overbuilding Duke's Haven?

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oddgit
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overbuilding Duke's Haven?

Post by oddgit »

Hi! Has anyone ever built Duke's Haven as a megaplex? It seems like it is a good captive buyer, could set auto miners to only sell in it's sector, plus not many people trade with it, so it seems like by default you you be building a money factory.
LameFox
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Re: overbuilding Duke's Haven?

Post by LameFox »

Wouldn't you make more selling it the wares than raw resources though?
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GCU Grey Area
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Re: overbuilding Duke's Haven?

Post by GCU Grey Area »

Word of warning - doing such things can have significant consequences. Built a substantial shipyard supply base next to Duke's Haven in my current game. Provided everything a shipyard could possibly need, with freighters restricted to only selling in that sector. Made me quite a lot of money, the Duke made quite a lot of ships & this happened. Turned the Duke into a faction eating monster. PAR are still around (they have a couple of sectors in the far NW corner of the map) but HOP have been completely eliminated. Doesn't bother me in the slightest (indeed thoroughly enjoyed watching the progress of the Duke's rebellion), however I understand some people are a bit more cautious about losing entire factions from the game.
LameFox
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Re: overbuilding Duke's Haven?

Post by LameFox »

I guess you could also take a defence platform build mission for the other two, repeat the process, and see how many ship wrecks it takes to crash the game.
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Raptor34
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Re: overbuilding Duke's Haven?

Post by Raptor34 »

You should overbuild it regardless if you don't want them to die. Though generally that is guns not a megafactory, not a bad idea though.
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EGO_Aut
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Re: overbuilding Duke's Haven?

Post by EGO_Aut »

Overbuild as much you can :!:
Primary plan the mission objektives, secundary a nice complex with a LOT defence.

In my game PAR took the sector and destroyed Dukes Heaven :evil:
NilusBavarius
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Joined: Sun, 27. Nov 05, 18:52
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Re: overbuilding Duke's Haven?

Post by NilusBavarius »

Greetings,
GCU Grey Area wrote: Fri, 29. Nov 24, 09:03 ... the Duke made quite a lot of ships & this happened. Turned the Duke into a faction eating monster.
This is absolutely beautiful!

While I also gave them the same treatment as GCU explained, I intentionally "underfed" the Haven which resulted TEM to build more factories, which products I completely sucked up for other purposes (TEM doesn't have jobs for freighters/traders so are completely dependent on the player and TEL for logistics) which in turn caused them to build even more production facilities (basically market manipulation). The result was enough output of Advanced Electronics and Weapon Components to feed 2-3 Factions.

As soon as I lifted all restrictions and installed automated traders and deliveries with all the neccessary wares for the Shipbuilding and Crew creation (Food/Meds), they went crazy ( https://imgbb.com/drdw1vK ).

If a player just wants them to stay somewhat balanced to HOP and PAR, give them enough to avoid them building more production and less they need to overwhelm the others. A fine balance.

In terms of Duke's Haven in itself - I'd keep it somewhat modest as a megaplex can have detrimental effects on the framerate in the system.
oddgit wrote: Thu, 28. Nov 24, 21:10 Hi! Has anyone ever built Duke's Haven as a megaplex? It seems like it is a good captive buyer, could set auto miners to only sell in it's sector, plus not many people trade with it, so it seems like by default you you be building a money factory.
I've made a Blueprint a while back which was fairly balanced and was neither overbuilt nor underbuilt, so even without intervention, NPC Factions wheren't able to take it down and the output wouldn't endanger the whole Network if treatet apropriately as explained above.

-> viewtopic.php?p=5192734#p5192734

Cheers,
Nilus

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