more will contribute to the increase in the cost of the ships along with the increase in wages for the shipbuilding companies and yards. There has to be some way to showing that incremental increase or the game is not accurate. There has to be some economic element in the game which will change over time. GDP is one way of showing the change in the economy of a state which will affect its ability to produce warships and maintain its navy. I am not criticizing the game, just want to understand the underlying economics that must be present to make the game as close to historical accuracy as possible. BTW I did not mean to distract us from the main point of the thread. Back to designing battleships for the British.
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Post by dorn on Sept 20, 2020 16:45:06 GMT -6
I think there is no inflation in game. It is quite reasonable as inflation is part of complex economy. And if you omit inflation you can use real GDP/GNP rate and you can get quite good simplification without going into such things as inflation. Just a little note to inflation. The inflation itself is not important if you can clean all data from inflation, but inflation itself is calculated from myriad of prices from different goods and using market basket. However nobody buys market basket, it is just some average. So at the end if you can omit inflation for any model you do not need inflation, it is best. Inflation has myriad effects and different effects on a lot of things but systems as games or any other systems are just simplification a distortion from real inflation effects. Ok I understand about inflation which in fact can be tied to central bank interest rates. But how do we show in the game, an increase in the cost of warship production. You can increase the cost of steel, weapons production, research, etc. All these factors and more will contribute to the increase in the cost of the ships along with the increase in wages for the shipbuilding companies and yards. There has to be some way to showing that incremental increase or the game is not accurate. There has to be some economic element in the game which will change over time. GDP is one way of showing the change in the economy of a state which will affect its ability to produce warships and maintain its navy. I am not criticizing the game, just want to understand the underlying economics that must be present to make the game as close to historical accuracy as possible. The increase of all inputs to construct warship is compensated by higher national budget and thus proportion which is naval budget. Their incomes - taxes, duties etc. are tied to price index so general ratio should remain same (if nothing else change). Most important element is supply and demand so if steel industry has heavy times ordering heavy armoured battleship should be cheaper and opposite. This is somewhat indirectly included in game as they are delays if you build too many ships and it costs you a little more funds. If you build regularly and use your budget without large saving and than large investment, you would probably save some funds compared to saving money and than using all your monthly budget and reserve funds to rearm. You can expect more delays, thus more costly ships.
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Post by oldpop2000 on Sept 20, 2020 18:27:57 GMT -6
Ok I understand about inflation which in fact can be tied to central bank interest rates. But how do we show in the game, an increase in the cost of warship production. You can increase the cost of steel, weapons production, research, etc. All these factors and more will contribute to the increase in the cost of the ships along with the increase in wages for the shipbuilding companies and yards. There has to be some way to showing that incremental increase or the game is not accurate. There has to be some economic element in the game which will change over time. GDP is one way of showing the change in the economy of a state which will affect its ability to produce warships and maintain its navy. I am not criticizing the game, just want to understand the underlying economics that must be present to make the game as close to historical accuracy as possible. The increase of all inputs to construct warship is compensated by higher national budget and thus proportion which is naval budget. Their incomes - taxes, duties etc. are tied to price index so general ratio should remain same (if nothing else change). Most important element is supply and demand so if steel industry has heavy times ordering heavy armoured battleship should be cheaper and opposite. This is somewhat indirectly included in game as they are delays if you build too many ships and it costs you a little more funds. If you build regularly and use your budget without large saving and than large investment, you would probably save some funds compared to saving money and than using all your monthly budget and reserve funds to rearm. You can expect more delays, thus more costly ships. Thank you for the explanation, it will be useful in the game for my planning.
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spacenerd4
Full Member
Appreciating our feline friends
Posts: 164
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Post by spacenerd4 on Sept 21, 2020 14:15:42 GMT -6
I'm sorry for deleting my post, it was an accident. Here is the ship:
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