The Factory Complex Constructor. There ought to be english translation of the language file and the readme for the triple81's version of it somewhere.
So Profitlord clearly intents to be the Number 1 supplier of Tractors for farmers.
That will be one massive self-sufficient complex. Gigasectorcomplex. A classic closed loop. But what is a closed loop to the NPC economy? Practically nothing. The only interaction is the selling of product. No other trade. And if the end-product is sold manually by the player to a non-stocking EQdock, it will not affect any NPC stock in any NPC station. The complex does not exist, as far as the NPC economy is conserned. The only indirect effect on the NPC economy is that the player is self-sufficient on the product (weapons) and thus will buy less NPC product. With Tractor Beams, that is hardly an effect.
But related to that is the question of what does GoD actually look at? If there is a NPC factory in a sector, GoD can look at its status and decide to delete it or add more of the same type. But if there are none (for whatever reason), what makes the GoD to add the first NPC factory? Roll of dice? Or does it look at player factories? But how could it? With scripts around, there is no way for the GoD to determine if a player factory trades with the NPC or not. And looking at the status of a factory that is part of a closed loop will tell nothing about the economic situation in the area.
If GoD looks at player factories, the player can affect the economy by doing nothing, since closed loops are nothing.
If GoD does not look at player factories, the actions of player are indirect, because only the change in the state of the NPC factories as a result of the trade made by the player factories is seen by the GoD.
But look at simple complex that does trade. Wheat&Distillery. Buys Energy and sells Fuel. The consumption of ECells may cause the GoD to add SPP's, but it may as well reduce the number of other ECell consumers. The consumption of Fuel is said to be huge. Fuel is not a primary resource to anyone. I doubt that a player booze complex affects NPC Distilleries.
Trade of Energy, Minerals, and Food should affect the NPC economy. But one must trade the NPC end-products as well to keep their high end industry running and thus have market for low end products. As I said earlier, I have Trading Stations that do all the trade with NPC. They buy from NPC and sell to NPC. Others use UT's for that. Or get it as side-effect when their reason to use UT's are simply the profits. I do not need profits, so I don't care about them.
Dave, could one make a Wildlife starter pack out of Markus' Spacefly eggs?
I do not seem to make any PAC yet. Maybe it is time for first Paranid factories in my property list? (Not counting the one consulted by Ms Julia Kho.)
