Most succesful closed-loop complex?

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Ulan Dhor
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Post by Ulan Dhor »

dragondream wrote:Although come to think of it, one of you suggested building it in a Terran Sector which I might try out, since there are no illegal goods there.
I have one mixed complex in Heretic's End, which sells very well, especially Spaceweed. Only Spacefuel sometimes stalls for a while. I have another one in Elysium of Light, which also runs nicely, but you have to provide energy yourself. The complexes in Bala Gi's Joy and Olmancketslat's Treaty have been running now for a long time without problems, except a single pirate attack (an Elite :D).

But you can get these pirate attacks everywhere (also in Argon core sectors), and the Heretic's End complex has had a pirate base right next to it for ages. The Terran military just fly around my complex and the pirate base and otherwise ignore both ;).
yingjai
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Post by yingjai »

could you gain race rank for terrans by building a chips or 1mj shields complex in heretics end?
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dragondream
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Post by dragondream »

yingjai wrote:could you gain race rank for terrans by building a chips or 1mj shields complex in heretics end?
Not for building them, but if Terran NPC's trade with them yes...
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Kriszo
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Post by Kriszo »

Who uses up all those 1MJ shields and microchips you sell in near infinite quantities? :D
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dragondream
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Post by dragondream »

Victims of our piracy acts? :roll:
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Those poor little Boron traders will never have enough shields :twisted:
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Gswine
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Post by Gswine »

I find that along with 1 mj shields, 5 mj will sell almost as well, also Low-yield sidearms and disintergrater rifles.

Microchips do sell well but be very careful when planning your silicon production. I have a complex which has 3 xxl powerplants and the crystal fabs to power them, producing plenty of silicon to spare and then added 3 chip plants. Now I've ran clear out of silicon and am setting up mobile miners to compensate.

Make sure the yeild you use starts around 26 and grab anything larger. 10-17 yeild just will not cut it even if you have plenty of them.
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Post by Nanook »

Gswine wrote:...
Make sure the yeild you use starts around 26 and grab anything larger. 10-17 yeild just will not cut it even if you have plenty of them.
:? Production of ore/ecell is a constant, no matter the asteroid's yield. So Adding a 10-yield to a 16-yield is the same as having a 26-yield. The only difference is the fact that you need to buy two mines plus an additional CCK. Oh, and you get more ore and energy storage with the combo than the single.
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Post by jlehtone »

Gswine wrote:10-17 yeild just will not cut it even if you have plenty of them.
Tell that to self-sufficient complex, whose highest yield is 0. :P
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Gswine
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Post by Gswine »

Thats fine and dandy if you keep your product production needs in line with your resource collection.
Gswine wrote: Microchips do sell well but be very careful when planning your silicon production. I have a complex which has 3 xxl powerplants and the crystal fabs to power them, producing plenty of silicon to spare and then added 3 chip plants. Now I've ran clear out of silicon and am setting up mobile miners to compensate.
As soon as you out strip resource collection with production needs you will have to look else where for resources, destroying the closed loop.

Which is what I have done. :oops:
Nanook wrote: Production of ore/ecell is a constant, no matter the asteroid's yield. So Adding a 10-yield to a 16-yield is the same as having a 26-yield. The only difference is the fact that you need to buy two mines plus an additional CCK. Oh, and you get more ore and energy storage with the combo than the single.
That may be true but the units per mine goes up with higher yeilds. lesser gain 5 units, middiling 10 and so on. So starting with a higher yeild gains you more units per production cycle.

Though of course I agree that adding mines to lesser yeild roids give you extra storage space and can be very useful.
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Post by jlehtone »

Gswine wrote:Thats fine and dandy if you keep your product production needs in line with your resource collection.
"Self-sufficient complex", by definition, does not require additional input of resources to keep it running.

What you did, was converting a self-sufficient complex (or closed loop) into a unit that is not self-sufficient. That is unrelated to the (rather trivial math of) planning and building self-sufficient loops. Self-sufficiency is integral part of the topic of this thread.

You could as well take a yield 72 Silicon Mine and then add so many Silicon consumers that the place runs short in no time. Would that make the yield 72 "unsuitable"?

You did wrote that low yield Mines "do not cut it" even if there is plenty of them. I did wrote that even the lowest possible yield (0) Mines are sufficient for building a self-sufficient complex. Technically they do "cut it", if necessary. But it is naturally easier, if there are better Asteroids available.
Gswine wrote:That may be true but the units per mine goes up with higher yeilds.
Sort of. The "units per cycle" is a technicality related to the cycle time. What really does increase with the increase of yield is the number of units of mineral produced per hour. That is a much easier way to see the difference.
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Gswine
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Post by Gswine »

People trying to argue semantics with me is starting to do my head in.
I wrote: As soon as you out strip resource collection with production needs you will have to look else where for resources, destroying the closed loop.

Which is what I have done.


I know that I pushed a perfectly good closed loop out of sync and have been forced to farm resources.

My original point for the original poster was to be careful, after building power plants and the required number of crystal plants, when creating chip plants. Hell that in itself was a side point. All I really added to the conversation was Low-yeild side arms and Disintergrater rifles sell well with NPC traders. Practically a throw away observation.

I have still to get used to the L crystal fabs. Usually I would use 6 M crystal fabs per XXL power plant. It had been suggested in another post that 2 L fabs and 1 M fab created comparable output.

Not only does the output differ but the power and food resources needed is very different.

I am still fine tuning building techniques perfected in XR (where I have several system spanning mega-plexes, Huge I tell you!) for TC.

Yes, yes I'm sure that you can all suggest that I go and use a complex calculator. BORING

I have no problem with the trial and error approach nor have I been complaining about such things, only offering valid advice to an interested poster.

Also while I'm at it
Annoying wrote: Tell that to self-sufficient complex, whose highest yield is 0.
You would be bloody hard pressed to have a self sufficient chip producing complex... WITH NO SILICON!!! :evil:

As already stated (anyone else notice how I seem to be repeating myself over and over again, maybe I'm going slightly mad, or just happen to be having a bad dream.... maybe I died and this is purgatory.... oh, what? the point. Hmm... Oh! the point)

If you use more than you create it’s not self sustaining.
A fine and useful observation, in my original post, if a little simplistic. Though I did use a personal example and (started out) trying to be helpful!
jlehtone wrote: You did wrote that low yield Mines "do not cut it" even if there is plenty of them. I did wrote that even the lowest possible yield (0) Mines are sufficient for building a self-sufficient complex. Technically they do "cut it", if necessary. But it is naturally easier, if there are better Asteroids available.
My original statement, in regards to my point in reference of the original poster, who wanting to create a closed loop with profitable products that NPC traders would actively purchase and subsequently had been considering making chip plants after being told the product sells well.... :x :evil: :x

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Do me a favor. Read this and go and do something else for an hour before posting back because if I have to unravel another useless dissection of my words out of context I may go postal.
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