X4: Foundations

X4: Foundations

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S_Spowart Jun 10, 2023 @ 12:35am
How many Factories needed for ship building
Trying to build a self sustaining shipyard, and already it is becoming a mess. So far built 5 advanced electronics factories, and it still isnt enough to sustain just my S/M ship production factory. Was going to put an L and an XL factory there too, but at this rate I will struggle to be able to supply it.

How big are your shipyards, and how many factories of things like Hull parts, and advanced electronics not to mention all the habitat food and medical supplies needed to keep it going.
At last check my workforce was about 18K and counting.
Apart from the fact my graphics card is maxed out already with this game, and I could use my PC as a radiator lol.
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Showing 1-15 of 15 comments
Tiberius Jun 10, 2023 @ 1:02am 
Make sure you alr remove sell orders for the shipware products. My shipyard doesnt have any production module, since the habitat and ship fab module takes a lot of space
Last edited by Tiberius; Jun 10, 2023 @ 1:02am
ArcticISAF Jun 10, 2023 @ 1:25am 
Kind of depends on a few factors, at least that come to my mind.
1. Are you currently supplying ships/adv. electronics to external factions. They will definitely suck up and buy whatever they can.
2. If kept for yourself, are you intending to churn them out, or just up to a fair bit here and there?
3. Perhaps most important, what loadouts are you putting on your ships? I would go to your 'build ships' menu and click on the + icon to see the breakdown of components needed for each ship. Some stuff is absurdly expensive in components needed. Examples are one S Mass Driver Mk2 - 146 advanced electronics. Boson Lance, Ion Blaster, 140/137 each. Other weapons usually range more around 5 to 15 advanced electronics. Sticking four of those high demand S weapons will use close to half your production easy. Exotic M weapons will use even more.

The 5 adv. electronics will produce 1350 per hour plus a few hundred with efficiency boost. You can go double or something if you wish (I have 10 on my HQ for research purposes mainly) but overall I'd look at weapon loadouts and modifying them a bit, or knowing your preferred weapon choice will have high adv. electronic demands (likely weapon components too).
blackphoenixx Jun 10, 2023 @ 1:34am 
It depends on what ships you build because material costs and build times differ.
If you want to know the exact number you'll have to do the math yourself, but running a wharf non-stop at full capacity takes potentially thousands of hull parts (and equivalent amounts of other wares) per minute. It's complete overkill.

Originally posted by ArcticISAF:
Other weapons usually range more around 5 to 15 advanced electronics. Sticking four of those high demand S weapons will use close to half your production easy. Exotic M weapons will use even more.
Exactly. Even going by the very conservative estimate of 10 advanced electronics per ship would lead to an expense of at least 2400 adv electronics per hour if you build non-stop since a wharf builds in batches of eight ships at a time.
That's also assuming a comparatively long build time of 2 minutes per ship, most S ships build faster.

In practice you're probably going to use more than 10 per ship and build them in 1.5 minutes each, so you're looking at 5000-6000 adv electronics per hour at least if you want to be realistic.
Last edited by blackphoenixx; Jun 10, 2023 @ 1:43am
Gibbo Jun 10, 2023 @ 2:02am 
15 Advanced electronics. The biggest is medical supplies. I think 25 of those? About 20 engine parts. You will need (to begin with) about 4 smart chip factories. These can be easily overlooked, but are important. At least 15 hull parts? This is just to get you going. Oh I have 10 solar power plants. Quite a few only need 3 or 4 factories to keep the supply going. Check your logistical overview. It will show yoiu what you produce versus what you need an hour. Oh the Terran stuff is vital and takes loads of ore.

So far my factory can build anything, has nearly 60,000 workers and is hungry for blueprints. I've only just added an XL shipyard. That cost me a quarter of a billion.
S_Spowart Jun 10, 2023 @ 9:56am 
The NPC's keep buying ships from my shipyard, and that really chews everything up. Guess I need to build a few more hull parts, advanced electronics, etc. I only have a small S/M size shipyard at the minute, and cant seem to get enough supplies to keep it going. I am up to about 70K workers so far. Quite hard getting the stuff to nit together the way I want it. It just goes where the game will let me put it rather than where I want it to go. Half the time it looks like it knits together, but then the module stays red, yet it goes green in areas where it isnt even connected to anything for some reason.
Hull parts, weapon, shield, engine and turret components, plasma conductors, antimatter converters, advanced electronics, optionally drone and missile components, smart chips and everything to produce it all. Also if you want personnel to be hireable, you need habitats and their requirements - medicine, food and water. It's easier if you use station calculator, google it. My shipyard is nearly 200 modules excluding connectors, defence and docks.
Kalisa Jun 10, 2023 @ 10:41am 
I tend to keep shipyards quite small but i dont like to have them producing nonstop, more stockpile for awhile and then order a bunch when needed, for my biggest factories i tend to just run with afew of each major component, also tend to stick with closed loop for most things that i can to reduce demand on other parts, claytronics and hullparts are supplied enmass by massive salvage operations.
all depends on how massive you really want it and your endgame goals are.
DaBa Jun 10, 2023 @ 10:45am 
Just do some quick math, the game gives you all the numbers you'll need.

Last time I played I think I had like 8 advanced electronics modules and it was enough for the most part. I didn't run the shipyard all the time though, only allowed the NPCs to use it for a few minutes at a time when I wanted to make some money.
Last edited by DaBa; Jun 10, 2023 @ 10:47am
Kalisa Jun 10, 2023 @ 10:46am 
i definitly recommend the station calculator, check the resources for the ships your building and work out what you need for that and work around those numbers if u want effeciency.
Lazarus Long Jun 10, 2023 @ 12:16pm 
The short answer to the question is: a LOT of modules.

https://steamuserimages-a.akamaihd.net/ugc/2036236802257402667/014F474F6A9626772A5368A40B1F62A3AB1E0B98/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false

And Even will all of that I still need ten more large habitats and might even have to double the Advanced Electronics from 8 modules to 16.
Kalisa Jun 10, 2023 @ 12:24pm 
https://i.gyazo.com/8af6f6cfd24ba700cc9b8e9965bcee1f.png This was my old terran shipyard complex, nothing overkill, still quite large though and was able to build anything i needed, its terran build method, so all stuff like drones, missles, ect are done with terran parts, its got 4 advanced electronics, 6 comp substrate, 1 field coil, 2 graphene, 6 hullpart, 6 microlatice, 1 microchip, 2 plasma connductor, 1 quantum tube, 3 refined metal, 1 scanning array, 4 shield components, 5 silicon carbine, 2 silicon wafers, and 3 turret production.
it has a workforce of 24610. This station was more then enough to support an endgame war effort, you certainly dont need insane production, eventually on this game i did build afew more complexes though around this size mostly for terraforming stuff.

Edit: https://i.gyazo.com/1e7e6f82eb9e1c78363453ecdf68208a.png this is built next to it to supply more terrain materials, it had 8 comp substrate, 4 metalic microlattice, and 4 silicon carbide. workforce of 15480. this also supplied the terran economy.

I have a medical and food facility nearby that supplies it.
Last edited by Kalisa; Jun 10, 2023 @ 12:29pm
Chico Rodriguez Jun 10, 2023 @ 12:25pm 
Factories?

We build megastations.

Some have hundreds of hull parts modules on a single station...
Palladin888 Jun 10, 2023 @ 5:04pm 
Originally posted by S_Spowart:
Trying to build a self sustaining shipyard, and already it is becoming a mess. So far built 5 advanced electronics factories, and it still isnt enough to sustain just my S/M ship production factory. Was going to put an L and an XL factory there too, but at this rate I will struggle to be able to supply it.

How big are your shipyards, and how many factories of things like Hull parts, and advanced electronics not to mention all the habitat food and medical supplies needed to keep it going.
At last check my workforce was about 18K and counting.
Apart from the fact my graphics card is maxed out already with this game, and I could use my PC as a radiator lol.


Every person who plays this game has a unique ideology on how to accomplish this.

The simplest solution is to put all your credits into the station fund and let the manager buy the materials needed. Every none enemy faction in the game will then work to supply the station.

Also once you set up the station stay out of the sector yourself, When you are in the sector everything in it has to render. When you are not in the system everything is simple and abstract and will run smoother and will not be as taxing on your PC.
ArcticISAF Jun 10, 2023 @ 5:09pm 
Originally posted by S_Spowart:
The NPC's keep buying ships from my shipyard, and that really chews everything up. Guess I need to build a few more hull parts, advanced electronics, etc.
Well good luck as the AI will quite fully buy whatever they can to supply their own fleets if they can't build it from their own yards. You'll make lots of money, but there's no surprise if you can't keep up with multiple factions worth of demand.
noviastar Jun 11, 2023 @ 12:34am 
the answer is

Yes...
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Date Posted: Jun 10, 2023 @ 12:35am
Posts: 15