X4: Foundations
HOW TO MAKE MY WHARF TO MAKE MONEY?
I made it ,but since only money i spend, is not profitable.....
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when i set wharfs up i actually build the support factories myself and sell those first and kind of build that way and then work my way to wharfs. i build a lot but even still not constant building where before i could have wharfs going 100% of the time. the large wharf i get about 100M every hour give or take. they still make money just not as crazy as before.
โพสต์ดั้งเดิมโดย dmansail:
I have a massive factory that makes all needed wares for the wharf, but i have no orders for ships !! How i will make money like that ?
If you have everything required, then friendly factions should start requesting buy orders for ships as long as you have the blueprints for their ships. For example, Zyarth isn't going to buy Antigonid Nova Sentinels, nor Teladi for Odysseus Es...
bloody expensive.....
โพสต์ดั้งเดิมโดย dmansail:
bloody expensive.....

i said make money before you do anything endgame. maybe you could use the guide i made for you?
For some reason, customers didn't seem to mind me setting prices on my shipyard to 150%. It's basically a money tree. Probably helps that I'm shipping in most of the parts it uses from my other factories.
Get the blueprints for the nearest warring faction in this order.

Basic Patrol fighters
Patrol Corvette
Patrol Destroyer

Inspect the local patrols to see what Engine Shield etc are being used. You have more chance of quick sales if you provide the ship they are using even though you might offer them better. Those are the Blueprints you need. once they start buying replacement fighters use those profits to get the Corvette Blueprints
Shipbuilding is not intended to make big profits. It is for the player to build their own ships with all the different faction gear as they want, without having to send them across the galaxy.
โพสต์ดั้งเดิมโดย Caedes91:
Shipbuilding is not intended to make big profits. It is for the player to build their own ships with all the different faction gear as they want, without having to send them across the galaxy.
No it definitely make big profits

You get millions if you already produce the goods yourself
And you still make a profit even if you buy all the resources

Before the nerf though you would get billions just building NPC small ship in an hour
แก้ไขล่าสุดโดย Wraith; 30 เม.ย. 2024 @ 2: 58pm
It was nerfed to oblivion. Some guy made a great mod to fix that issue, though.

https://steamcommunity.com/sharedfiles/filedetails/?id=2482992334
โพสต์ดั้งเดิมโดย Wraith:
โพสต์ดั้งเดิมโดย Caedes91:
Shipbuilding is not intended to make big profits. It is for the player to build their own ships with all the different faction gear as they want, without having to send them across the galaxy.
No it definitely make big profits

You get millions if you already produce the goods yourself
And you still make a profit even if you buy all the resources

Before the nerf though you would get billions just building NPC small ship in an hour

You are also not wrong. It depends on the perspective and the time you draw the conclusion.

To produce ships, that NPCs actually order, you must first purchase the blueprints of the ships. Not only the hulls but also blueprints of each and every equipment piece. Every race only orders race-specific ships, that they themselves would build. And not just mk2 but also lesser variants. None of them you can emp-steal. Meaning rep-farming each faction to at least +20. You are looking at trillions of credits to invest.

Even before that, you have to purchase all blueprints for your factories. It makes no sense to buy the materials, you will always make a loss. So unless you emp steal each and every module, expect to pay up additional billions of credits. All before even having the building modules, which you cannot emp-steal.

It takes a impossibly long time to make back the investmens. So most players never ever reach the break-even point in their games.
โพสต์ดั้งเดิมโดย Caedes91:
It takes a impossibly long time to make back the investmens. So most players never ever reach the break-even point in their games.
To be fair the break even point is not even the ship blueprint itself it the fabricator lol

If it just ship and material you break even pretty quick

and buying the material doesn't = lost unless of course your buying a bad prices

It always a profit actually only a few Terran ship cost more then the material it worth to make them
แก้ไขล่าสุดโดย Wraith; 30 เม.ย. 2024 @ 3: 52pm
โพสต์ดั้งเดิมโดย Caedes91:
Shipbuilding is not intended to make big profits. It is for the player to build their own ships with all the different faction gear as they want, without having to send them across the galaxy.
That is dependant on how we each play. Personally I use ship sales to fund Fleet purchase of my own. Generally I only use fleets to control Gates whilst I place more permanent solutions.

My game is far more about a business empire and NOT a megalomaniac Dictatorship, where the crews I lose in battle mean nothing to me.
Took a little while to spin up but most of my wharves hit the operating budget from ten percent initial cash payment, and just running no restrictions trade. I put all the inputs on a faction only trade rule (Autarchy) and placed the station right next to the Xenon gate in HC1.

I put an engy bay in next to it prior so that generates its own income, which meant I already had a lot of the parts in question available.

Naturally I bought a tonne of blueprints as I went on. The intiial funding of a fact took me from 125m down to 9m - and I'm back at 100m relatively quickly (a few hours) with those wharves having full OpBudgets.

Producing your own ships for yourself is insanely profitable. I don't know if you can directly sell them to ship yards but being able to fill out stations with a big number of traders and miners of various sizes as well being able to dramatically increase your amount of fighter support starts ticking over goods and production a lot quicker.

If you can produce Claytronics, AE and Hull Parts in the required numbers then it makes sense to start expanding your production and eco to facilitate further expansion and production.

Further you can start experimenting with specific loadouts for certain tactical approaches without it bankrupting you (e.g. torps). It's not just about the money you earn, but the money you no longer need to spend - what is seen and what is not seen.
Just i got my first sale !!!
โพสต์ดั้งเดิมโดย Wraith:
โพสต์ดั้งเดิมโดย Caedes91:
It takes a impossibly long time to make back the investmens. So most players never ever reach the break-even point in their games.
To be fair the break even point is not even the ship blueprint itself it the fabricator lol
...

I don't understand. Aren't all the costs blueprints a factor and not only the building modules? Of course one can entirely skip the EQ docks since the wharves and yards are just the complete package. But you still have to shell out the money for the blueprints before being able to build and sell the actual ships, don't you?

Has something changed after KE? Can't tell, because I stopped playing after ToA. Will restart playing KE, 7.0 and Timelines once it is out.
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วันที่โพสต์: 30 เม.ย. 2024 @ 3: 49am
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