Promethius wrote:
I am thinking of using fighters as the common valuation, ie. set average cost of a fighter at 200 credits, ore = 3 units or 200 credits (based on cannon damage), mines - 1k credits each, limpets 10k credits. For ships, I can get the cost of each as they are not outfitted so that isn't a major issue and I am grabbing the number of fighters.
Now where I run into major problems is the valuation of planets. What are good values for a L1 through L-6 planet. The L0 planet valuation is 40k (guessing at the average purchase price) although I would rather have 200 figs on my ship than a L0 planet. Colonists on the planets also pose an issue for valuation as does the planet type - I would prefer to have a maxed L6 with 5M ore than an L6 maxed with 100K ore. The ore value may offset this issue, but not the 1:1 vs 5:1 col/fig production.
I can assign a value to org/equ based on selling 100 units (yes, MCIC will affect the values, but I need a fixed number - not perfect I know but even for all).
I don't think assigning a monetary value to assets is all that realistic. A better approach may be to determine and overall offensive and defensive scores. This would simpify things a bit as you really don't care how much was spent on resources, simply what resources are currently available for offensive and defense.
Calculating the offensive score would be fairly easy - the total # of fighters plus the amout that could be purchased with the available cash at the current fighter price. An option here would be to modify the offensive value by the attack odds of the best invasion ship available. Product on planets would have no offensive value since it would have to be converted to cash in order to buy figs, unless there were some way to determine if ports were available for the conversion. Even then hoarding product could count against the defensive score as an invader could liquidate those assets to help fund the continued invasion. So it's probably best to just ignore potential product value.
Calculating the defensive values would be a bit more involved. Sector fighters would get multiplied by 1.1, fighters on L2 or higher planets would get multiplied by 3 (you may have to take into account military reaction here if it's something other than 0%), and manned ships in planet orbit would get the ships defense rating. You would also need to factor in planetary shields and fuel for q-cannons. I'm not quite sure how you would value cannon fuel - basically any sector setting other than 0% could potentially make any fuel only worth 50% of the units available. Otherwise MBBS/non-MBBS would determine the fuel value. Also, credits on a planets could potentially count against the defensive rating as they can be used by an invader.
Anyway, this should provide a more meaningful ranking system as it could show situations where no one has enough offensive resources to overcome anyone elses defenses.