Guide to Economics; Stations and how to manage them
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Well yes, with a lot of messing around you could use CLS to achieve an effect somewhat similar.
But it'd be no where near as good as an intelligent "best" buyer/seller. There is a script which allows best buy/sell TS's to operate from a TL. I like to use it extensively in my modded game. CAG would be much better tho.
WTB CAG2
But it'd be no where near as good as an intelligent "best" buyer/seller. There is a script which allows best buy/sell TS's to operate from a TL. I like to use it extensively in my modded game. CAG would be much better tho.
WTB CAG2
EDTI: Disregard the following comment made by me. I went back and investigated further and discovered that it is a bug. The M6, TM, TP, TS, and M7 classes were given an option to dock but they just ended up moving to position of the Atmo and then sitting there. I was confused because it was shown as a viable dock for an M6 under the Navigation Menu's "Dock At" command.Infekted wrote:Wow thats a lot to take in... But some good stuff there.
What would make my X3 life complete, would be being able to run CAG in ships homebased to a TL. Basically use the TL as a mini trade station.
[qoute=twest09]Blah.....[/quote]
To add something useful! Don't forget the Falcon Hauler, it still has XL cargo capability. You can CLS him but not CAG.... since you can't add a ware list to a TL.
Last edited by Twest09 on Tue, 5. Oct 10, 06:00, edited 2 times in total.
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*Sorry for bumping* (down to page 17)
Actually I stumbled upon this thread while looking for something else, but I like it. From my point of view it is a very useful guide, for beginners and also for experts.
You wrote a great deal about the basic economic principles (microeconomics, etc.) regarding X3TC. Nearly all of the principles you described are quite familiar to me and my gaming style. Most of the descriptions fit my intuition of commerce&industry related behaviour. For example buy low, sell high or look for (high) supply of a certain good and (high) demand for a certain good in certain sector and simply fill the gap (EC, food, minerals, etc.).
There is one thing I want to complement:
There are some exceptions. After several time of observation I tend to use at least one or two bulk freighters (namely - Mistral Superfreighter). Bulk goods, from my point of view, are XL wares. Namely bulk goods are ore, silicon and (not XL but "bulk") energy cells.
For example, I run a small satellite complex in Paranid Prime (5xNavSat + 5x AdvSat). I added a (small) Mistral for each needed ware (silicon, maja and energy cells). I let it be and went my ways. Later on I made a routine check of my assets and saw a dried out stock of energy cells and silicon (maybe of my "buy" pricing, but the TS had the chance to get the needed wares around my own suppliers, like mines or SPPs, in neighbouring Argon/Paranid sectors). My observation was, that especially the bulk wares were a problem, because of the lack of bulk room in the (small) Mistrals. They were on the run, got the goods, but it was not enough to feed the production cycle long enough or build up stocks. OK I could have added a second or third (small) Mistral, but I decided to switch the silicon/ec TS from (small) Mistrals to Mistrals SF. One Mistral SF for energy cells, one for silicon. They mostly fetch a good price below average prices. I set energy cells to max. 14 Credits and silicon to max. 330 Credits. Maja never was a problem, just around the corner was enough for min. 9 Credits. my intention was to reduce tours and deliver alot mor ressources at the same time for an acceptable price. THough I choose the Mistral SF.
Another example is a cahoona complex I set up in "the Wall" (6xL without ranches, bought extern). I used four Mistrals for buying EC (max. 14 Credits@6 sectors). I stopped them and started using one Mistral SF, later added a second. Works fine, stock is 3/4+ full of energy cells.
In general I simply used Mistrals for everything. After several testruns I decided to devide bulk goods (EC/minerals only!) from the other needed ressources for production and use (depending on size of the complex) Superfreighters exclusivly only for bulk goods and normal TS for the other goods (buy&sell).
This idea has two advantages. First it saves you at least 1-2 ships. As a sidenote: Imho money DOES count in the beginning of the game, without doing combat missions, or avoiding them (like I do, keeping comabt rank low). Second, even if the SF are slower (time is money!), they mostly fetch a good price, with double or triple the amount of goods, a common TS can hold. This also reduces tours and conserves more docking ports at the complex or (single) station(s) and is a lot easier to organize within your asset list.
Many thanks again for your fantastic piece of work. It is really worth reading the full course. Since the information you provide is especially good edited, so everyone can understand it and than enjoy the practical use.
Actually I stumbled upon this thread while looking for something else, but I like it. From my point of view it is a very useful guide, for beginners and also for experts.
You wrote a great deal about the basic economic principles (microeconomics, etc.) regarding X3TC. Nearly all of the principles you described are quite familiar to me and my gaming style. Most of the descriptions fit my intuition of commerce&industry related behaviour. For example buy low, sell high or look for (high) supply of a certain good and (high) demand for a certain good in certain sector and simply fill the gap (EC, food, minerals, etc.).
There is one thing I want to complement:
OK for most of the time a faster TS is more handy and prefered, rather than a slow Tanker/Superfreighter.Spychotic wrote:
Chapter 3; Freighters and salesmen
This section is all about how to choose a fleet of transporters.
The choice of freighter for a given task can make or break your factory. The principle tradeoff that has to be made is speed vs. cargo capacity.
Generally, faster transporters tend to be smaller, whilst slower transporters tend to be bigger.
Rule coming up;
Rule No. 3; Speed is more important than cargo capacity in a freighter.
There are some exceptions. After several time of observation I tend to use at least one or two bulk freighters (namely - Mistral Superfreighter). Bulk goods, from my point of view, are XL wares. Namely bulk goods are ore, silicon and (not XL but "bulk") energy cells.
For example, I run a small satellite complex in Paranid Prime (5xNavSat + 5x AdvSat). I added a (small) Mistral for each needed ware (silicon, maja and energy cells). I let it be and went my ways. Later on I made a routine check of my assets and saw a dried out stock of energy cells and silicon (maybe of my "buy" pricing, but the TS had the chance to get the needed wares around my own suppliers, like mines or SPPs, in neighbouring Argon/Paranid sectors). My observation was, that especially the bulk wares were a problem, because of the lack of bulk room in the (small) Mistrals. They were on the run, got the goods, but it was not enough to feed the production cycle long enough or build up stocks. OK I could have added a second or third (small) Mistral, but I decided to switch the silicon/ec TS from (small) Mistrals to Mistrals SF. One Mistral SF for energy cells, one for silicon. They mostly fetch a good price below average prices. I set energy cells to max. 14 Credits and silicon to max. 330 Credits. Maja never was a problem, just around the corner was enough for min. 9 Credits. my intention was to reduce tours and deliver alot mor ressources at the same time for an acceptable price. THough I choose the Mistral SF.
Another example is a cahoona complex I set up in "the Wall" (6xL without ranches, bought extern). I used four Mistrals for buying EC (max. 14 Credits@6 sectors). I stopped them and started using one Mistral SF, later added a second. Works fine, stock is 3/4+ full of energy cells.
In general I simply used Mistrals for everything. After several testruns I decided to devide bulk goods (EC/minerals only!) from the other needed ressources for production and use (depending on size of the complex) Superfreighters exclusivly only for bulk goods and normal TS for the other goods (buy&sell).
This idea has two advantages. First it saves you at least 1-2 ships. As a sidenote: Imho money DOES count in the beginning of the game, without doing combat missions, or avoiding them (like I do, keeping comabt rank low). Second, even if the SF are slower (time is money!), they mostly fetch a good price, with double or triple the amount of goods, a common TS can hold. This also reduces tours and conserves more docking ports at the complex or (single) station(s) and is a lot easier to organize within your asset list.
Many thanks again for your fantastic piece of work. It is really worth reading the full course. Since the information you provide is especially good edited, so everyone can understand it and than enjoy the practical use.
Last edited by Eisenkalle on Sat, 20. Nov 10, 21:26, edited 1 time in total.
I am a Mistral Tycoon!
Poisoned Paranid Start (X3TC): Take a joyride in a Hyperion Vanguard (250.3m/s)! VANILLA Updated 2012-04-02 (new mediafire link)
Poisoned Paranid Start (X3TC): Take a joyride in a Hyperion Vanguard (250.3m/s)! VANILLA Updated 2012-04-02 (new mediafire link)
There's an unwritten Forum rule that says that Guides and Walkthroughs are considered permanently active and hence the whole idea of necromancy is sort of totally invalidated. This is especially true of Guides like this one that have been included in the Ultimate X Resource. Suggest you check it out first if you're looking for anything. So do not hesitate to post here, regardless of the time it's been since the last post.
As for the point you make on exceptions to Rule 3; yes. I'm fully aware and was trying to keep it fairly simple. Nevertheless, thanks for pointing it out, as I'm always looking to expand the content and I agree that there's something useful to be said here that isn't said. Like you say, more experienced hands can also benefit.
Updated.
Spike
As for the point you make on exceptions to Rule 3; yes. I'm fully aware and was trying to keep it fairly simple. Nevertheless, thanks for pointing it out, as I'm always looking to expand the content and I agree that there's something useful to be said here that isn't said. Like you say, more experienced hands can also benefit.
Updated.
Spike
Check out the X3 Wiki!
Struggling with a plotline? Spike's Walkthroughs are your answer!
Whether you're building your first factory or a trading empire, this station management guide was made just for you.
Struggling with a plotline? Spike's Walkthroughs are your answer!
Whether you're building your first factory or a trading empire, this station management guide was made just for you.
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Haha being a little considerate can not be wrong.
Thank you for the hint.
Originally I was looking for in-detail station/complex management (something abstract like the "Trading Station Network"). Than I read through your guide...
Thank you for the hint.
Originally I was looking for in-detail station/complex management (something abstract like the "Trading Station Network"). Than I read through your guide...
I am a Mistral Tycoon!
Poisoned Paranid Start (X3TC): Take a joyride in a Hyperion Vanguard (250.3m/s)! VANILLA Updated 2012-04-02 (new mediafire link)
Poisoned Paranid Start (X3TC): Take a joyride in a Hyperion Vanguard (250.3m/s)! VANILLA Updated 2012-04-02 (new mediafire link)
This is one of the many reasons that I often double up on certain types of traders. Energy is the best example, though crystals work just as well.
Rather than relying entirely on TS's, which as you mentioned haul a lot, but sometimes take too much time, I also have a handful of 'Energy Supplement' traders on non-SS complexes. These are M5's, or M4's, which don't haul a lot, but haul enough to make a difference and keep the cycle going while the TS traders make their runs. An M5 moving 60 energy doesn't sound like much, until you realize that the complex needs 60 energy to keep up the cycle until the TS returns, because the energy per TS trip is equal to cycle time -1.
(If the TS is away 10 cycles, and the energy it brings is only 9 cycles worth for example.)
Alternatively, this can push the balance of a complex over. So if it's using exactly as much as the TS is bringing, adding just a few cells to the complex each trip from the M5 will eventually build up a reserve, without the expense of adding another TS. Not so helpful late game when you've got a TL full of energy that the TS is delivering from, but early game it's very useful. Especially if you have to pull a bunch of money from the plex for a big purchase for example. Then it can continue to run and make money where a complex relying on constant TS input might not be able to do so.
Once you break the 50mil mark that you're maintaining a cash flow at, this is probably no longer necessary.
Rather than relying entirely on TS's, which as you mentioned haul a lot, but sometimes take too much time, I also have a handful of 'Energy Supplement' traders on non-SS complexes. These are M5's, or M4's, which don't haul a lot, but haul enough to make a difference and keep the cycle going while the TS traders make their runs. An M5 moving 60 energy doesn't sound like much, until you realize that the complex needs 60 energy to keep up the cycle until the TS returns, because the energy per TS trip is equal to cycle time -1.
(If the TS is away 10 cycles, and the energy it brings is only 9 cycles worth for example.)
Alternatively, this can push the balance of a complex over. So if it's using exactly as much as the TS is bringing, adding just a few cells to the complex each trip from the M5 will eventually build up a reserve, without the expense of adding another TS. Not so helpful late game when you've got a TL full of energy that the TS is delivering from, but early game it's very useful. Especially if you have to pull a bunch of money from the plex for a big purchase for example. Then it can continue to run and make money where a complex relying on constant TS input might not be able to do so.
Once you break the 50mil mark that you're maintaining a cash flow at, this is probably no longer necessary.
I've made a few miscellaneous updates to correct typos and enhance clarity.
Despite rewriting it once already a few months ago, I'm slightly concerned that the sectons of this Guide on price setting, particularly for complexes, may be a little confused and may not read right to other people. If anyone agrees and can point out an offending clause, please do so.
Spike
Despite rewriting it once already a few months ago, I'm slightly concerned that the sectons of this Guide on price setting, particularly for complexes, may be a little confused and may not read right to other people. If anyone agrees and can point out an offending clause, please do so.
Spike
Check out the X3 Wiki!
Struggling with a plotline? Spike's Walkthroughs are your answer!
Whether you're building your first factory or a trading empire, this station management guide was made just for you.
Struggling with a plotline? Spike's Walkthroughs are your answer!
Whether you're building your first factory or a trading empire, this station management guide was made just for you.
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Its highly likely I have a Terran/Argon bias.... I HATE Paranid.....
but anyway... I have only one big complex in my main game at the moment, and for me Asteroid Belt is where its at. Mind you I'm not trying ot sell much at the moment, but Computer Components and Microchips are always selling fast. I'm selling Microchips for 1600......
Correction.... Microchips 15500, computer Components 1500
Here's what i've got in there anyway.... 100% Self sufficient.
CFA Forge
Chip Plant x2 (Might build more in a minute)
Computer Plant
Crystal Fab L x4
FAA Forge
Hammer Torp Fac x2
HEPT Forge
PAC Forge
PPC Forge x2
Shield Fac 1MJ, 2GJ, 200MJ and 25MJ (May add a 1GJ laterbut have no need at the mo)
Cahoona Bakery L x6
Rastar Refinery L
Sun Oil x2
Cattle Ranch L x8
Chelt Aquarium L x3
Flower Farm L x3
Teladianium L x3
Ore Mine L x2
Silicon Mine L x3
Solar Power XL x2
I use L's or XL's. I don't see any point in pissing around with M's. All are Argon except where thats Impossible. Primarily Purchased from Legend's Home. I capped and outfitted my own Mammoths cos I hate paying for someone to take forever to get where I want them. The Teladi Stations came from Ceo's Sprite and the Split ones from Patriarchs Conclusion.
Now the only question I have.. IS can I or can I not fit an EQ dock to my complex? I've tried a few times, but don't seem to be able to. Is it a positional issue or just not possible? I would love to be able to dock my Boreas and Mammoths atmy own complex.
Any suggestions or critisisms welcomed regarding my complex set up too
but anyway... I have only one big complex in my main game at the moment, and for me Asteroid Belt is where its at. Mind you I'm not trying ot sell much at the moment, but Computer Components and Microchips are always selling fast. I'm selling Microchips for 1600......
Correction.... Microchips 15500, computer Components 1500
Here's what i've got in there anyway.... 100% Self sufficient.
CFA Forge
Chip Plant x2 (Might build more in a minute)
Computer Plant
Crystal Fab L x4
FAA Forge
Hammer Torp Fac x2
HEPT Forge
PAC Forge
PPC Forge x2
Shield Fac 1MJ, 2GJ, 200MJ and 25MJ (May add a 1GJ laterbut have no need at the mo)
Cahoona Bakery L x6
Rastar Refinery L
Sun Oil x2
Cattle Ranch L x8
Chelt Aquarium L x3
Flower Farm L x3
Teladianium L x3
Ore Mine L x2
Silicon Mine L x3
Solar Power XL x2
I use L's or XL's. I don't see any point in pissing around with M's. All are Argon except where thats Impossible. Primarily Purchased from Legend's Home. I capped and outfitted my own Mammoths cos I hate paying for someone to take forever to get where I want them. The Teladi Stations came from Ceo's Sprite and the Split ones from Patriarchs Conclusion.
Now the only question I have.. IS can I or can I not fit an EQ dock to my complex? I've tried a few times, but don't seem to be able to. Is it a positional issue or just not possible? I would love to be able to dock my Boreas and Mammoths atmy own complex.
Any suggestions or critisisms welcomed regarding my complex set up too
Strike hard, fast and from the Dark.
If at first you don't succeed... excessive force may be necessary
If at first you don't succeed... excessive force may be necessary
No, you cannot fit docks or trading stations to your complex.
Having a resupply base for capital ships is a nice idea, but Equipment Docks simply don't have the cargo capacity to handle the quantities of wares required to do it. I mean, they can hold a few thousand Energy Cells, but that's only enough for one of my own Mammoths to live on. I can make it work by using a pair of superfreighters to resupply (they'll refill the whole stock immediately when it's cleaned out) but the same thing can't easily be done with other wares like missiles. A Dock will hold (I think) eight Hammers at once. This means that an M7M can only be resupplied with 8 Hammers when it docks at its homebase. If you want to load more, you have to do it manually, but then what's the point of having an automatic system in the first place?
The answer is Supply Command and the Bonus Pack scripts for such wares as weapons and ammo. For Energy Cells, the dock idea is workable.... but you must have it seperate to your Complex.
Spike
Having a resupply base for capital ships is a nice idea, but Equipment Docks simply don't have the cargo capacity to handle the quantities of wares required to do it. I mean, they can hold a few thousand Energy Cells, but that's only enough for one of my own Mammoths to live on. I can make it work by using a pair of superfreighters to resupply (they'll refill the whole stock immediately when it's cleaned out) but the same thing can't easily be done with other wares like missiles. A Dock will hold (I think) eight Hammers at once. This means that an M7M can only be resupplied with 8 Hammers when it docks at its homebase. If you want to load more, you have to do it manually, but then what's the point of having an automatic system in the first place?
The answer is Supply Command and the Bonus Pack scripts for such wares as weapons and ammo. For Energy Cells, the dock idea is workable.... but you must have it seperate to your Complex.
Spike
Check out the X3 Wiki!
Struggling with a plotline? Spike's Walkthroughs are your answer!
Whether you're building your first factory or a trading empire, this station management guide was made just for you.
Struggling with a plotline? Spike's Walkthroughs are your answer!
Whether you're building your first factory or a trading empire, this station management guide was made just for you.
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Im very new to this game and i absolutely love it, but I've run across a problem that is really frustrating me. I have set up a few stations and i want to supply them with resources. So I have bought some mercurys and set up their home bases so they can just buy ware for best price. problem is this. When i choose buy ware for best price the ship in question will just sit at its home station and do nothing. its command says that it is going to a solar power plant, but its action says none. When i try to do the buy ware manually, the ship will just go back and forth between the station and its homebase repeatedly without ever purchasing any resources. what am i doing wrong?
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Hi,
you have to deposit money on the stations account.
Homebased ships will use the account of the station, not your general account. Try to deposit some money on the stations account. If the ships do not start moving, re-start the "best buy" command.
you have to deposit money on the stations account.
Homebased ships will use the account of the station, not your general account. Try to deposit some money on the stations account. If the ships do not start moving, re-start the "best buy" command.
I am a Mistral Tycoon!
Poisoned Paranid Start (X3TC): Take a joyride in a Hyperion Vanguard (250.3m/s)! VANILLA Updated 2012-04-02 (new mediafire link)
Poisoned Paranid Start (X3TC): Take a joyride in a Hyperion Vanguard (250.3m/s)! VANILLA Updated 2012-04-02 (new mediafire link)
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NP!
Are these stations in the same sector or in different sectors?
1. When they are in the same sector you can connect them with the complex construction kit (if you did not know already, otherwise read 2!). It connects two station to a complex and you can buy it at every shipyard (needs a TL! same price everywhere, no race difference). You can set up different stations, for example a Ranch L + a Cahoona L and connect them with the kit. Now you only have to buy energy cells.
X3TC Walkthrough Video Tutorial Series (Part 11)
2. When they are in different sectors, you can use a ship. Install the CLS 1 software and erm I have never used it before. So before I write something false about the CLS 1 software, you should look here:
[INDEX] Overview - X3TC Bonus Package 4.1.01 how to set up the CLS software.
Are these stations in the same sector or in different sectors?
1. When they are in the same sector you can connect them with the complex construction kit (if you did not know already, otherwise read 2!). It connects two station to a complex and you can buy it at every shipyard (needs a TL! same price everywhere, no race difference). You can set up different stations, for example a Ranch L + a Cahoona L and connect them with the kit. Now you only have to buy energy cells.
X3TC Walkthrough Video Tutorial Series (Part 11)
2. When they are in different sectors, you can use a ship. Install the CLS 1 software and erm I have never used it before. So before I write something false about the CLS 1 software, you should look here:
[INDEX] Overview - X3TC Bonus Package 4.1.01 how to set up the CLS software.
I am a Mistral Tycoon!
Poisoned Paranid Start (X3TC): Take a joyride in a Hyperion Vanguard (250.3m/s)! VANILLA Updated 2012-04-02 (new mediafire link)
Poisoned Paranid Start (X3TC): Take a joyride in a Hyperion Vanguard (250.3m/s)! VANILLA Updated 2012-04-02 (new mediafire link)
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That is why they invented the kits. You build your stations and afterwards you connect them with these kits. These stations are now a complex and share all wares in a big stock.[PPGA] EnDeR wrote:they are in the same sector but they have already been built. can a complex construction kit be used on existing stations or do they still have to be in the freight bay of the transport ship?
You need your TL (or a hired) again. Dock it at a shipyard and buy one (1) complex construction kit. Load it into the TL, send it to the sector with your stations. Than comm the TL to drop of your station (the kit) and select the first station, than the second and a place where you want your complex hub (this is where the ships will dock).
I hope you did not build your stations too far apart from each other. The kit has a range of ~20km to connect stations. If they are too far, you can use a ship that can use a tractor-beam and tow the stations closer together and then connect them.
And again
Looky here X3TC Walkthrough Video Tutorial Series (Part 11). This will held you a great deal for what I now talked about (hdifficult to visualize).
I am a Mistral Tycoon!
Poisoned Paranid Start (X3TC): Take a joyride in a Hyperion Vanguard (250.3m/s)! VANILLA Updated 2012-04-02 (new mediafire link)
Poisoned Paranid Start (X3TC): Take a joyride in a Hyperion Vanguard (250.3m/s)! VANILLA Updated 2012-04-02 (new mediafire link)
hello folks im 4days new to this game (date27/6-11)
i love this game ^^ way hard to understand but when u figure it out its way more fun (why didnt i buy this game befor??) i foloweded Spikes guide in the agron teritory +addet a rims fab and saving up for a solar power plant sofar i earn pretty good from my stations but majority income coms from buying ships below 75% in the nearby sectors but my question i had in mind was do i need to play x2 even thou im playing x3??and whats the diffrence??
less graphics more gamepay^^
i love this game ^^ way hard to understand but when u figure it out its way more fun (why didnt i buy this game befor??) i foloweded Spikes guide in the agron teritory +addet a rims fab and saving up for a solar power plant sofar i earn pretty good from my stations but majority income coms from buying ships below 75% in the nearby sectors but my question i had in mind was do i need to play x2 even thou im playing x3??and whats the diffrence??
less graphics more gamepay^^
why didnt i play x3tc sooner??
It will possibly be outdated in your game. Remember that X games have a dynamic economy; NPC stations will be built and removed by GoD (the Global Decision Engine) that directs the fiddling of the economy. As a result, different games yield different opportunities.
However, remember also that the key to profit is in the balance of supply and demand; there might be ten Cattle Ranches in a Sector, but if there's fifteen Cahoona Bakeries in the next sector then there's a huge dearth of supply that you can fill and make megabucks with.
Even in the absence of a supply/demand gap, correct management of factories will lead you to dominate an economy almost no matter what the competition does.
Spike
However, remember also that the key to profit is in the balance of supply and demand; there might be ten Cattle Ranches in a Sector, but if there's fifteen Cahoona Bakeries in the next sector then there's a huge dearth of supply that you can fill and make megabucks with.
Even in the absence of a supply/demand gap, correct management of factories will lead you to dominate an economy almost no matter what the competition does.
Spike
Check out the X3 Wiki!
Struggling with a plotline? Spike's Walkthroughs are your answer!
Whether you're building your first factory or a trading empire, this station management guide was made just for you.
Struggling with a plotline? Spike's Walkthroughs are your answer!
Whether you're building your first factory or a trading empire, this station management guide was made just for you.
Ah, I didn't know the AI would actually build stations. I hadn't noticed them popping up, but that explains a lot.
There's literally 17 (!) wheat farms all within a 2 sector jump radius from Argon Prime in my game. Not nearly as many Cahoona Bakeries, though (oddly) I've noticed almost all the factories nearby still usually manage to be >65% stock on them. On the plus side, there seems to be constant shortages of Plankton and Scruffin Fruit for the cattle ranches and stott spices for the bakeries, so I'll see what I can make happen.
The biggest commodity that's always in shortage by far is energy, but solar plants and crystal fabs are both so expensive that I haven't dared build any yet.
There's literally 17 (!) wheat farms all within a 2 sector jump radius from Argon Prime in my game. Not nearly as many Cahoona Bakeries, though (oddly) I've noticed almost all the factories nearby still usually manage to be >65% stock on them. On the plus side, there seems to be constant shortages of Plankton and Scruffin Fruit for the cattle ranches and stott spices for the bakeries, so I'll see what I can make happen.
The biggest commodity that's always in shortage by far is energy, but solar plants and crystal fabs are both so expensive that I haven't dared build any yet.