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I think habitats only add +25% productivity.. I can build another station and get +100%, that's the way I understand it.
Not sure if this is the case though.
For food, medicin and drugs you can just buy them instead of producing them at the same station. These items take up very little volume, so a transport ships can carry a lot.
You have it basically right but you are missing some details.
* Habitat BPs are expensive so spending your money building more stations/expanding existing stations instead is probably more profitable than buying the habitat BPs and building those. The reason for that is the glacial slowness of filling them up.
* However you can steal habitat BPs using EMP bombs. That makes habitats worth it economically, it turns them into free money.
* Habitats are not optional as far as shipyards/warfs are concerned since the crew for new ships is drawn directly from habitat populations. You pretty much must get habitats up for your shipyards/warfs.
* once you do own habitat BPs there is no reason not to install habitats in all your stations since they are basically free money at that point.
Yes, ignore habitats.
To maximize profits:
You need Habitats. They will not change a production line from "100A --> 100B" to "125A --> 125B", but will actually do magic and make it "100A --> 125B".
That is a TREMENDOUS boost and just gets crazier down the line to end products. If you just get 25% more Ships, without inputting more resources, that is very much worth it.
But you can and should start without it, to get the thing moving. And that is fine as well. The point to add workforce for me is about when I can at least mass produce all the needed base building parts myself, without having to buy them elsewhere. So Hull, Energy, Claytronics.
I may add another factory for turret components, to be able to fully build stations without AI partners,... but usually that is not needed for a while.
I have been playing with the "Station calculator" (very handy!) http://www.x4-game.com/#/station-calculator
It appears that more modules = greater bonus- when the station has a habitat.
Ie- ONE STATION with a habitat and 5 hull parts modules will produce more than 5 individual hull part stations (that don't have habitats)
Energy cells, Graphene, etc are not in short supply and as such are not really part of the equation, having more Graphene will not make more hull parts.
Also, a hidden benefit of an habitat is that your stations get full of wandering NPCs with random stats up to 3 stars that you can hire for free.
Yep I make energy cell factory separated from my hull part factory and depending on the needs of the station I also separate low usage resources.
Like Graphene is a good example since 1 graphene module can supply 10 hull part module so I just transport the graphene over from another station that uses more of it.
I see, well I think the idea is the same though.
But what hapens when I use other parts of the station from different races? Does it inflict just the needed parts for building or also other things?