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The production modules for them are cheap and you can make a nice steady profit from them.
No two game starts are going to be the same, the game generates the original stations at random meaning there is no way, or point really, in making too detailed a resource saying things like “this sector always needs these items” or “has these stations”.
What’s worked for me is looking around at the sector and seeing what sort of stations it has, what they’re buying and selling, and then filling holes accordingly. For example in one game, Argon Prime had a bunch of Microchip and Smart Chip fabs, but not a single Silicon Wafer fab so I built one, starting small, and then scaled up as required.
the turnover will be worth the investment.
hull parts, engine parts, weapons parts or claytronics are literally evergreens as long as ships get destroyed and stations are build.
Would you attach to your HQ or build a brand new station?
Merry christmas to you and your families :)
Even though I said I don't wanna dig calculators again I just found this one which is quite nice:
http://www.x4-game.com/#/station-calculator
Guess I'll set up an Energy Cell production in Argon Prime or something first. :)
Is it correct that Energy Cells don't have any input but the workforce?
Oh wow. So I just need to plop a dock, a storage and a energy cell factory and leave it as it is? :D
Technically, yes.
Most of my early stations in each new game consist of just that, the bare minimum. Once you build a station and it’s begun making you some money then you can worry about adding habitats.
On that note, buying Hab module blueprints is expensive, even through they don’t cost that much to build. So I recommend looking for scanning points, or making them with EMP bombs, on the hab modules rather than pay for them.
It’s usually not until my later stations that I start adding habitats to the initial builds.