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You have to move on to complexes, since they are the big money-makers (especially missiles). It helps to have a few space fuel/weed hubs all over too (quick money makers). Keep using and adding STs/UTs and CAGs if you want to be hands off, and use CLS if you want to control the trade routes or have a fully manually set-up economy. In short: Missiles (all kinds), space weed/fuel.
Since you're playing Litcube, not really sure if these will apply, but I know that you should always invest on those that make money.
Going to edit my comment and add in this link, this is a great Station Complex calculator that I've used in the past when planning out self-sustaining complexes. Have fun!
https://joelbfant.bitbucket.io/x3/x3apocc.html
Don't think it's working. I put in the parameters of a dream farm complex but nothing is showing.
Yeah that's what I was originally going for but forgot that solar power plants aren't the base of the chain like they are for the AI, so now I don't have the money to buy the crystal fab or silicon mine. I made some progress today though: added a second UT and got a station agent (litcube thing) trading for my solar power plant. It's still making piddly profit because of how much I have to spend on crystals, but at least now it's hands off. Also started playing with the stock exchanges but only made about 500k in several hours. I'll keep heading toward the complex route.
Got a bit of a problem with the buying and selling though. The "intermediate products" selling and buying is too drastic, you either end up buying or selling all the products or none at all.
For example, my power plants are generating too many energy cells so I want to sell them. Unfortunately they are an "intermediate product" so they are batched with other things like my nostrop oil and crystals so when I put the settings to "sell", everything ends up being swiped.
It's even worse with the HQ. It only has an "on/off" setting (Allow other aliens to trade with this station). I was trying to buy space flies for the mission when setting it on got every trader flooding in to swipe my ship construction material and setting the prices high to drive them away simply caused everyone to flood in trying to sell me overpriced goods.
Is there an individual lockout for items to stop them from being sold to outsiders?
I tend to scout and do some minor missions, try to build some minor hub like a Teladianium hub for say 86million. (You can fit a nice hub in Light Water, selfsufficient and with 3 CAG's keeps selling all stock.)
Eventually set up a MK3-nursery for 52million. (Three Worlds is my fav sector for this. Very safe, not in the way, but again central enough. This will train 2 MK3's at a time in no-time at all to lvl10.)
Or invest in an 'IBL-Support' hub to support all 4 IBL-forges. (Weavers Tempest, 41million, keeps making money and helps you obtain IBL's.)
When you have some of these hubs build you can earn a lot for the next hub while you drag asteroids though a sector for the current hub. Specially if you do the nursery hub early on and set 50 MK3's to make you money .. loads of it.
When you have a bit more I suggest looking at Gunne's Crusade. It has a great set of rocks to build a vast Weed-hub. (354Million, but you never have to trade any weed manually, it sells itself :))
Add a lasertower hub in Seizewell (only 195million) and you would not even need to build any more or trade anything as you make good money with just these hubs and the attached MK3's.
Edit: do not sell energy. The AI can do so much cheaper and in effect has energy for free, if anything, buy cheap from the AI and sell it expensive. I myself however do not trade anything but end-tech (weapons, shields, missiles, drones, lasertowers and 'high tech' (quantum tubes and the likes)) and leave the rest for the MK3's to sort out.
Edit2: A real money makes and great support for both the AI and myself is a vast hub set up in Barren Shores. It makes huge amounts of fighter drones, adv satellites and Drones MK2 (last are for personal use as they do not sell). Will set you back about 607million though and needs at least 2 CAG's to sell efficiently.
There are certainly more actively engaging ways to play X3 but I prefer trading while doing other stuff around my room, lol. To me X3 is like a minimal attention game. That's what's cool about it... you can play it that way or you can be a fleet commander taking over the universe. The rest of your post has some great tips. I have heard that trading high tech is the way to go I'm just not really sure how that chain works yet and I run into a similar problem with other higher tech factories... they never have enough output for the price to be decent. I'm going to work on that today though.
Do you know which sectors those are off hand? I haven't seen an abandoned ship once in my current game and it's been a few days. I don't go into the more dangerous sectors though which I'm sure is what you're referring to. :) I need a better ship than my discoverer!
During the Shady Business quest, I got the Arrow and Starburst racing ships. I manufactured them and tricked them out with duplex and mineral scanners and explorer software and simply order them to map a sector. Minimal attention needed, they'll map it all for you at 1000+ m/s. Works wonderfully with those "scan the asteroids" quests too, you can get a million easily for a few minutes of "attention" (or lack thereof).
Ironically, sometimes a "combat start" is not the best way to start things. I remember in TC, the first thing I did was sell off my starting ship and its weapons (a sabre if I recall correctly), bought a TS and tricked it out and hauled my ass off the first day. By day 2 I made enough to buy and outfit ANOTHER sabre and I had the TS as an extra to boot.
Sometimes, to get a good start, you got to work sideways to the game.
Oh, it's not that I prefer the trader route, there was rumours that your fight rank influences the enemy's chance to bail out and at the start, it is low so it's low efficiency to hope someone bails. Then there is the ship. Even if you manage to "convince" someone to drop his cargo without getting yourself killed either as a pirate or by his escort, what you can haul back is limited by the cargo bay of your starting fighter. I took one look and thought that way was a dead end for now so went all out with the hauling. Once I got properly kitted out, THEN I went taking the kill missions. Very often people will try to half/half it, haul with their fighter and its small cargo hold, or go straight to hunting in less well kitted out fighters and make their lives harder than it should.
Money first, kit up, THEN go hunting. Step by step. Once you get a good fighter kitted out, go wild.
Did you mean a combat start IS the best way? I can actually see that because if you start off with an expensive ship you can buy a decent TS by selling it. I think that the devs kind of balanced the starts though, as far as money goes.
Right, I've played both ways (the games been out for so long!) and I enjoy both but right now I am focused on dominating the game economy through trade (or trying). Once I can afford a Nova I'll probably start doing combat while my UTs and stations make me more money so I can expand more.