This may be 100% not what you are looking for, but I approach these sorts of problems from the opposite direction using a crude parametric from the real world.
So some typical values are ...
parts = 50% of final cost
labor = 30% of final cost
plant/facility = 10% of final cost
profit = 10% of final cost
(these figures vary with industry and product, but these are good, conservative, middle of the road values)
So lets say my Starport wants to build MCr 10 of starships per day.
I need to import MCr 5 of finished parts per day to build them from.
I need to pay MCr 3 per day in salaries for workers.
I need to pay MCr 1 per day to maintain the physical structure to build the starships.
I will earn MCr 1 per day in profit (which may be shared with stockholders if I had to borrow money to build all of this).
So let's scale those costs up to monthly (28 days):
Revenue = MCr +280 worth of starships
Parts = MCr -140
Labor = MCr -84
Plant = MCr -28
Profit = MCr 28
Let's assume that I want to put some meat on those bones. Start with some simple assumption for workers, I like 5 at skill-0 (Cr 1000/mo) for each 1 at skill-1 (Cr 2000/mo). Then 5 at skill-1for each 1 at skill-2 (Cr 3000/mo). Then 5 at skill-2 for each 1 at skill-3 (Cr 4000/mo). So a typical 'team' is 1 @ skill-3 (Cr 4000/mo), 5 @ skill-2 (Cr 15k/mo), 25 @ skill-1 (Cr 50k/mo), 125 @ skill-0 (Cr 125k/mo) = Team of 156 workers @ MCr 0.194/month. So my MCr 84 of monthly labor requires about 433 Teams or 67,548 total workers.
The Physical Plant costs MCr 28 per month, and I like to use the Starship Finance rules to estimate facility costs. So start with 1/240 cost per month and multiply the MCr 28 plant cost per month x 240 to arrive at MCr 6720 worth of Shipyard. I assume that the yard is never paid off because after 40 years, the MCr 28 per month just goes to replacing and overhauling systems that have worn out.
Since you wanted to do everything, use the PARTS from the Shipyard as a starting point for a factory to build the parts:
Revenue = MCr +140/mo worth of starship parts
Processed Materials = 50% of final cost = MCr -70/mo
labor = 30% of final cost = MCr -42/mo = 216.5 Teams = 33,774 workers
plant/facility = 10% of final cost = MCr -14/mo = MCr 3360 factory
profit = 10% of final cost = MCr 14/mo
And use the PROCESSED MATERIALS from the Factory as a starting point for a refinery operation:
Revenue = MCr +70/mo worth of processed materials
raw ore = 50% of final cost = MCr -35/mo
labor = 30% of final cost = MCr -21/mo = 108 Teams = 16,848 workers
plant/facility = 10% of final cost = MCr -7/mo = MCr 1680 refinery
profit = 10% of final cost = MCr 7/mo
And use the RAW ORE from the Refinery as a starting point for a mining operation:
Revenue = MCr +35/mo worth of raw ore
supplies = 10% of final cost = MCr -3.5/mo
labor = 30% of final cost = MCr -10.5/mo = 54 Teams = 8,424 workers
plant/facility = 50% of final cost = MCr -17.5/mo = MCr 4200 mining equipment
profit = 10% of final cost = MCr 3.5/mo
[Mining gets the 'parts' mostly for free, it is heavily dependent on specialized heavy equipment ... so the percentages for parts and plant are reversed.]
Obviously, MCr 10 per day is a larger operation than you had intended, but the concept works with other values. Just scale it down a couple orders of magnitude. If you have TL impact average wages, then TL will reduce the number of employees as technology makes each more expensive and productive.
Anyway, this is just another idea to use or ignore as seems best to you.
So some typical values are ...
parts = 50% of final cost
labor = 30% of final cost
plant/facility = 10% of final cost
profit = 10% of final cost
(these figures vary with industry and product, but these are good, conservative, middle of the road values)
So lets say my Starport wants to build MCr 10 of starships per day.
I need to import MCr 5 of finished parts per day to build them from.
I need to pay MCr 3 per day in salaries for workers.
I need to pay MCr 1 per day to maintain the physical structure to build the starships.
I will earn MCr 1 per day in profit (which may be shared with stockholders if I had to borrow money to build all of this).
So let's scale those costs up to monthly (28 days):
Revenue = MCr +280 worth of starships
Parts = MCr -140
Labor = MCr -84
Plant = MCr -28
Profit = MCr 28
Let's assume that I want to put some meat on those bones. Start with some simple assumption for workers, I like 5 at skill-0 (Cr 1000/mo) for each 1 at skill-1 (Cr 2000/mo). Then 5 at skill-1for each 1 at skill-2 (Cr 3000/mo). Then 5 at skill-2 for each 1 at skill-3 (Cr 4000/mo). So a typical 'team' is 1 @ skill-3 (Cr 4000/mo), 5 @ skill-2 (Cr 15k/mo), 25 @ skill-1 (Cr 50k/mo), 125 @ skill-0 (Cr 125k/mo) = Team of 156 workers @ MCr 0.194/month. So my MCr 84 of monthly labor requires about 433 Teams or 67,548 total workers.
The Physical Plant costs MCr 28 per month, and I like to use the Starship Finance rules to estimate facility costs. So start with 1/240 cost per month and multiply the MCr 28 plant cost per month x 240 to arrive at MCr 6720 worth of Shipyard. I assume that the yard is never paid off because after 40 years, the MCr 28 per month just goes to replacing and overhauling systems that have worn out.
Since you wanted to do everything, use the PARTS from the Shipyard as a starting point for a factory to build the parts:
Revenue = MCr +140/mo worth of starship parts
Processed Materials = 50% of final cost = MCr -70/mo
labor = 30% of final cost = MCr -42/mo = 216.5 Teams = 33,774 workers
plant/facility = 10% of final cost = MCr -14/mo = MCr 3360 factory
profit = 10% of final cost = MCr 14/mo
And use the PROCESSED MATERIALS from the Factory as a starting point for a refinery operation:
Revenue = MCr +70/mo worth of processed materials
raw ore = 50% of final cost = MCr -35/mo
labor = 30% of final cost = MCr -21/mo = 108 Teams = 16,848 workers
plant/facility = 10% of final cost = MCr -7/mo = MCr 1680 refinery
profit = 10% of final cost = MCr 7/mo
And use the RAW ORE from the Refinery as a starting point for a mining operation:
Revenue = MCr +35/mo worth of raw ore
supplies = 10% of final cost = MCr -3.5/mo
labor = 30% of final cost = MCr -10.5/mo = 54 Teams = 8,424 workers
plant/facility = 50% of final cost = MCr -17.5/mo = MCr 4200 mining equipment
profit = 10% of final cost = MCr 3.5/mo
[Mining gets the 'parts' mostly for free, it is heavily dependent on specialized heavy equipment ... so the percentages for parts and plant are reversed.]
Obviously, MCr 10 per day is a larger operation than you had intended, but the concept works with other values. Just scale it down a couple orders of magnitude. If you have TL impact average wages, then TL will reduce the number of employees as technology makes each more expensive and productive.
Anyway, this is just another idea to use or ignore as seems best to you.