Crystal fab details Posted By: Argon hater / (soon to be pirate hater) Date: 30 Dec 2000, 12:55 Crystal fab - (argon)- 649236 credits to buy (Argon prime shipyard) Raw materials per run: 120 energy cells 5 Silicon wafers 80 Meatsteak cahoonas Details of cost and profit:: ::120 energy cells -(720 creds at 6 creds each) ::5 Silicon wafers (very cheap if you have your own silicon mine, my silicon mine uses 24 ec's to make 1 silicon (cost 144 creds)) -(=> 144 X 5 = 720 creds for 5) ::80 Meatsteak cahoonas (hard to get for minimum price of 72, i buy for 80 each) -(=> 80 X 80 = 6400 creds) **Therefore one run costs 7840 credits.** **1 run makes 8 Crystals** **1 run takes 8.00 minutes (around 1 in SETA)** 8 crystals sells for an average (1684 each) of 13472 creds. **Minus cost of raw materials, thats 5632 profit per run.** 8 crystals sells for a maximum (1940 each) of 15520 creds. **Minus cost of raw materials thats 7680 profit per run.** Re: Crystal fab details and a solution to one prob Posted By: Brian Ronald Date: 30 Dec 2000, 16:29 In Response To: Crystal fab details (Argon hater / (soon to be pirate hater)) > Raw materials per run: > 120 energy cells > 5 Silicon wafers > 80 Meatsteak cahoonas Same economics as for Paranid CF, but switch MS Cahoonas for Soja Husk. I calculated that if I buy Soja Husk and Silicon Wafers at average price, and set the buy price for Energy Cells to 8cr, I make a profit no matter whay price I sell my Crystals for. I currently sell at 1,500 which undercuts the competition by quite a margin. Buying ECs at 8 has an advantage - the transport selects its destination as it leaves my station, and by the time it arrives the price has generally fallen to 6 or 7. If I ask it to buy at 6, it never gets that price, because some other transport is invariable about to buy before it reaches the place. Instead, it spends the same amount on remarkably few ECs. This, I think, is the cause of some of the problems people have been witnessing with transports coming back with very little on board. Factory Database Postings in General Posted By: JeffB Date: 30 Dec 2000, 18:46 In Response To: Crystal fab details (Argon hater / (soon to be pirate hater)) Its GREAT that people take the time to post what they have found here concerning factories. :) Its altruistic - helps other players out. :) However - consider the X-T economy as a kind of "ecosystem" - WHENEVER you Trade or put in your own factory, you DO impose at least a few changes, and those changes will "ripple" across the entire economy, across the entire XT Universe to SOME degree - sometimes the effects are too small to be measured, sometimes the effects are quite significant - even if it takes minutes or hours of observation to see them. Therefore : When posting factory stats, I *believe* its most useful if you POST *all* the basic stats - complete range of prices BEFORE you post your personal experiences... business and prices are going to change if, for example, you put in an additional 2 crystal fabs per EACH Race's territories (however also the prices for the needed resources are ALSO going to change). Give the people ALL of the data they are going to need to go on to set the factory up and do thier OWN analysis. THEN post your OWN remarks/tips about how to RUN the factory. Also - if the information is meant for a database it should be COMPLETE with EVERY detail. Example: ============== Argon Crystal Fab - Cycle Time : 00:08:00 Direction : South (Normal) Product and price : Crystals : Min = 1420, Avg = 1684, Max = 1940 Resources: Energy Cells : 6/16/26 Cahoona : 52/72/92 Silicon : 414/504/594 Capacity: Crystals : 328 (333) Energy Cells : 5000 Cahoona : 3333 Silicon : 208 Production : Crystals : 8 Energy : 120 Cahoona : 80 Silicon : 5 (example remark) Pricing Crystals at ~1500 Cr SEEMS to GUARANTEE steady and frequent sales. Price energy according to local conditions. Price cahoona at ABOVE AVERAGE unless you have your own Cahoona Bakeries nearby. Price Silicon at ~414 Cr if you can, maybe a little higher if there are few silicon mines nearby. I found that if I used a LIFTER to INITIALLY stock the silicon, but then used a DISCOVERER later as a factory freighter FOR THE SILICON, after the factory WAS ESTABLISHED that this works best - the factory ONLY tends to order 5-10 silocon wafers at a time - the silicon capacity is ONLY 208 - thats a lot of wasted space on a freighter, and the Discoverer can aquire it faster. ============================== A note about the example - in my OWN database I'm listing the DIRECTION the factory faces, and if its "normal" or "inverted" (IE in a Cattle Ranch your ship exits "upside down") CAPACITIES are what the factory will try to stock to, and maintain, and PRODUCE to, if it is not interfered with. To aquire this data, let the FREIGHTERS do the work, turn "sell to other races" OFF (initially) - at least until the factory is all stocked up and full, and all production has stopped. THEN switch "sell to other races" ON (if you want to). Besides - your factory or factories will perform better that way - they get a "head start", especially if you work a network of factories : example : In an argon sector, you put in : 2 SPPs, 1 Cattle Ranch, 2 Cahoona Bakeries, 1 Silicon Mine, and 1 Crystal Fab - and you assign the freighters and let them dock. Switch "sell to other races" for ALL of them to OFF. Let ONE of the SPPs produce and fill to capacity FIRST (and also maybe that Cattle Ranch). (it WILL put a "strain" on crystal resources across the ENTIRE universe - its a ripple effect). Then the second SPP, then your cattle and cahoona, and finally the crystal fab. When everything is stable switch "sell to other races" ON. This is only applicable if you have the cash to do it.... ---- To get the cash to do it, put in a wheat farm in (Boron) Queen's Space, a Teladianium foundry in Boron,Split,Paranid space, a Flower Farm-Nostrop factory combination in Split and Paranid Space, etc. ----------- JUST a suggestion. Less chaos this way, with NEAT database entries. Hmm Posted By: Brian Ronald Date: 30 Dec 2000, 19:53 In Response To: Factory Database Postings in General (JeffB) > Its GREAT that people take the time to post what they > have found here concerning factories. > Its altruistic - helps other players out. 'swhy I did it > However - consider the X-T economy as a kind of > "ecosystem" - WHENEVER you Trade or put in > your own factory, you DO impose at least a few > changes, and those changes will "ripple" > across the entire economy, across the entire XT > Universe to SOME degree - sometimes the effects are > too small to be measured, sometimes the effects are > quite significant - even if it takes minutes or hours > of observation to see them. Yes, it might. > Therefore : > When posting factory stats, I *believe* its most > useful if you POST *all* the basic stats - complete > range of prices BEFORE you post your personal > experiences... business and prices are going to change > if, for example, you put in an additional 2 crystal > fabs per EACH Race's territories (however also the > prices for the needed resources are ALSO going to > change). Give the people ALL of the data they are > going to need to go on to set the factory up and do > thier OWN analysis. THEN post your OWN remarks/tips > about how to RUN the factory. The tip about targetting your buying price at a few credits over what you're prepared to pay has nothing to do with the station's stats, more to do with the length of time it takes a transporter to travel. That tip is not changed by any of the station's stats, for instance. > Also - if the information is meant for a database it > should be COMPLETE with EVERY detail. Well, I wasn't wittingly contributing to any database. > Direction : South (Normal) <-- also irrelevant, and unchangeable. [snip] > I found that if I used a LIFTER to INITIALLY stock the > silicon, but then used a DISCOVERER later as a factory > freighter FOR THE SILICON, after the factory WAS > ESTABLISHED that this works best - the factory ONLY > tends to order 5-10 silocon wafers at a time - the > silicon capacity is ONLY 208 - thats a lot of wasted > space on a freighter, and the Discoverer can aquire it > faster. Speaking only for myself, I find it harder to read your posts when you capitalise the odd word as above. You only seem to do it when you're explaining things. > A note about the example - in my OWN database I'm > listing the DIRECTION the factory faces, and if its > "normal" or "inverted" (IE in a > Cattle Ranch your ship exits "upside down") These particular properties are part of the station model. While you're at it, you should also write down the colour and the number of neon signs. Re: Hmm Posted By: JeffB Date: 30 Dec 2000, 20:10 In Response To: Hmm (Brian Ronald) It doesn't matter to me in the long run, I'm putting together my own database, it was JUST a suggestion.... The "color of the neon signs" IS irrelevant..... The direction the factory faces IS relevant for someone who is thinking of factory deployment (especially for anyone thinking of "crowding" a sector with factories). I HAVE found it to be a useful item when considering WHERE to put a factory in any given sector. It helps you to optimize the travel- paths for your freighters, and also the travel-paths for potential buyers. Its a minor piece of data I admit, but it helps any player who might want to lay out neat sectors with optimized freighter- routes that are easy to follow and track.