Self sufficient shipyard complex
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Self sufficient shipyard complex
Has anyone built one? Do you have a list of required factories for maximum efficiency?
Any tips from those who have built one? Best location etc.
Many thanks!
Any tips from those who have built one? Best location etc.
Many thanks!
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Re: Self sufficient shipyard complex
Here, but you have to translate it yourself:
Hüllenteileproduktion 30
Antimateriekonverterproduktion 8
Antriebsteilproduktion 10
Drohnenkomponentenproduktion 4
Energiezellenproduktion 12
Feldspulenproduktion 4
Fortschrittliche Elektronikkomponeten 4
Fortschrittlicher Verbundstoff 4
Geschützturmkomponentenproduktion 4
Argonen Medizinische Versorgungsgüter 14
Nahrungsration 4
Raketenbauteile 4
Schildkomponentenfabrik 4
Sensorbündelproduktion 8
Smart-Chip-Produktion 24
Waffenkomponentenproduktion 4
Graphenproduktion 8
Siliziumscheibe 6
Metallveredelungsanlage 16
Antimateriezellenproduktion 4
Mikrochipproduktion 8
Quantumröhrenproduktion 4
Plasmaleiterproduktion 6
Suprafluid-Kühlmittelproduktion 4
Sojagrützeproduktion 1
Nostropölproduktion 1
Wasser 3
Weizen 2
Fleisch 2
Sojabohnenproduktion 1
Majaschneckenproduktion 1
Sonnenblumenproduktion 1
Gewürzproduktion 2
Argon L Habitat 12
Teladi L Binom 12
Paranid L Kuppel 12
It is able to produce enough Resources for 2 Zeus Sentinel per hour.
EDIT: And it does not matter where you build it. I build it in Silent Witness because I want the Sector for myself and wanted also to have already a Shipyard there.
And my biggest Customers are the Paranids. So they order Ships from the other Side of the Galaxy.
Hüllenteileproduktion 30
Antimateriekonverterproduktion 8
Antriebsteilproduktion 10
Drohnenkomponentenproduktion 4
Energiezellenproduktion 12
Feldspulenproduktion 4
Fortschrittliche Elektronikkomponeten 4
Fortschrittlicher Verbundstoff 4
Geschützturmkomponentenproduktion 4
Argonen Medizinische Versorgungsgüter 14
Nahrungsration 4
Raketenbauteile 4
Schildkomponentenfabrik 4
Sensorbündelproduktion 8
Smart-Chip-Produktion 24
Waffenkomponentenproduktion 4
Graphenproduktion 8
Siliziumscheibe 6
Metallveredelungsanlage 16
Antimateriezellenproduktion 4
Mikrochipproduktion 8
Quantumröhrenproduktion 4
Plasmaleiterproduktion 6
Suprafluid-Kühlmittelproduktion 4
Sojagrützeproduktion 1
Nostropölproduktion 1
Wasser 3
Weizen 2
Fleisch 2
Sojabohnenproduktion 1
Majaschneckenproduktion 1
Sonnenblumenproduktion 1
Gewürzproduktion 2
Argon L Habitat 12
Teladi L Binom 12
Paranid L Kuppel 12
It is able to produce enough Resources for 2 Zeus Sentinel per hour.
EDIT: And it does not matter where you build it. I build it in Silent Witness because I want the Sector for myself and wanted also to have already a Shipyard there.
And my biggest Customers are the Paranids. So they order Ships from the other Side of the Galaxy.
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Re: Self sufficient shipyard complex
Oh that’s perfect, thank you!
Google translate does the job.
Also useful to know that it can be placed anywhere.
Google translate does the job.
Also useful to know that it can be placed anywhere.
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Re: Self sufficient shipyard complex
They are fairly easy to build. Keep adding modules until no ware imports are needed. The problem is that they require thousands of hours to build, by which time you are starting to get bored with X4 let alone that start.
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Re: Self sufficient shipyard complex
I wouldn't suggest a self-sufficient single shipyard station, as it would simply be too big, and probably wouldn't supply enough materials for any decent ship output.
I'd suggest using a station complex calculator, and breaking the factory up into half a dozen sub-factories at least. That way you can build them in parallel, you can build more modules to keep your shipyard fully stocked with materials, and you won't have graphics problems when you're flying near it.
I have two shipyard factory zones, each with 8 stations. Each 8-station zone probably has close to a billion credits worth of factories, which is the kind of investment that you need to get a well-stocked, running shipyard/wharf going, plus another half to a billion in blueprint costs. Even then, the shipyard/wharf can build ships much faster than the zone can source materials.
The clear choice for first station I think is Nopileos Memorial 4, as it's a free sector you can claim, that is also pretty central. My second is in Faulty Logic I.
I'd suggest using a station complex calculator, and breaking the factory up into half a dozen sub-factories at least. That way you can build them in parallel, you can build more modules to keep your shipyard fully stocked with materials, and you won't have graphics problems when you're flying near it.
I have two shipyard factory zones, each with 8 stations. Each 8-station zone probably has close to a billion credits worth of factories, which is the kind of investment that you need to get a well-stocked, running shipyard/wharf going, plus another half to a billion in blueprint costs. Even then, the shipyard/wharf can build ships much faster than the zone can source materials.
The clear choice for first station I think is Nopileos Memorial 4, as it's a free sector you can claim, that is also pretty central. My second is in Faulty Logic I.
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Re: Self sufficient shipyard complex
By building supply Factories for your shipyard you make better profit in the chain. !
Having all in one factory reduces the ability to make more loot.
I have a complete fully automated shipyard, wants for nothing. And the local area is quiet.
Where as one of my small shipyards that needs to buy in stuff, has the local economy buzzing. The trading effect stretches out into the other systems too. So benefits more trading profits.
This fragmented approach makes more loot all round. !
Having all in one factory reduces the ability to make more loot.
I have a complete fully automated shipyard, wants for nothing. And the local area is quiet.
Where as one of my small shipyards that needs to buy in stuff, has the local economy buzzing. The trading effect stretches out into the other systems too. So benefits more trading profits.
This fragmented approach makes more loot all round. !
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Re: Self sufficient shipyard complex
This is fixed in 2.60 where you can now manually set buy and sell limits. This allows one to export intermediate wares that before one could not.Nort The Fragrent wrote: ↑Thu, 10. Oct 19, 18:22 Having all in one factory reduces the ability to make more loot.
Not likely seeing how 90% of profit comes from selling ships. All one has to do is make sure your warf/shipyard is not supply bottlenecked. In fact it is even beneficial to supply bottleneck NPC shipyard/warfs as this forces the factions to buy from you, at 150% rate with the already insane markup ships have.Nort The Fragrent wrote: ↑Thu, 10. Oct 19, 18:22 This fragmented approach makes more loot all round. !
Although you are correct that buying cheaply from NPCs and selling more expensively to them with intermediates does make more profit. The extra profit made is insignificant compared with the amount of money the Warf/Shipyard is generating. All wares have like a 200-400% mark-up from maximum price at the Warf/Shipyard.
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Re: Self sufficient shipyard complex
For anyone looking for a station calculator online, this one has been mentioned a few times and I'm using it which has helped no end!
http://www.x4-game.com/#/station-calculator
As to shipyards/wharves, how do you gauge demand for which ships? what's a good starting point?
I have a S/M fabrication module attached to a large complex that provides 90% of the resources needed and the rest is readily available. It's been a big investment so I need to spend wisely - so far I'm building Cerberus and selling them at the AP shipyard close by which generates more income that the wares alone (and a good source of experienced personnel) but it would be nice to have that automated and more profitable.
http://www.x4-game.com/#/station-calculator
As to shipyards/wharves, how do you gauge demand for which ships? what's a good starting point?
I have a S/M fabrication module attached to a large complex that provides 90% of the resources needed and the rest is readily available. It's been a big investment so I need to spend wisely - so far I'm building Cerberus and selling them at the AP shipyard close by which generates more income that the wares alone (and a good source of experienced personnel) but it would be nice to have that automated and more profitable.
Where's the kaboom? There was supposed to be an earth-shattering kaboom!
X3AP 3.1 Printable Universe Sector Map
X3AP 3.1 Printable Universe Sector Map
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Re: Self sufficient shipyard complex
This post has been really helpful - https://steamcommunity.com/app/392160/d ... 457/?ctp=3MarvinTheMartian wrote: ↑Fri, 11. Oct 19, 07:02 For anyone looking for a station calculator online, this one has been mentioned a few times and I'm using it which has helped no end!
http://www.x4-game.com/#/station-calculator
As to shipyards/wharves, how do you gauge demand for which ships? what's a good starting point?
I have a S/M fabrication module attached to a large complex that provides 90% of the resources needed and the rest is readily available. It's been a big investment so I need to spend wisely - so far I'm building Cerberus and selling them at the AP shipyard close by which generates more income that the wares alone (and a good source of experienced personnel) but it would be nice to have that automated and more profitable.
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Re: Self sufficient shipyard complex
I simply built the entire complex on the player HQ structure. Plenty of room and resources around for it to function. I have all sizes running fully self sufficient.
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Re: Self sufficient shipyard complex
Only issue with this is you might need to go to the player HQ personally. large stations in sector do not result in a nice experience.
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Re: Self sufficient shipyard complex
I did it!
1.5 billion credits, 8 days, nearly finished. The flurry of supply ships to get the factory started has been fun to watch. Performance barely affected in system, well done Egosoft.
https://steamcommunity.com/sharedfiles/ ... 1899454961
https://steamcommunity.com/sharedfiles/ ... 1899454896
https://steamcommunity.com/sharedfiles/ ... 1899454852
1.5 billion credits, 8 days, nearly finished. The flurry of supply ships to get the factory started has been fun to watch. Performance barely affected in system, well done Egosoft.
https://steamcommunity.com/sharedfiles/ ... 1899454961
https://steamcommunity.com/sharedfiles/ ... 1899454896
https://steamcommunity.com/sharedfiles/ ... 1899454852
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Re: Self sufficient shipyard complex
I am not sure what you are referring to by "nice experience." Do mean game performance or something else??Imperial Good wrote: ↑Sun, 13. Oct 19, 07:38Only issue with this is you might need to go to the player HQ personally. large stations in sector do not result in a nice experience.
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Re: Self sufficient shipyard complex
I built mine in three separate factories:
1. Once facility for all ship building modules with energy modules, sufficient storage, and habitats.
2. Another facility providing all ship building components needed by the shipyard (from raw ingredients through to final product).
3. Another facility for food stuffs and medical needs.
Haven't found any reduced fps or any troubles. Easy to allocate ships to protect.
1. Once facility for all ship building modules with energy modules, sufficient storage, and habitats.
2. Another facility providing all ship building components needed by the shipyard (from raw ingredients through to final product).
3. Another facility for food stuffs and medical needs.
Haven't found any reduced fps or any troubles. Easy to allocate ships to protect.
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Re: Self sufficient shipyard complex
User experience. Large stations with hundreds of ships are prone to low and inconsistent frame rates due to how complex the high attention simulation of them is. It is not fun and can be frustrating to play when near or at them. Having asteroid fields nearby does not help as well.
One has to use the HQ station to pickup and deposit inventory items. This requires you be at the station in person. The station is already in a performance hazard sector due to the asteroid field and nebula. Hence my recommendation to not over develop the HQ plot, and preferably keep all personal related activities there such as ventures and maybe some warf/shipyard facilities to apply mods to ships.
How much this impacts you really depends on your hardware, especially CPU performance. For example on my i7 920 it was a sub 15 FPS slide show and the HQ only had ~15 production modules. On the other hand my new Ryzen 9 3900X runs the same HQ without any noticeable performance reduction. It is also possible that 2.60 introduced performance optimizations to combat this, but sadly my i7 920 is no longer able to verify this. What is certain is that eventually a station can be made big and complex enough that performance will be a problem.
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Re: Self sufficient shipyard complex
I have no performance issues so it clearly depends on your hardware.Imperial Good wrote: ↑Mon, 28. Oct 19, 00:43User experience. Large stations with hundreds of ships are prone to low and inconsistent frame rates due to how complex the high attention simulation of them is. It is not fun and can be frustrating to play when near or at them. Having asteroid fields nearby does not help as well.
One has to use the HQ station to pickup and deposit inventory items. This requires you be at the station in person. The station is already in a performance hazard sector due to the asteroid field and nebula. Hence my recommendation to not over develop the HQ plot, and preferably keep all personal related activities there such as ventures and maybe some warf/shipyard facilities to apply mods to ships.
How much this impacts you really depends on your hardware, especially CPU performance. For example on my i7 920 it was a sub 15 FPS slide show and the HQ only had ~15 production modules. On the other hand my new Ryzen 9 3900X runs the same HQ without any noticeable performance reduction. It is also possible that 2.60 introduced performance optimizations to combat this, but sadly my i7 920 is no longer able to verify this. What is certain is that eventually a station can be made big and complex enough that performance will be a problem.
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Re: Self sufficient shipyard complex
It was terrible on my i7 4770k, but on my 9700k it doesn’t struggle in the slightest and this complex is huge.MHDriver wrote: ↑Mon, 28. Oct 19, 06:43I have no performance issues so it clearly depends on your hardware.Imperial Good wrote: ↑Mon, 28. Oct 19, 00:43User experience. Large stations with hundreds of ships are prone to low and inconsistent frame rates due to how complex the high attention simulation of them is. It is not fun and can be frustrating to play when near or at them. Having asteroid fields nearby does not help as well.
One has to use the HQ station to pickup and deposit inventory items. This requires you be at the station in person. The station is already in a performance hazard sector due to the asteroid field and nebula. Hence my recommendation to not over develop the HQ plot, and preferably keep all personal related activities there such as ventures and maybe some warf/shipyard facilities to apply mods to ships.
How much this impacts you really depends on your hardware, especially CPU performance. For example on my i7 920 it was a sub 15 FPS slide show and the HQ only had ~15 production modules. On the other hand my new Ryzen 9 3900X runs the same HQ without any noticeable performance reduction. It is also possible that 2.60 introduced performance optimizations to combat this, but sadly my i7 920 is no longer able to verify this. What is certain is that eventually a station can be made big and complex enough that performance will be a problem.
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Re: Self sufficient shipyard complex
I started just teleporting to each ship with inventory and asking the captain to hand it over to me. I find this much easier than using the HQ, although I don’t think the feature is well known. This may help some.
I also don’t develop my HQ at all and won’t unless it moves after 3.0.
I also don’t develop my HQ at all and won’t unless it moves after 3.0.
Care to see what I've been creating? https://www.youtube.com/user/ytubrute
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Re: Self sufficient shipyard complex
Buying from others and selling stuff to others is how capitalism works. There are monompoly laws not by accident.Nort The Fragrent wrote: ↑Thu, 10. Oct 19, 18:22 By building supply Factories for your shipyard you make better profit in the chain. !
Having all in one factory reduces the ability to make more loot.
I have a complete fully automated shipyard, wants for nothing. And the local area is quiet.
Where as one of my small shipyards that needs to buy in stuff, has the local economy buzzing. The trading effect stretches out into the other systems too. So benefits more trading profits.
This fragmented approach makes more loot all round. !
We can be suppliers and buyers for goverments supported by endless ammount of money.... What else you can dream for

X to X3 is MENU SUPERIOR!
I think Egosoft has already worked out our doom, because Xenon AI will reach the stars!
I think Egosoft has already worked out our doom, because Xenon AI will reach the stars!
