Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
MFG
Ketraar
[EDIT] *changed to Biogas instead of (wrongly) BoFu
I'll use both to come up with something. ;)
as for your cattle ranches and such, make sure to put them in a good sector where they are not directly in competition with other food production factories or you may not see the desired npc traffic you want.
as for the calculator, always start with your end product and work your way backwards when planning your closed loop complex, because the calculator itself will fill in the missing points and you only then need the stations to fill in the rest of the demand.
if you decide to do factories based on equipment like shields, guns and missiles, be aware that after a point of trading, the demand will instantly stop and you got factories at full capacities because all the stations around the entire x game universe is fully stocked with these things you produced. now it will be useful later on when you got your own system and phq, that is when you can build lots of new ships and arm them accordingly but you shouldn't be building a massive network of these types of stations despite the profits you get.
the one reliable way of making money is by producing stuff an economy is desperately short of as far as materials are concerned rather than a finished product. that way you make the biggest profits you can.
after almost 500 hours of play, just a few pointers.
3 Cattle Ranch L
3 Cahoona Bakery L
3 Crystal Fab L
1 Solar Power Plant XL (150% sun strength)
or
2 Silicon Mine L (combined 100 yield)
4 Cattle Ranch L
4 Cahoona Bakery L
4 Crystal Fab L
1 Solar Power Plant XL (450% sun strength)
Those are the minimum for a closed loop complex, using the largest size of each factory. With this setup you will have a small surplus of Silicon Wafers and Crystals and a large surplus of Energy Cells. And no deficit of any product.
Not very profitable though. I usually go for semi-open loops targeting a high-end product instead.
Edit (with less Silicon Wafers and Crystals, and more Energy Cells):
1 Silicon Mine L (60 yield)
2 Cattle Ranch L
1 Cattle Ranch M
2 Cahoona Bakery L
1 Cahoona Bakery M
2 Crystal Fab L
1 Crystal Fab M
1 Solar Power Plant XL (150% sun strength)
that depends on where you setup, how rich the asteroids are and the value of the sun, there only a few systems that have 450% sun strength though.
so consider just as carefully where you set up and the various sun and asteroid values.
I usually leave mines and solar power plants disconnected from complexes, in an semi-open loop setup, so the complexes stay independent from sun strength and asteroid yields.
it depends where you setup with 450% sun and where the end point is, if it's over multiple systems incuding a pirate sector, the chances are that some strong protection for the trade ships are needed but even then you may still lose trade ships to an opportune pirate attack.
if you got the gate hub, it is much simpler to cart those cells, crystals and minerals across through the gate hub to the other side, even if one and the other were at the opposite sides of the x3 galaxy. so long as they are safe areas and you are not connected to any other risky systems by the hub, then it's a painless process.
also the costs of stations between the races is also a factor, for example Argon Solar XL's are worth 19m to buy one, where as Boron and Terran Solar XL's are both worth 17m. so shopping around for these could save you enough to buy another station later on. also when dealing with the demand for crystals, pick the right crystal fab otherwise you will end up needing to deal with dietary requirements of the workers of different races like Bofu for Boron, MRE's for Terrans or meatsteaks for Argon for example. so you will need to setup a network that works towards that end.
a suggestion is to find a compromise as far as a system is concerned, one that fits 300% sun strength at the very least while providing a great deal of resources. an example would be Aldrin and Megnir in the Terran sectors or Spires of Elusion or CEO's Wellspring that are in remote Boron and Teladi sectors. best for a start to find something to make a lot of money from and the gatehub before you consider it.
also it would be helpful to have a tractor beam so you can move the asteroids into a position that works instead of having a rickety looking complex. the more presentable it is and the less pipes that run around the complex, the better it looks and the less hazard it would pose to traders.
the x adrian one and another one? yeah i have. do you have a point to make?
i prefer manual input on the whole thing because even with a worked out calculator, it's unable to deal with even the requirement of silicone wafers both to a complex and in creating a complex around it and especially half complexes. in other words, it's not that useful.
i am saying it should be added by default.