Two words on Upgrades
Modular Construction - yank one module replace it with another.
Lets look at the typical breakdown of what a GC2 scenerio may look like, normally you get four options, listed below are the options that could exist and the follow on section that should exist with it.
1 Week U/G - 100% of current cost*
2 Week U/G - 75% of current cost*
4 Week U/G - 50% of current cost*
8 Week U/G - 25% of current cost*
* =
100% of current class U/G = 100% of cost
50% of current class U/G = 50% of cost
25% of current class U/G = 25% of cost
10% of current class U/G = 10% of cost
To keep from having to micromanage this process, the governor or AI controlling the ships can look and see which planet the ships are on, which planet current has the best protection, which ships are closer to a planet, which ships will be closer to a planet with a shipyard, which ships are just to far out to upgrade effectively, etc etc... Give the choices you have above the list appears on your class management of which ships will be in the first wave of upgrades... than you can micromanage to your hearts content (which of course could wreak havoc with the numbers and your cost.)
To expound on the equation... if you want a one week upgrade that is fine, however, your short on cash and do not wish to break the bank... so the second option under the one week upgrade is to only do a percentage of that class. So basically you pick 25% of the class to be upgraded per week. You pay the fee per week (now of course your interest rate, yes a factor in the game already existing in the money area) can play a part on this also with a fee calculated based on the rate of credit you have (tied to the interest rate) I am sure you investment bankers out there could better expound on the caculated interest rate but the theory is there and working already in GC2 I believe.
The overall cost by spreading out the class upgrade across numerous weekly plans is more, but somewhat more affordable than the one time fee. And yes I have seen the -2000 bc as the max spending and frankly I think its a cheap way out of an integer problem using negative numbers in the system vice a "Well we are going to put a spending cap?" GC2 doesn't want to go below that fine, but don't freeze the numbers, let them keep going in the background and force the player to be conscious of spending habits.
Sidebar here:
Gods forbid that we hold the player (person) responsible for their own actions in the matters of finance...
End sidebar.
Anywho,
The above is clearly open for debate, however, be advised that typically, shipyards have specific programs dealing with time/money & manpower today for working on all classes of vessels from LA Class submarines to Super Carriers and usually a refit/upkeep is in one of three categories. So the choices I have given above could be kept at three following modern doctrine.
W/R
Suralle Straykat
Kat Lord @ Large