Self sufficient shipyard complex

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CaptainRAVE
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Re: Self sufficient shipyard complex

Post by CaptainRAVE »

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. !
The local economy is buzzing making everyone else money. I’d rather have a monopoly and put everyone else out of business. I could sell off excess wares, equivalent to my arms complexes, but that makes tens of millions vs the shipyard that makes hundreds of millions. Also, the local economy can’t even come close to supplying dozens of ship fabrication factories.

My shipyard is currently making about 150-200 million an hour, although it’s been held up by a weapon and electronics shortage. I’m working to fill that gap.
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Nort The Fragrent
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Re: Self sufficient shipyard complex

Post by Nort The Fragrent »

The snag with making tons of cash ! Is there is not much to spend it on !

I have 58 Billion heaps of stations and ships to trip over !

It’s all too easy.

Station building needs to be more expensive, and take longer. So you feel you have achieved something when one get up and running.
CaptainRAVE
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Re: Self sufficient shipyard complex

Post by CaptainRAVE »

Nort The Fragrent wrote: Tue, 29. Oct 19, 06:29 The snag with making tons of cash ! Is there is not much to spend it on !

I have 58 Billion heaps of stations and ships to trip over !

It’s all too easy.

Station building needs to be more expensive, and take longer. So you feel you have achieved something when one get up and running.
True. Hopefully 3.0 and beyond will bring us something to spend it on!
pref
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Re: Self sufficient shipyard complex

Post by pref »

Nort The Fragrent wrote: Tue, 29. Oct 19, 06:29 Station building needs to be more expensive, and take longer. So you feel you have achieved something when one get up and running.
Oh please no.. It takes ages already and waiting for days is not a source of achievement.
That should probably come from getting higher quality equipment or access to convenience/util features via production.

Player production has not much use apart from getting tons of cash.
tomchk
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Re: Self sufficient shipyard complex

Post by tomchk »

pref wrote: Tue, 29. Oct 19, 16:46
Nort The Fragrent wrote: Tue, 29. Oct 19, 06:29 Station building needs to be more expensive, and take longer. So you feel you have achieved something when one get up and running.
Oh please no.. It takes ages already and waiting for days is not a source of achievement.
That should probably come from getting higher quality equipment or access to convenience/util features via production.

Player production has not much use apart from getting tons of cash.
Strongly agree with you, @pref!
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CaptainRAVE
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Re: Self sufficient shipyard complex

Post by CaptainRAVE »

pref wrote: Tue, 29. Oct 19, 16:46
Nort The Fragrent wrote: Tue, 29. Oct 19, 06:29 Station building needs to be more expensive, and take longer. So you feel you have achieved something when one get up and running.
Oh please no.. It takes ages already and waiting for days is not a source of achievement.
That should probably come from getting higher quality equipment or access to convenience/util features via production.

Player production has not much use apart from getting tons of cash.
Another agreement here. My shipyard complex must nearly be at day 11 of building now. What we DO need however are multiple builders in order to speed things up! Why can’t they build units simultaneously?!?
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MarvinTheMartian
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Re: Self sufficient shipyard complex

Post by MarvinTheMartian »

^Agree
CaptainRAVE wrote: Tue, 29. Oct 19, 19:35What we DO need however are multiple builders in order to speed things up! Why can’t they build units simultaneously?!?
X4 Wiki wrote:The rate of construction is dependent on the available construction materials and the number of Building Drones the Builder ship has
I'd be interested to know if this is a valid statement and what difference it makes, I get that you can't build more than 1 module at a time (they are connected after all) but a way to accelerate build would be welcome

The NPC economy doesn't seem stable enough to rely on for shipyard production. I made lots of credits in earlier games buying in mid-tier products and selling bottom and top tier goods back to them. Keeps the NPC alive and IMO the game get's stale fast if you don't need anyone else in the universe, doesn't mean I don't want universal domination though!
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CaptainRAVE
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Re: Self sufficient shipyard complex

Post by CaptainRAVE »

MarvinTheMartian wrote: Wed, 30. Oct 19, 10:55 ^Agree
CaptainRAVE wrote: Tue, 29. Oct 19, 19:35What we DO need however are multiple builders in order to speed things up! Why can’t they build units simultaneously?!?
X4 Wiki wrote:The rate of construction is dependent on the available construction materials and the number of Building Drones the Builder ship has
I'd be interested to know if this is a valid statement and what difference it makes, I get that you can't build more than 1 module at a time (they are connected after all) but a way to accelerate build would be welcome

The NPC economy doesn't seem stable enough to rely on for shipyard production. I made lots of credits in earlier games buying in mid-tier products and selling bottom and top tier goods back to them. Keeps the NPC alive and IMO the game get's stale fast if you don't need anyone else in the universe, doesn't mean I don't want universal domination though!
We shouldn’t be limited to one module at a time. If you plan carefully enough you could have multiple branches on your complex that could be built at the same time. I don’t think the wiki is correct - building times always seem the same for me.

The demand for ships is so high now I think it would be very difficult to put the NPCs out of business. At release it was easy to keep wharfs and trading posts full. They sit around half now and I struggle to impact this. This of course doesn’t mean that the economy isn’t strong - goods come and go more quickly which is great. Nothing stalls anymore.
pref
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Re: Self sufficient shipyard complex

Post by pref »

MarvinTheMartian wrote: Wed, 30. Oct 19, 10:55
X4 Wiki wrote:The rate of construction is dependent on the available construction materials and the number of Building Drones the Builder ship has
I'd be interested to know if this is a valid statement and what difference it makes, I get that you can't build more than 1 module at a time (they are connected after all) but a way to accelerate build would be welcome

The NPC economy doesn't seem stable enough to rely on for shipyard production. I made lots of credits in earlier games buying in mid-tier products and selling bottom and top tier goods back to them. Keeps the NPC alive and IMO the game get's stale fast if you don't need anyone else in the universe, doesn't mean I don't want universal domination though!
Try a build with 1 drone, you will see the difference :D
It matters a lot, but even with max amount of drones it takes days for a larger plex.

No clue how it works on 2.6, but generally lack of demand was a big issue earlier. With a relatively small production volume you could flood the market for good. And demand kept shifting even without any player production - usually the wares that were in demand at game start were later overproduced by NPC fabs, and then some other wares were needed and so on. By the time you finished building your factories the wares you produced might have been next to useless.
Market was too small, and way too volatile. Until a few 100 hours in, when it got saturated.

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