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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).
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.
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.
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.
all depends on how massive you really want it and your endgame goals are.
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.
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.
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.
We build megastations.
Some have hundreds of hull parts modules on a single station...
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.
Yes...