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it helps if you have 1 combat captain in there then the chance for ambushes goes down more
For Xanion there's a soft limit on building 19 ships (4x material tier (5), minus 1)
So I would typically build about 17 ships. And so maybe 9 would be doing economic things.
Maybe:
2 miners in titanium region
2 miners in naonite region
2 miners in trinium region
2 miners in xanion region
1 merchant running missions
2 explorers
1 dedicated ship for fighting energy lab
1 dedicated ship for fighting bottan (because smuggler captain)
1 'lady'
1 flagship
2 either escorts or salvagers or a mix of escorts/salvagers
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In my current game I haven't found any decent merchant captains, so I've got 7 mining ships, all with 60 mining fighters, and they're split 3/4 in xanion and trinium areas
So each miner will a full complement of mining fighters has its output increase from approx. 240,000 materials per hour to 600,000 materials per hour. So it's roughly the same as ~20 miners without fighters.
When I need money I just sell off several millions of whatever I don't think I'll need.
I've built two stations (from claimed asteroids), one plat/gold and the other plat/silver (it had better economics in the area), and I think they've made about 20 million profit, which doesn't even cover their construction costs. The point of them though is to have a dedicated fighter building location. Each of them builds one row at a time (so super fast but I need to go in and clear out the production lane regularly). The fighters are from a trinium fierce r laser with 90% efficiency, so I think the original was slightly more than 27 DPS per second on a 3 socket laser. (So ~9 DPS per socket). The fighters build in about 1:18 each.
It's a big upfront investment in trinium, and technically it's better if I'd used a xanion laser, but I had/have an absolute lack of equipment docks and core faction territories in deep xanion (i.e. abutting the barrier).
When I cross the barrier I'll do some shopping for ogonite lasers (both salvaging and mining, since they're always useful everywhere) to make fighters out of and set up some new bases.
When I break through the barrier the plan is to
you can take ressources out of the bank and also money so you can double your shipcount but then you just have 2 banks 1 for the alliance and 1 personal...
The mining missions are a nice supplement but I usually go the salavage route. I find it more enjoyable breaking apart ships and stations:)
I don't need to, and all that faffing around to cheat the ship limits is pointless as soon as I unlock Avorion, which AFAICT is actually easier to do _without_ mucking around with alliances (and thus splitting the rep gain).
FWIW I can cheat the ship limits in a bunch of other ways, but it's usually self defeating.
E.g. I build 13 ships in titanium. Now I go to build a ship in naonite and oops I need trinium.
In any case the 50% ratio serves me well. E.g. each unlock offers 4 new ships, and so I make 2 miners for that tier. It doesn't interfere with the 1-2 merchants, since I have two 'banked' from Iron (i.e. while I do initially have miners in iron, I don't have any long term permanent miners in iron (e.g. after about no more than 6 hours I move them up to do other things)).
If you're going to build fighters (for mining or salvaging) they're _very_ hungry for whatever building material you're making them out as (as determined by the initial laser).
In that case the demand is a lot higher. Of course you can overdo it. In the playthrough I described above I had something like 20 million trinium more than my other metals so I sold off about 10 million of it for ~170 million credits.
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FWIW the hunt for good lasers (either mining or scavenging) is a PITA in xanion/trinium. If I found a bunch of good salvaging lasers I'd be tempted to jump on the salvage bandwagon earlier too.
I found salvaging (in general) slows me down a lot though. I get a lot more stuff 'per kill', but then it means I don't make as many kills per hour, so there's a considerable trade-off re. 'theoretical efficiency'.
I feel like something has gone wrong there. Some possibilities:
(1) you're not trading in core faction areas
(2) you're not trading in core faction areas in trinium or higher (stations further out don't have large inventories)
(3) you haven't run a scout over the area in advance
(4) your cargo space is laughably inadequate (???) - if it's at least 10k it won't be that.
(5) you're not waggling the trading area around trying to find a good deal
(6) you're not using the skinny options (it sucks up considerable time)
(7) you have inadequate starting capital (sell some ores)
(8) you're not using the slider bar to maximise the amount of money you're chucking at it
(9) your merchant captain has garbage perks (try using a tier 3 instead)
(10) jump distance isn't hugely important (so long as you have 'enough') but cannot be neglected
It's rare that I settle for a trade route that pays less than 1 mil per leg, and I use the slider to double that to 2 mil per leg. Usually there are 4-5 different goods that fulfil that criteria in a factions core territory.
If I can't find any routes like that on the map I'll find a different race to go trade with, and send them to their core territory. (This happens probably less than 20% of the time)
NB: with two (or more) explorers running constantly I can usually find some good core territories in the trinium/xanion rings.
Looks like I need to increase my cargo space.
What are the "skinny options"?
Not once you get to Avorion. ¯\_(ツ)_/¯
It's called OBSM (one big ship meta).
Up until recently I'd never done it myself, but when I was trying out different ways to speed-run to Avorion it's one I gave a go, and to my great surprise it beat all previous methods hands down.
The trick is that only having one ship is a massive time saving. The time you lose by hand-mining is made back tenfold by not having to find guns and subsystems for ten other ships and do (and re-do) the outfitting for them over and over again.
I then refined it further, with OBSM + 2. The extra two ships are a miner (which you can kick off in the starting sector as outlined above) and then later a trader.
I think I could have done even better than I did, but it would require aligning the materials in my [ship design to beat the Energy Labs] better with whatever I was using in tier 8 and early tier 10.
Essentially right now for me if I do this there's an inefficiency because I have to over-mine certain resources that then sit fallow later on.
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NB: I don't recommend speed running in Avorion. the fun of the game is finding the time sinks that you enjoy, and then sinking time into them.