I have finished doing a complex for producing microchips and computer components. The problem is this takes a lot of silicon. I use Ashley Factories at the moment, as I am sick of fiddling with dozens of small factories. The cost will be about the same, but with not as much clutter.dalin80 wrote:edit- has anyone produced a self sufficient complex for this yet, the reason i ask is ive just been playings around with daves complex calculator and iam struggling to get it under 160,000,000 with 46 factories. the problem comes with producing enough excess to use rather then getting the complex to keep itself going.
HQ Construction chart
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- donotdespisethesnake
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Is this any use? I am using a complex like this, to produce nearly everything for builidng M3s:
Cost is 83 M incl constr kits, 28 factories.
I put this in Light Water, so I left out the Ore mine, and it doesn't make much silicon, so I have standalone silicon and ore mines nearby. I seem to be swimming in raw materials now... so I sell the excess.
I have set up another complex to make 25MJ,125MJ,AHEPT and BHEPT which should be able to keep up with both M3 and M6 production.
Code: Select all
Teladi Silicon Mine L 1 60
Teladi Silicon Mine L 1 25
(Teladi Ore Mine M 1 25)
Boron Solar Power Plant XL 1
Boron Crystal Fab M 5
Boron Bio Gas Factory L 3
Boron BoFu Chemical Lab L 3
Teladi Teladianium foundry M 1
Argon Wheat Farm M 1
Argon Rimes Factory M 1
Split Rastar Refinery M 1
Split Chelt Space Aquarium M 1
Boron Crystal Fab M 1
Boron Quantum Tube Fab 1
Boron Chip plant 3
Boron Computer Plant 1
Boron Bio Gas Factory M 1
Boron BoFu Chemical Lab M 1
I put this in Light Water, so I left out the Ore mine, and it doesn't make much silicon, so I have standalone silicon and ore mines nearby. I seem to be swimming in raw materials now... so I sell the excess.
I have set up another complex to make 25MJ,125MJ,AHEPT and BHEPT which should be able to keep up with both M3 and M6 production.
"Yes, he is in his office, but he's on an intergalactic cruise."
Had a quick (ho ho) look at the effects of race rank
and built-in equipment on ship selling prices.
Got some significantly different results (profits/savings) to those
shown in the previous spreadsheet version:
'profits are down'
'savings are up'
1 Your rank with the race that you are selling the ship to, is very significant.
2 Ships that come with built-in equipment will be produced by the HQ with that equipment,
this significanty effects the selling price, since you get 100% value of that equipment
when you sell the ship (surprised me)
3 There's a big difference between selling a ship to the race that it 'belongs to',
compared to selling to a different race - about 25% less for same-race selling
(except for M6's, strangly you get ~20% more for selling to same race).
So I updated the xls sheet (& htm) to take account of this, you can now edit your
race rank, so you can see the actual selling price effect.
Also it turns out there's a minimun HQ requirement of 1 crystal for building any ship.
The sheet now shows the true shipyard buying price, to get an accurate 'saving of making
a ship, over buying it' value.
Removed all the greyed-out 'non-statndard' ships, since they aren't available anyway.
The download links are on post:
http://forum3.egosoft.com/viewtopic.php ... 86#1908686
.
and built-in equipment on ship selling prices.
Got some significantly different results (profits/savings) to those
shown in the previous spreadsheet version:
'profits are down'
'savings are up'
1 Your rank with the race that you are selling the ship to, is very significant.
2 Ships that come with built-in equipment will be produced by the HQ with that equipment,
this significanty effects the selling price, since you get 100% value of that equipment
when you sell the ship (surprised me)
3 There's a big difference between selling a ship to the race that it 'belongs to',
compared to selling to a different race - about 25% less for same-race selling
(except for M6's, strangly you get ~20% more for selling to same race).
So I updated the xls sheet (& htm) to take account of this, you can now edit your
race rank, so you can see the actual selling price effect.
Also it turns out there's a minimun HQ requirement of 1 crystal for building any ship.
The sheet now shows the true shipyard buying price, to get an accurate 'saving of making
a ship, over buying it' value.
Removed all the greyed-out 'non-statndard' ships, since they aren't available anyway.
The download links are on post:
http://forum3.egosoft.com/viewtopic.php ... 86#1908686
.
Here's my contribution. I have taken the liberty to put (in green) the number of resource required per hour. So that if you build a complex, you know the amount need to produce per hour. Smaller ships will need less resource.
-----------------------------------------------------------------------------
Ship Name- Python (M2)
-----------------------------------------------------------------------------
Energy Cells- 84000 - 1680
Teladianium- 2623 - 53
Cloth Rhymes- 874 - 18
Rastar Oil- 1749 - 35
Ore- 3498 - 70
Silicon Wafers- 2623 - 53
Crystals- 874 - 18
Quantum Tubes- 874 - 18
Microships- 1749 - 35
Computer Components- 874 - 18
Credits- 24.780.106
Production Time- 2-01:38
-----------------------------------------------------------------------------
Ship Name- Python (M2)
-----------------------------------------------------------------------------
Energy Cells- 84000 - 1680
Teladianium- 2623 - 53
Cloth Rhymes- 874 - 18
Rastar Oil- 1749 - 35
Ore- 3498 - 70
Silicon Wafers- 2623 - 53
Crystals- 874 - 18
Quantum Tubes- 874 - 18
Microships- 1749 - 35
Computer Components- 874 - 18
Credits- 24.780.106
Production Time- 2-01:38
You also need at least one unit of each of: Energy Cells, Ore, Silicon, Teladianium, Nividium (for khaak) and credits Though for most of those you're unlikely to find anything with a low enough relval for it to calculate needing <1 anyway.Dave Toome wrote:Also it turns out there's a minimun HQ requirement of 1 crystal for building any ship.
I'd ask if they could be kept in anyway (maybe hidden?) since there are always... umm... non-standard ways to get those ships!Removed all the greyed-out 'non-statndard' ships, since they aren't available anyway.
Really nice work Dave. There's some good info there.
The only Kha'ak Scout info I was going on required no nividium:
From the german forum thread (Obivan Simpson)
http://forum3.egosoft.com/viewtopic.php ... c&start=30
Khaak Scout M5
Zykluszeit 00:02:53
____32 Energiezellen = ECells
_____1 Teladianium
_____0 Stoff-Rheime = Cloth Rimes
_____0 Rastaröl = Rastar Oil
_____1 Erz = Ore
_____1 Siliziumscheiben = Silicon
_____1 Kristalle = Crystals
_____0 Quantumröhren = Quantum Tubes
_____0 Microchips
_____0 Computerkomponenten = Computer Components
9609 Credits
No mention of nividium, but he might have just missed it,
so I'll take your word for it - updated
Also put non-standard ships back in (greyed), but reremoved things
like squash mine & satellites.
I think there's a probability of the post with the download
links in it getting sticky'd soon, so I'll stop repeating the download links.
From the german forum thread (Obivan Simpson)
http://forum3.egosoft.com/viewtopic.php ... c&start=30
Khaak Scout M5
Zykluszeit 00:02:53
____32 Energiezellen = ECells
_____1 Teladianium
_____0 Stoff-Rheime = Cloth Rimes
_____0 Rastaröl = Rastar Oil
_____1 Erz = Ore
_____1 Siliziumscheiben = Silicon
_____1 Kristalle = Crystals
_____0 Quantumröhren = Quantum Tubes
_____0 Microchips
_____0 Computerkomponenten = Computer Components
9609 Credits
No mention of nividium, but he might have just missed it,
so I'll take your word for it - updated
Also put non-standard ships back in (greyed), but reremoved things
like squash mine & satellites.
I think there's a probability of the post with the download
links in it getting sticky'd soon, so I'll stop repeating the download links.
Dave, I just RE'd the scout, and it looks like the above is correct - it doesn't need nividium.Dave Toome wrote:The only Kha'ak Scout info I was going on required no nividium:
From the german forum thread (Obivan Simpson)
http://forum3.egosoft.com/viewtopic.php ... c&start=30
I was just looking at your sheet, and I think you may want to change a formula set.
Your AE column (Actual Savings) is referencing columns AD and V, which are Raw Cost from SY and Sell Price to SY, respectively. I think you meant for the formula to be "=AD##-T##" thereby referencing the Raw Cost from SY and Total Cost (for Production) columns.
Or, I may be looking at the use of column AE all wrong. Your pick.
Great sheet, though, otherwise (or just great sheet, if I'm wrong)
Your AE column (Actual Savings) is referencing columns AD and V, which are Raw Cost from SY and Sell Price to SY, respectively. I think you meant for the formula to be "=AD##-T##" thereby referencing the Raw Cost from SY and Total Cost (for Production) columns.
Or, I may be looking at the use of column AE all wrong. Your pick.
Great sheet, though, otherwise (or just great sheet, if I'm wrong)
How do you explain the offers I got for Jaguar Raider?Dave Toome wrote:3 There's a big difference between selling a ship to the race that it 'belongs to',
compared to selling to a different race - about 25% less for same-race selling
(except for M6's, strangly you get ~20% more for selling to same race).
@eladan
OK, thanks, reverted nividium to not having 1 minimum
@htmlord
You're absolutely right,
jeez, must have been too many columns & figures (& beers), thanks.
Also forgot to add built-in sell value to selling price.
Updated the spreadsheet download.
@jlehtone
With the update above the Jag Raider sell price (at rank 1) = 53,610,
this is 4,152 short of the 57,762 we were getting, because we were selling
with a 1MJ shield: the sell prices in the table don't include the
'min. config. extra cost' (1 or 125 MJ shield).
I didn't add shield sell-price to ship sell-price, because I think the not built-in
items have a rank-related sliding scale (ie 4,152 is 80% of the ave. cost of a 1 MJ),
and I didn't want to add this extra complexity (at least yet).
(Anyway you can sell the ships quite safely direct from HQ to buying shipyard
without shields, as long as you're not in-sector with that ship to catch the gerbils).
That part of the (sell/loss) equation is (currently) up to the player.
The business about selling a ship to a different race and getting a better price (for the same rank):
looking at this again this almost certainly only applies to the special-cases.
These are the Collosus M1, Titan M2 and Phoenix M2 (ES seem to have a special 'balancing' factor for these 3 ships).
In fact for other M1/M2/M6 (& TL?) you get a better price for selling at the same race as the ship.
Other ship classes seem to fit the general sheet equation for race-rank effect,
regardless of race being sold to.
eg
bought Collosus at AP for 67,807,346,
resell at LH (at rank 2) for 46,003,040 [rank 2 calc. value is 59,863,748] = big price drop
resell at CDom (at rank 1) for 61,623,391 [close to calc. value 61,624,447]
resell at CDom (at rank 2) for 59,862,722 [close to calc. value 59,863,748]
bought Condor at MoF for 67,936,975,
resell at PTNI (Teladi at rank 2) for 46,91,188 [rank 2 calc. value is 37,071,650] = big price gain
resell at CDom (Paranid at rank 1) for 38,161,340 [close to calc. value 38,161,993]
resell at CDom (Paranid at rank 2) for 37,071,016 [close to calc. value 37,071,650]
bought Centuar at AP for 9,842,368
resell at LH (Argon at rank 2) at 6,586,855 [rank 2 calc. value is 5,297,880] = big price gain
resell at CDom (Paranid at rank 1) at 5,453,607 [close to calc. value 5,453,700]
So currently the rule for getting best price would be
M1/M2/M6 (&TL?) : sell to the same race, except for Collosus, Titan & Phoenix - sell to different race
other classes : doesn't matter which race.
btw do your captured Xenon K's have built in Triplex, Fight1 & Fight2 ?, cos all the
five main race's M2 do.
OK, thanks, reverted nividium to not having 1 minimum
@htmlord
You're absolutely right,
jeez, must have been too many columns & figures (& beers), thanks.
Also forgot to add built-in sell value to selling price.
Updated the spreadsheet download.
@jlehtone
With the update above the Jag Raider sell price (at rank 1) = 53,610,
this is 4,152 short of the 57,762 we were getting, because we were selling
with a 1MJ shield: the sell prices in the table don't include the
'min. config. extra cost' (1 or 125 MJ shield).
I didn't add shield sell-price to ship sell-price, because I think the not built-in
items have a rank-related sliding scale (ie 4,152 is 80% of the ave. cost of a 1 MJ),
and I didn't want to add this extra complexity (at least yet).
(Anyway you can sell the ships quite safely direct from HQ to buying shipyard
without shields, as long as you're not in-sector with that ship to catch the gerbils).
That part of the (sell/loss) equation is (currently) up to the player.
The business about selling a ship to a different race and getting a better price (for the same rank):
looking at this again this almost certainly only applies to the special-cases.
These are the Collosus M1, Titan M2 and Phoenix M2 (ES seem to have a special 'balancing' factor for these 3 ships).
In fact for other M1/M2/M6 (& TL?) you get a better price for selling at the same race as the ship.
Other ship classes seem to fit the general sheet equation for race-rank effect,
regardless of race being sold to.
eg
bought Collosus at AP for 67,807,346,
resell at LH (at rank 2) for 46,003,040 [rank 2 calc. value is 59,863,748] = big price drop
resell at CDom (at rank 1) for 61,623,391 [close to calc. value 61,624,447]
resell at CDom (at rank 2) for 59,862,722 [close to calc. value 59,863,748]
bought Condor at MoF for 67,936,975,
resell at PTNI (Teladi at rank 2) for 46,91,188 [rank 2 calc. value is 37,071,650] = big price gain
resell at CDom (Paranid at rank 1) for 38,161,340 [close to calc. value 38,161,993]
resell at CDom (Paranid at rank 2) for 37,071,016 [close to calc. value 37,071,650]
bought Centuar at AP for 9,842,368
resell at LH (Argon at rank 2) at 6,586,855 [rank 2 calc. value is 5,297,880] = big price gain
resell at CDom (Paranid at rank 1) at 5,453,607 [close to calc. value 5,453,700]
So currently the rule for getting best price would be
M1/M2/M6 (&TL?) : sell to the same race, except for Collosus, Titan & Phoenix - sell to different race
other classes : doesn't matter which race.
btw do your captured Xenon K's have built in Triplex, Fight1 & Fight2 ?, cos all the
five main race's M2 do.
- donotdespisethesnake
- Posts: 285
- Joined: Thu, 7. Oct 04, 21:15
OK, I'm a little confused. The requirements for Microchips in my game are a lot lower than in the spreadsheet. They are the same as Crystals etc. Is this something that has changed in 2.02, or is there something weird about my game? I haven't got any mods apart from the bonus pack.
"Yes, he is in his office, but he's on an intergalactic cruise."
- donotdespisethesnake
- Posts: 285
- Joined: Thu, 7. Oct 04, 21:15
Sure, I looked through all the blueprints I have, and it's consistent. Here is a random example:Dave Toome wrote:Microchips should be required at twice the amount (/rate)
of crystals according to posted examples (so far).
Can you give an example?
Centaur
EC 8803
Teladinium 274
Cloth Rimes 91
Rastar Oil 183
Ore 366
Silicon Wafers 274
Crystals 91
Quantum Tubes 91
Microchips 91
Comp. Components 91
Credits 2596956
Yes, excellent job Dave. I don't know how you do it!(PS - did the AsteroidSeeker work OK with X2?)
PS: Doh! It's never too late to read the instructions
So it's a change in v2.0.02? I guess the microchip requirement was a bit out of line.X³: Reunion 2.0.02 Readme updates
Production and repair costs for ships have been slightly reduced (resource requirements for Micro Chips have been lowered)
"Yes, he is in his office, but he's on an intergalactic cruise."
Must have been 2.0.01,
looks like the the HQ object in-game, retains it's 'factory' parameters it had if it
was set-up in 2.0.01, even if you update to 2.0.02.
I guess this is like in-game existing Nova Radiers still having 3x25MJ shields, versus new ones having only 2.
Should have looked more closely at what eledan posted (the extracted 2.0.02 'hq.pck' file).
Blast,
this is a pain cos I'm guessing there's a whole lot of players who built as quick as possible,
edit: CreHater certainly did,
(I feel a poll thread coming on).
- was it really only 6 days between 2.0.01 and 2.0.02 releases ?, that really was fast bug fixing by ES.
Also it means players who did build the HQ straight-off pay more for their HQ produced ships
(if they don't get microchips 'free' from a self-sustaining supply complex).
This amounts to a reduction of 20% in the cost of making ships going from 2.0.01 to 2.0.02 !
eg an extra 1.2 mill for a Centaur, 5.1 mill for a Hyperion, 11.8 mill for a Python and 14.1 mill for a Titan.
So I'll have to put a field in the sheet to allow the user to specify if the HQ
was built in 2.0.01 or 2.0.02, to get the correct total prices.
looks like the the HQ object in-game, retains it's 'factory' parameters it had if it
was set-up in 2.0.01, even if you update to 2.0.02.
I guess this is like in-game existing Nova Radiers still having 3x25MJ shields, versus new ones having only 2.
Should have looked more closely at what eledan posted (the extracted 2.0.02 'hq.pck' file).
Blast,
this is a pain cos I'm guessing there's a whole lot of players who built as quick as possible,
edit: CreHater certainly did,
(I feel a poll thread coming on).
- was it really only 6 days between 2.0.01 and 2.0.02 releases ?, that really was fast bug fixing by ES.
Also it means players who did build the HQ straight-off pay more for their HQ produced ships
(if they don't get microchips 'free' from a self-sustaining supply complex).
This amounts to a reduction of 20% in the cost of making ships going from 2.0.01 to 2.0.02 !
eg an extra 1.2 mill for a Centaur, 5.1 mill for a Hyperion, 11.8 mill for a Python and 14.1 mill for a Titan.
So I'll have to put a field in the sheet to allow the user to specify if the HQ
was built in 2.0.01 or 2.0.02, to get the correct total prices.
Possibly not a lot.
I'm currently using (in Ore Belt, my HQ is in Emporer Mines)
[ external image ]
ie 4 chip plants, having only 2 chip plants just makes a little over-production
of intermediates (& is probably a 'better' complex).
The above complex fills up with excess intermediates,
so the Cahoona shortfall is not a problem
(it needs some lead-in time for the QTubes to start producing).
One thing I did notice was that if you RE and produce a Yaki Harrier,
it turns up as 'Harrier' in the landed ships (but has Yaki specs).
This could cause some confusion.
Updated the sheet with the option to say whether you built the HQ in 2.0.01 or 2.0.02
The download links for the spreadsheet & html-page are on post::
http://forum3.egosoft.com/viewtopic.php ... 86#1908686
Edit: only just noticed the
The Ultimate X resource and guides list
(used to be called Player Guides)
sticky has been updated, has a nicer format & better content now
good job Graphil ,
so didn't need the above link
.
I'm currently using (in Ore Belt, my HQ is in Emporer Mines)
[ external image ]
ie 4 chip plants, having only 2 chip plants just makes a little over-production
of intermediates (& is probably a 'better' complex).
The above complex fills up with excess intermediates,
so the Cahoona shortfall is not a problem
(it needs some lead-in time for the QTubes to start producing).
One thing I did notice was that if you RE and produce a Yaki Harrier,
it turns up as 'Harrier' in the landed ships (but has Yaki specs).
This could cause some confusion.
Updated the sheet with the option to say whether you built the HQ in 2.0.01 or 2.0.02
The download links for the spreadsheet & html-page are on post::
http://forum3.egosoft.com/viewtopic.php ... 86#1908686
Edit: only just noticed the
The Ultimate X resource and guides list
(used to be called Player Guides)
sticky has been updated, has a nicer format & better content now
good job Graphil ,
so didn't need the above link
.
- donotdespisethesnake
- Posts: 285
- Joined: Thu, 7. Oct 04, 21:15