X3TC HQ Production Costs, v1.2

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Carlo the Curious
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X3TC HQ Production Costs, v1.2

Post by Carlo the Curious » Thu, 16. Jul 09, 13:16

v1.2 (X3TC 3.0)

A spreadsheet of the resource requirements for building ships at the PHQ.
I originally created it just for my own information, but it may be useful to others.

It includes every maintype 7 (SSTYPE_SHIP) - so some are not actually obtainable in vanilla.

Some of the values may not be exact (they're mainly derived from the RelVal), but it should be close enough for most.

Race, ship name, class and RelVal were exported via a script, the ClassVal and factors are from the hq.xml file, and the multiplier constants are educated guesses (originally derived by Dave Toome).


EDIT:
  • 08Feb11 - v1.2 - update for 3.0.
  • 29Jul09 - v1.1 - added costs per hour.
  • 16JJul09 - Added PDF version, courtesy of amtct.
Last edited by Carlo the Curious on Tue, 8. Feb 11, 19:53, edited 6 times in total.

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gunman127
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Post by gunman127 » Thu, 16. Jul 09, 13:23

Very handy, but could you re upload in a XLS instead of XLSX format.

Damn Office07...
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RoadRunner12
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Post by RoadRunner12 » Thu, 16. Jul 09, 14:44

The converter to read the new XML format docs within Office 2003 is about 20mb from Microsoft, and it's free. Excel will even offer to auto download it when you open an office 2007 document. Not exactly a pain to get around... :wink:

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Carlo the Curious
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Post by Carlo the Curious » Thu, 16. Jul 09, 14:47

I did check it on my work laptop (Excel 2003) and it was fine - I guess our IT bods have already installed the converter.

Added it to the zip anyway.

yelgrun
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Post by yelgrun » Thu, 16. Jul 09, 15:47

Do I have to put credits in HQ? Or does that amount of credits stated for how much resources requirements per ships are worth or HQ actually consume credits? I thought HQ belongs to player. Is this some sort of taxes?

Kapakio
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Post by Kapakio » Thu, 16. Jul 09, 15:59

Even if the factories should be highly automatized in the X-Universe, there's always the need of workers and they have to get paid.

Troubleshooter11
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Post by Troubleshooter11 » Thu, 16. Jul 09, 16:03

vbruzual wrote:Even if the factories should be highly automatized in the X-Universe, there's always the need of workers and they have to get paid.
Yet other player stations dont require credits for production. Even though there are people working on board. :?

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Carlo the Curious
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Post by Carlo the Curious » Thu, 16. Jul 09, 18:07

yelgrun wrote:Do I have to put credits in HQ? Or does that amount of credits stated for how much resources requirements per ships are worth or HQ actually consume credits? I thought HQ belongs to player. Is this some sort of taxes?
Credits is one of the resources. Maybe they use them to decorate the captain's stateroom - all that rare art, you know :p.

The end column lists the total cost if you bought the wares as well (at average, but you can fiddle the prices on the Constants sheet if you want - e.g. to zero if you have a self-sufficient supply complex).

Rednoahl
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Post by Rednoahl » Thu, 16. Jul 09, 18:39

Thanks for this carlo, nice one!

yelgrun
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Post by yelgrun » Fri, 17. Jul 09, 04:05

If I need to recycle a ship using HQ, will I also get credits among other resources out of it?

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Carlo the Curious
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Post by Carlo the Curious » Sun, 19. Jul 09, 14:47

No.

yelgrun
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Post by yelgrun » Sun, 19. Jul 09, 15:19

of course, I'm surprised. Putting credits in for producing ships only right? or for both RE, producing ships, even to recycle?

Lancefighter
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Post by Lancefighter » Sun, 19. Jul 09, 20:44

repair and construction require materials and credits.

Reverse engineer just requires time.

recycle provides you with materials, for a shorter amount of time.
in the market for a new sig, willing to pay 1 billion credits for a proper sig...

kurush
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Post by kurush » Sun, 19. Jul 09, 23:00

Troubleshooter11 wrote: Yet other player stations dont require credits for production. Even though there are people working on board. :?
Their salaries are factored in the product price.
I noticed that Ranger is 1cr/ship. That would be awesome but now Ranger for some reason cannot dock on any carrier (may be with the exception of Aran). Otherwise Rangers would make handy freight drones. I wonder if it is a bug?
I have one Ranger waiting to get R/Ed.

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Carlo the Curious
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Post by Carlo the Curious » Mon, 20. Jul 09, 04:25

kurush wrote:I noticed that Ranger is 1cr/ship. That would be awesome but now Ranger for some reason cannot dock on any carrier (may be with the exception of Aran). Otherwise Rangers would make handy freight drones. I wonder if it is a bug?
I have one Ranger waiting to get R/Ed.
I noticed that too, but I got the same thing from scripting in the blueprints.

I'd be interested to hear if you get similar results when it's finished REing.

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