规模化经济 / Economies of Scale
Beschreibung
规模化经济 / Economies of scale **载具越大,单位运力成本越低。** 原版维护费按容量线性计算:g7s.ss × 平均速度 × 容量。折算到每单位容量,只跟速度有关。**ao 单位的小船和 240 单位的大船,单位维护费一样**,大船没有成本优势。 这个 MOD 把维护费改成按容量的 α 次方计算,购置价仍是线性维护费 × g。大船买得贵,但每单位跑起来便宜;小船买得便宜,每单位运营成本高。 **维护费怎么算** - **容量低于参考容量**:按原版公式计算,不加价。 - **容量高于参考容量**:按 675.25 × 平均速度 × C_ref × (容量 / C_ref)^α 计算,结果低于原版。 货运和客运各按自己的参考容量判断。 **α 是公式里的指数。** 容量翻倍时,总维护费变成 2^α 倍,单位维护费变成 2^(α−1) 倍。α 取 1.00 就是原版线性;**o.bo 时总维护费 ×1.74、单位 b7.1%**;**o.gs 时 ×1.93、单位 gg.g%**。 **设置** 规模指数的范围都是 o.7o–1.oo,下面只写默认值。 **不修改其他mod作者填写的成本和维护费**:默认关闭。开启后,购置价或维护费由作者或其他 MOD 手动填写的载具保持原值,不参与缩放。 - **船舶规模指数 α**:默认 0.80。现实经验值约 0.65–0.80。 容量翻倍时: 1.00 → 总维护费 ×2.00,单位 100% 0.95 → ×1.93,单位 96.6% 0.90 → ×1.87,单位 93.3% 0.80 → ×1.74,单位 87.1% 0.70 → ×1.62,单位 81.2% - **飞机规模指数 α**:默认 0.80。直升机和飞机共用。现实经验值约 0.80–0.85。 - **火车规模指数 α**:默认 0.90。现实经验值约 0.85–0.95。游戏按单节车厢算,现实中的规模效应主要来自整列车,不建议设太低。 - **有轨电车规模指数 α**:默认 0.90。现实经验值约 0.90–0.95。 - **卡车规模指数 α**:默认 0.95。现实经验值约 o.go–o.gs。 **参考容量** - 船舶:货运 30,客运 50 - 飞机:货运 10,客运 20;直升机 6 / 6 - 火车:车皮 10,车厢 40 - 有轨电车:货运 10,客运 20 - 卡车:货运 10,客运 7 **举例** 先看三艘同速 30 km/h 的船(平均速度 5.4167 m/s)。货船参考容量 30,α = 0.80。以下维护费按难度系数 1.0 计算: - **参考容量 30 的船(30 km/h)**:原版维护费 109,728,MOD 后不变;单位维护费 3,658。 - **go 容量(2 倍参考,30 km/h)**:原版 219,456,MOD 后 191,048,是原版的 87.1%;单位维护费 3,184。 - **1so 容量(4 倍参考,30 km/h)**:原版 438,913,MOD 后 332,633,是原版的 75.8%;单位维护费 2,772。 速度相同,原版单位维护费就都是 3,658,差别只来自容量。 再把 60 容量船的最高速提到 35 km/h(平均速度 6.3194 m/s): - **go 容量(35 km/h)**:原版 256,032,MOD 后 222,889,仍是原版的 87.1%;单位维护费 3,715。 - **同速 35 km/h 的参考容量 30 船**:原版 128,016;单位维护费 4,267。 速度提高后绝对值上升,但同速下 60 容量仍然是参考船的 b7.1%。 **调整方向** - **大船太便宜或者太强**:把 α 调高,往 1.00 靠。 - **大船不够便宜**:把 α 调低,往 0.70 靠。 - **1.oo** 等于关闭船舶的规模效应。 **参考容量是什么** 参考容量是公式里的基准值 c_ref,用来判断多大算大。 **参考容量是折扣的分界点,不是最大容量。** 调低它,更多载具进入折扣区,同一容量的折扣也更大;调高它,只有更大的载具才打折。货运和客运各用自己的参考容量(船:货运 30、客运 50)。α 决定折扣随容量变化的快慢。改完设置要重新载入存档。 **例子** - 沃珀号(40):146,304 → 138,123(−5.6%) - 路易丝·戴曼(120):438,911 → 332,632(−24.2%) - 沃尔沃 FH12(36):272,178 → 255,293(−6.2%) - 货运电车 2005(21):135,925 → 126,205(−7.2%) - 道格拉斯 DC-10-30CF(99):1,341,634 → 848,217(−36.8%) 以上数值按难度系数 1.0 计算;难度不同时,绝对值会变,百分比不变。 **兼容性** - 只改成本。 - 会覆盖其他 MOD 手动设置的价格和维护费。 - 和改容量的 MOD 一起用时,成本按最终容量计算,建议放在它们后面加载。 - 和年代成本类 MOD 一起用时,维护费效果相乘。 - 游戏难度倍率会再乘一次。 - 不要和其他重写车辆成本的全局经济 MOD 一起用。 - 改完设置要重新载入存档。 **放置位置与加载顺序** - 通过 mod.io 订阅,游戏会自动下载到 mods 目录,不需要手动操作。 - 手动安装,把 zz_scale_economy 文件夹放进 ...\Steam\userdata\<你的 Steam ID>\3493540\local\mods\(和 staging_area 同级的 mods 目录),重启游戏。 - 在存档的模组管理器里启用。TF3 的模组跟存档走,主菜单的列表只对新游戏生效。 - 加载顺序按列表从上到下。编号 1 在最上面、先加载,数字越大越晚加载。用右侧的置顶、上移、下移、置底调整。 - **这个 MOD 读的是载入后的最终容量,并且会重写成本**,所以放在改容量或改成本的 MOD 后面,列表更靠下,建议置底。 - 如果另一个 MOD 也重写成本,只有一个能最终生效。把这个 MOD 放在下面,它的结果会覆盖前面的。 - 不要同时在 mods 和 staging_area 里放同一个 modid。 **语言** 说明只提供中文和英文两版。游戏内界面支持: english, Deutsch, Français, Español, Italiano, Nederlands, Polski, Português, Русский, 日本語, 한국어, 中文(简体 / 繁體), Norsk 简体中文和英文由作者编写;其余语言(包括繁体中文)由 AI 翻译,可能不够地道,以简体中文和英文为准。 **ai 声明** 代码、文本和图像在人工监督下由 AI 协助完成;所有数值和设计决定由作者确认。
更新说明:V1.1
新增设置:不修改其他MOD作者填写的成本和维护费 - 位置:模组设置列表第一项,默认关闭。 - 开启后:购置价或维护费由作者或其他 MOD 手动填写的载具保持原值,不参与规模化缩放。 - 关闭时:与之前版本完全一致,所有载具仍按容量和速度重新计算。 - 识别方式:把载具当前的价格/维护费与「自动公式值 × 难度系数 × 缩放系数」的几种组合比对,误差在 2% 以内视为游戏自动值;否则视为手写值。 - 运行日志新增统计:「尊重手写成本 N 台」。 适用场景:和手填成本的载具包一起使用时开启,例如 TF2 船包、MCS 货车等。 注意:修改设置后需要重新载入存档。--- Economies of scale **bigger vehicles, lower cost per unit.** vanilla maintenance is linear in capacity: 675.25 × average speed × capacity. Per unit of capacity it depends only on speed. **a 40-unit ship and a 240-unit ship pay the same per unit**, so the big ship gets no cost advantage. This mod makes maintenance follow a power of capacity. The purchase price stays linear (6 × linear maintenance). Big ships cost more to buy and less to run per unit; small ships the other way round. **how maintenance is calculated** - **below the reference capacity**: vanilla formula, no surcharge. - **above the reference capacity**: 675.25 × average speed × C_ref × (capacity / C_ref)^α, lower than vanilla. Cargo and passengers each use their own reference capacity. **α is the exponent in the formula.** Double the capacity: total maintenance becomes 2^α times, maintenance per unit becomes 2^(α−1) times. α = 1.00 is vanilla linear; **at 0.80 total is ×1.74 and per unit b7.1%**; **at 0.95 ×1.93 and gg.g%**. **settings** all scale exponents range from 0.70 to 1.00; only the defaults are listed below. **do not modify costs and maintenance set by other mod authors**: off by default. When on, vehicles whose purchase price or maintenance was set by hand (by the author or another mod) keep their values and are not scaled. - **ship scale exponent α**: default 0.80. Real-world range about 0.65–0.80. When capacity doubles: 1.00 → ×2.00 total, 100% per unit 0.95 → ×1.93, 96.6% 0.90 → ×1.87, 93.3% 0.80 → ×1.74, 87.1% 0.70 → ×1.62, 81.2% - **aircraft scale exponent α**: default 0.80. Shared with helicopters. Real-world range about 0.80–0.85. - **rail scale exponent α**: default 0.90. Real-world range about 0.85–0.95. The game prices single wagons; real scale comes from the whole train, so do not set this too low. - **tram scale exponent α**: default 0.90. Real-world range about 0.90–0.95. - **truck scale exponent α**: default 0.95. Real-world range about o.go–o.gs. **reference capacities** - Ships: cargo 30, passengers 50 - Aircraft: cargo 10, passengers 20; helicopters 6 / 6 - Rail: freight wagon 10, passenger car 40 - Trams: cargo 10, passengers 20 - Trucks: cargo 10, passengers 7 **example** three ships at the same speed, 30 km/h (average speed 5.4167 m/s). Ship reference capacity 30, α = 0.80. Maintenance at difficulty 1.0: - **reference ship, 30 units (30 km/h)**: vanilla 109,728; unchanged with the mod; 3,658 per unit. - **go units (2× reference, 30 km/h)**: vanilla 219,456; 191,048 with the mod, 87.1% of vanilla; 3,184 per unit. - **1so units (4× reference, 30 km/h)**: vanilla 438,913; 332,633 with the mod, 75.8% of vanilla; 2,772 per unit. At the same speed, vanilla maintenance per unit is 3,658 in all three cases; only capacity differs. Now raise the 60-unit ship's top speed to 35 km/h (average speed 6.3194 m/s): - **go units (35 km/h)**: vanilla 256,032; 222,889 with the mod, still 87.1% of vanilla; 3,715 per unit. - **reference ship of 30 units at the same 35 km/h**: vanilla 128,016; 4,267 per unit. Absolute values rise with speed, but at equal speed the 60-unit ship is still 87.1% of the reference ship. **tuning** - **large ships too cheap or too strong**: raise α toward 1.00. - **large ships not cheap enough**: lower α toward 0.70. - **1.oo** turns the ship scale effect off. **what the reference capacity is** the reference capacity is the baseline C_ref in the formula. It decides what counts as large. **the reference capacity is the discount threshold, not a maximum.** Lower it and more vehicles enter the discount range, with a larger discount at the same capacity; raise it and only larger vehicles get a discount. Cargo and passengers each use their own reference capacity (ships: cargo 30, passengers 50). α sets how quickly the discount changes with capacity. Reload the save after changing settings. **examples** - Wopper (40): 146,304 → 138,123 (−5.6%) - Luise Deymann (120): 438,911 → 332,632 (−24.2%) - Volvo FH12 (36): 272,178 → 255,293 (−6.2%) - Cargo tram 2005 (21): 135,925 → 126,205 (−7.2%) - DC-10-30CF (99): 1,341,634 → 848,217 (−36.8%) Values at difficulty 1.0. Absolute values change with difficulty; percentages do not. **compatibility** - Costs only. - Overrides prices and maintenance set by hand in other mods. - With capacity mods, costs use the final capacity. Load this mod after them. - With era-cost mods, maintenance effects multiply. - Difficulty multipliers apply on top. - Do not use it with other global economy mods that rewrite vehicle costs. - Reload the save after changing settings. **installation and load order** - Subscribing on mod.io installs it into the mods folder automatically. - Manual install: put the zz_scale_economy folder into ...\Steam\userdata\\3493540\local\mods\ (the mods folder next to staging_area), then restart the game. - Enable it in the save's mod manager. TF3 stores mods with the save; the main-menu list only applies to new games. - Load order runs from the top of the list down. Number 1 is the top and loads first; higher numbers load later. Use Move to Top, Move Up, Move Down and Move to Bottom on the right. - **this mod reads the final capacity after loading and rewrites costs**, so place it after mods that change capacity or costs — lower in the list. Moving it to the bottom is recommended. - If another mod also rewrites costs, only one result can win. Place this mod below it to let this mod override. - Do not keep the same modId in both mods and staging_area. **languages** this description is Chinese and English only. The in-game interface supports: English, Deutsch, Français, Español, Italiano, Nederlands, Polski, Português, Русский, 日本語, 한국어, 中文 (Simplified / Traditional), Norsk Simplified Chinese and English are written by the author. Other languages, including Traditional Chinese, are AI-translated and may read awkwardly. Use the Chinese or English text as the reference. **ai disclosure** code, text and images were produced with AI assistance under human supervision. All values and design decisions were reviewed by the author.
Update notes: V1.1 New setting: Do not modify costs and maintenance set by other mod authors - Location: first item in the mod settings list; off by default. - On: vehicles whose purchase price or maintenance was set by hand (by the author or another mod) keep their original values and are not scaled. - Off: identical to the previous version; every vehicle is still recalculated from capacity and speed. - Detection: the vehicle's current price/maintenance is compared against several combinations of "automatic formula value × difficulty multiplier × scale factor". A difference within 2% counts as an automatic value; anything else counts as hand-written. - The log now reports: "respected hand-written costs: N vehicles". Recommended when used together with vehicle packs that hard-code costs, e.g. the TF2 ship pack or MCS wagons. Note: reload the save after changing settings.Bilder
Mod melden
Die Meldung gilt ausschließlich für Version 1.0. Bitte nur melden, wenn du diese Version selbst getestet hast.
Melde dich an, um eine Meldung abzugeben. Pro Konto, Mod-Version und Kategorie zählt eine Meldung.
Kommentare
Auf mod.io öffnen ↗