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mod.io · Mod 6476272

规模化经济 / Economies of Scale

von RururtyaVersion 1.0Aktualisiert 28.10.2026Rev. 1519,4 KiB
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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.

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