![]() ![]() The Sun Strength is 300% so any Solar Power Plants get +4/9 times productivity. The combined Ore availability is 16+18 = 34 though rounding error caused by the base productivity of mines actually makes it 35 which is 3.5x productivity The combined Silicon Wafer availability is 18+19+20 = 57 so just over 5.5x productivity which is enough for 2 Large Crystal Fabs and a Satellite/Drone Factory or 1 Large and 3 Medium Crystal Fabs The sector contains 3 Silicon asteroids (18, 19 and 20 yields) and 2 Ore asteroids (16 and 18 yields) and the only hostiles are the odd Yaki or Pirates fighter or Duke's TS so it is safe to build near the Jump Gate. X3 terran conflict complex calculator how to#To demonstrate how to plan a simple self sustaining complex lets turn Harmony of Perpetuity into a parking lot. Also do not just aggregate the asteroids with the highest yields into a complex as excess mining capacity also results in a higher drain on Energy Cells which could go into other product producing factories that work closer to a balance instead. In the case of Crystal Fabs and Solar Power Plants having 3 Medium instead of 1 Large can sometimes make better use of available silicon resources. To get the most out of a self sufficient complex consider using 2 medium stations instead of a large station if it would allow the 0.5x productivity in Energy Cells demand to go to another small product producing factory. ![]() Since it takes 4x productivity of energy cells to mine Silicon Wafers and convert them into Crystals every 1x productivity of a Solar Power Plant can produce enough Energy Cells to sustain it and an excess of 5.25x productivity worth of energy cells which is enough for 2 large stations or 10 small stations along with a bit of surplus. Balancing the Booksĭue to the quantitative nature of the supply and demand of factories it is possible to assemble complexes that do not produce an excess of intermediate wares (unless the player is deliberately trying to supply local demand). As self sustaining complexes do not require an expenditure of credits to operate they can act as a constant and reliable income or be used to avoid large expenditures on missiles. The productivity of mines is 0.04x and +Crystals>Energy Cells loop and enough spare Energy Cells to produce other products meaning only a single ship is needed to handle the end product. In general try to produce a surplus of Crystals. Every 50% Sun Strength changes the productivity of Solar Power Plants by 1/9th centred on 100% (for example a Medium Solar Power Plant in LooManckStrat's Legacy with 0% Sun Strength would only have 7/9x productivity while in Megnir with 300% the productivity would be 13/9x) however this also increases the number Crystals needed to keep them operational. The productivity of Solar Power Plants is determined by the Sun Strength in the sector it is built in. L = 2.5x (4500 Energy Cells/187.5 Silicon Wafers consumed per hour) M = 1x (1800 Energy Cells/75 Silicon Wafers consumed per hour) S = 0.5x (900 Energy Cells/37.5 Silicon Wafers/150 Ore consumed per hour) The exception to this rule is Solar Power Plants where 1x productivity consumes 0.5 per hour over 1x production of Crystals but produces enough Energy Cells to supply 9.25x productivity of other stations. X3 terran conflict complex calculator full#The size of station built affects the relative ratio of wares consumed and produced per hour so a medium size station can consume the full production of another medium size station while it would take two small stations to do so. A well planned complex can produce final products using only Energy Cells as an input or even be completely self sustaining producing wares for free. The Complex Construction Kit enables the player to link player owned stations together eliminating the need for ships to ferry wares between stations. ![]()
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