Excel Ship Designer v2025.06.20e

It has this, but that really doesn’t address the costs.

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I had run this past @Geir at some point and was told that the pricing reductions could be used as an optional rule if the GM desired. To me, doing so is a no brainer.
Yeah. That is what I found too. I thought maybe he found something somewhere else that said different.

I agree on the no-brainer part. It saves millions of credits.
 
Yeah. That is what I found too. I thought maybe he found something somewhere else that said different.

I agree on the no-brainer part. It saves millions of credits.
When it came up, I believe there was a suggested modification to the retro tech rule where at +5 TL, the cost dropped to 0. I like that addition as part of the optional rule, too. I’ll see if I can find it and forward that to @Arkathan. In for a penny and all that.
 
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If I build a 6-ton Ultralight Fighter at TL-15, use half of the tonnage of the cockpit and the M-Drive as "computer tonnage" That tonnage changes from 1.86 tons to 0.007 tons or just less than 2 Slots on a Robot.
 
As computers on ships have no tonnage, I’m a bit confused.
They have tonnage. They just don't have individually calculated tonnage. Their tonnage is lumped in with other things.

Page 20 High Guard

"Computers do not consume any tonnage on a ship – while they do have a physical presence, they are distributed throughout the ship and considered part of other components such as the bridge, staterooms, and drives."

I took half of the tonnage for the cockpit and the drives from the Ultralight Fighter, because that is an obscene number and it should be much lower just to see how small the computer would be even if I vastly overestimated it's actual size. Then changed the computer from a TL-7 Computer/5 to a TL-15 Computer/5 as per the rules in the CSC. It also would cost roughly 118Cr.
 
They have tonnage. They just don't have individually calculated tonnage. Their tonnage is lumped in with other things.

Page 20 High Guard

"Computers do not consume any tonnage on a ship – while they do have a physical presence, they are distributed throughout the ship and considered part of other components such as the bridge, staterooms, and drives."

I took half of the tonnage for the cockpit and the drives from the Ultralight Fighter, because that is an obscene number and it should be much lower just to see how small the computer would be even if I vastly overestimated it's actual size. Then changed the computer from a TL-7 Computer/5 to a TL-15 Computer/5 as per the rules in the CSC. It also would cost roughly 118Cr.
The tonnage angle seems like a rabbit hole. Not really relevant. It’s there and it doesn’t matter how much of the drive is the computer. It just is. The end result is the same.

The cost is the factor that will make a difference. A lot of difference if it drops to 0.

Man, I just updated my catalog of ships and will have to redo it because that price drop is important. Sigh. Worth it, though.
 
The tonnage angle seems like a rabbit hole. Not really relevant. It’s there and it doesn’t matter how much of the drive is the computer. It just is. The end result is the same.

The cost is the factor that will make a difference. A lot of difference if it drops to 0.

Man, I just updated my catalog of ships and will have to redo it because that price drop is important. Sigh. Worth it, though.
The size thing only matters if you want to put it in a Robot or Vehicle. The cost always matters though, you are correct. :P
 
New Version: 2025.06.20

Fixed an error that crept in from changes affecting small craft turret/firmpoint costs
Sheet now checks for more than one small turret again
SSD moved to end of sheet with the Capital SSD
Added Optional CSC proto/retro handling of Ship's Computers, within the limits of HG customization. (2 proto, 3 High tech levels)
Added a profitability tab to (hopefully) help to calculate how much you might expect to make on standard or various runs
 
New Version: 2025.06.20

Fixed an error that crept in from changes affecting small craft turret/firmpoint costs
Sheet now checks for more than one small turret again
SSD moved to end of sheet with the Capital SSD
Added Optional CSC proto/retro handling of Ship's Computers, within the limits of HG customization. (2 proto, 3 High tech levels)
Added a profitability tab to (hopefully) help to calculate how much you might expect to make on standard or various runs
Section N19 on Profitability. Unless it is a maternity ward? :p
 
I do that way too often.
Fixed and replaced the file (above and pg1). Not making it a new version for that spelling error.

Edit: Edit... thought better of a joke involving babies, maternity wards and deliveries measured by parsecs. Probably in poor taste.
 
I took a few minutes and ported my 300-ton Awl-Class System Defense Boat over and the new computer pricing dropped the cost from MCr395 to MCr300. Yep. I'll need to run all my designs back through this, and I'll add the optional optional (double optional?) rule of making computers free if they are TL-5 or more as well. I didn't use that one this time as the Core/70 was only TL-3.

EDIT: Score! Because I did the work updating all my ships a month ago, I'm able to copy/paste the new section over and then do a search and replace to remove the few links back to the source sheet and it is golden! Each sheet takes less than a minute.

I'll still have to update my document with screenshots, but that's not too rough. A few days and I'll be done.
 
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One of the fields moved in copying to the Profitability Tab.
Crew Salaries (B6) should reference G32, not G11. Make the change if you don't want to download again.

2025.06.20a
 
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Terry made some changes to the Profitability Tab and a toggle to add robot crew to the purchase price of the ship.
I mostly used his change, but added a way to catch if the staterooms change after playing with the Profitability tab.
Robot costs go in outside of the discounts or design fees. Robot maintenance is added outside of the ship's maintenance calculation.
Further, you can designate if any robots have Self Maintenance Enhancements. Since the minimum maintenance period on those is 60 years, robot maintenance is effectively zero for those units. In order to ever see it, you'd need a LOOONG term campaign or an evil referee (or an unlucky roll.

2025.06.20c
Update to Profitability Tab function
Standby Luxury Passengers in High Staterooms
Robot costs added to purchase price with toggle
Robot maintenance added to ship's maintenance
 

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First, absolutly love the sheet.
Second, Profitability page -
CellB20 - non whole number? Partial occupancy?
Passage fees: I have the 2022 updated core book (dont know if there was a newer one) and it lists passage at:
high 9000/14000/21000/34000/60000/210000
basic 2000/3000/5000/8000/14000/55000
CellD12 to D14 - is there supposed to be a formula here to calculate profit?

possible inclusion: Older ships: buying a previously owned ship that has one or more quirks reduces the price (5% to 40%). In my book it is on page 188.
 
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First, absolutly love the sheet.
Second, Profitability page -
CellB20 - non whole number? Partial occupancy?
Thanks!
Cell B20 is using a Middle Stateroom for Basic passage. Normally Double occupancy. If you HAVE an odd number of basics and can't fill the Middle Stateroom, the basic passenger gets extra space. So .5 staterooms gives you One basic passenger's fee.
Passage fees: I have the 2022 updated core book (dont know if there was a newer one) and it lists passage at:
high 9000/14000/21000/34000/60000/210000
basic 2000/3000/5000/8000/14000/55000
Fixed that on 06.20b. Misunderstood what Paltrysum was doing with a table posted in Singularity. That has been incorporated in Standby Luxury status. Note that Passenger is listed by filled stateroom and a filled basic room is two people.
CellD12 to D14 - is there supposed to be a formula here to calculate profit?
Yes. Yes there is.
possible inclusion: Older ships: buying a previously owned ship that has one or more quirks reduces the price (5% to 40%). In my book it is on page 188.

Done.

New Version: 2025.06.20d
Included the calculations for freight that I missed
Quirks now implemented, bottom right on Ship's Info Tab
 

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