X3tc best money making complex

Posted: RUDOM2 On: 01.06.2017

So you want to own a space station? To have the fate of hundreds of thousands of credits resting in your hands The path the owning and operating a space station is a long and expensive journey. The first step is to figure out who your friends are.

Availability of stations and the ships that support them depend largely on your relation to the manufacturing faction. But first let's assume you already have enough money for a station and the rep to buy it.

How do you put one down? Stations can only be purchased from shipyards and only when you have high enough reputation. The first step is to locate a shipyard selling the station you want. This can be done in game using satellites or referring to guides like this wiki.

Next acquire the services of a TL to transport the station you're buying. Shipyard sectors typically have a TL on patrol, however, because the GoD engine also deploys stations, this TL may be on assignment and unavailable. As a result you may need to travel to more distant shipyard sectors to acquire TL services.

Once you've located an available TL, fly within 30km of the ship and comm him default key is c. Obviously the closer the TL you hire is to the shipyard the faster and cheaper you can deploy your station.

Comm and ask him to dock at the local shipyard they fly very slowly so seta is your best friend here, in addition to avoid collsion problem you may want to leave the sector Once he docks you can trade with the station from space if you have a trading system extension and buy whatever station you would be like.

When you make your purchase it will prompt you where you would like to load the station the TL ship should be your only option. When he arrives comm him and ask him to drop freight here, choose your station and then the map overview will pop up with your station marked in green and you can move it around the map to choose where you want it.

Use the num-key pad 8,4,6,2 to move up ,left, right, down. Figuring out what station you're going to buy is when you're starting out is pretty easy; You buy the cheapest thing you can get that makes the most money. However, it's handy to think about things beforehand so you know where you're going with your planning. The following sections should help you decide on which stations you want which will determine who you want to be friends with, maybe everyone.

Starting station builders will be mostly concerned with individual station profitability vs investment cost ratios, in business economics this is usually evaluated as some sort of break-even time essentially how fast you get the money invested back.

Optimal stations usually make pretty good seeds for small profit oriented complexes, but frequently end up limited by available resources and local demand. Decide on what type of station and race you wish to start with. There are many areas of the market you can dive into, but start out with something simple because you can build onto it later. Batch cost assumes lowest cost of source wares.

Manufacturing your own in a complex may reduce raw material costs.

x3tc best money making complex

These figures are however optimistic and assume maximum sale price, which is very rare. As you can see While energy cells make good trading material, Solar Power plants which produce Energy better known as E-cells are not a good starting station for buying.

The primary limitation of SPPs is the high station cost. In a closed loop complex, having your own SPP is critical as your E-cell materials cost can drop to around 8 credits. In addition, adding a SPP to a complex provides a reliable source of ECells, nothing stops a complex faster than running out of Energy.

The high price is deliberate design as in earlier games the price of a SPP was fairly low making the primary problems delivery of goods and creation of demand for product. The best starting stations or mini-complexes stem from Bio basic food, they only require e-cells to run which are relatively cheap to buy credits ea. Delexian Wheat or Argnu Beef can both be sold to a Cahoona Bakery. Making friends with a given faction can pretty much be summed up by doing things they like.

The most universally available is to blow up their enemies, this works even when you're enemies with them. Xenon and Kha'ak don't respect this however and will always be hostile towards you. Once your friends enough to land at their stations, even simple things like trading Energy Cells can improve your relations with a given faction.

Selling captured ships also works. To buy a station you need a lot of cash and not just for the station. Resource supply ships, resources, and transportation all cost a bit of money.

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Additionally, serious station builders will probably want to invest in a TL class ship to improve deployment speed. Starting resources are one of the biggest expenses of a starting station. Typical methods for getting enough money include:.

One of the high value missions available is constructing stations. Taking these grants you good experience with the process while eliminating your exposure to the problems that immediately follow constructing a station. In fact one of the side benefits of constructing a station on commission is you can provide the first loads of resources at maximum price, provided you have shipping available to handle that. Most station builders will at some point take control of a freighter and trade in resources.

Energy Cells are excellent starting out due to their low cost and ubiquitous trade value, finding optimum deals however is sometimes challenging. Ore and Silicon also do well. At some point you'll want to operate assets remotely, for which you'll need a Trading System Extension. You'll only be able to see details from systems you have assets in be it ships, stations, or satellites. A jumpdrive and the various control software also help by allowing you to automate functions and move ships to distant sectors quickly.

One of the most important factors for manufacturing and selling goods is location. Every location will have a certain supply and demand for goods which is up to you to find and capitalize on. Before you plop down stations, check this list:. Jumpdrive UTs can suppress local demand by providing access to distant sources of goods. Nearby Xenon sectors can oddly enough drive up demand as traders transiting the Xenon sector get destroyed.

Large self sufficient complexes are usually geared to the production of high tech gear such as capital ship weaponry and shields. These items usually have long production times and are rarely available on the open market. Large scale complexes are typically concerned with only one thing: You will need to fill the station with resources in order to produce the ware you bought the station for.

There are 3 ways to do this:. The first two will handle things automatically, the last requires user input to schedule purchase and delivery. Pros While this is the least risky to you it also can also slow your business because you are depended on NPC to fuel your station.

To change the price your station will buy intermediate products resources your stations needs to make a product Set the price to higher than the average to attract more NPC traders however you will make less money so be careful where you set it.

Argnu Beef station needs Energy to produce Argnu beef. Change the station parameters to buy energy at Cons It can be expensive to buy all traders needed and replace if pirates blow them up. Buy a hauler, set his home base to your station, and then order him to buy the intermediate product your station needs at the best price available.

Also, you will need one hauler per intermediate product. Go to a nearby shipyard and buy a hauler class ship usually have more than freight holds or larger that fits your budget.

Note that the station does have to have funds in order for the hauler to buy and you need to set the max limit to how many sectors away your haulers will fly…usually is good. You can supply your station manually, either ordering ships to buy goods, fly back and unload or doing it personally. Personally supplying a station is time consuming, but practical for owners are a severe budget. Manual trading removes the direct personal time, but requires constant attention to make sure the station has enough resources.

Will have a yellow flashing! This means your station can't access a resource it needs to make another batch. If you use different sized stations consumption may outpace production.

Fast money makers :: X3: Albion Prelude General Discussions

When you replenish with more goods give it about 20 seconds real time to start manufacturing, there is a delay involved possibly the game checking to see if you have the right amount of all the wares required. The number in square brackets under each station's resources bar is the resource level required before production can begin. Tractor Beam Factory require a very high level of resources before production will begin. This can confuse some players as stations with every resource bar nearly full can still be flashing check the numbers in the square brackets are met.

There are several possible reasons you want to create a complex. Since many stations share common resources like Ore, Silicon, and Energy Cells complexing may allow you to reduce the total number of ships you need to keep things running, instead of having 5 ships running the same resource to 5 stations you have perhaps just 1. The main reason however is to keep it all together, and do away with the need for traders: Complex enough stations together, and you can end up not needing to buy anything, and just worry about final products.

Bozo64r Profitable Stations : X3: Reunion - Roguey's Forum

The key component is the Complex Construction Kit , they're pretty cheap as far as stations go. They are purchased just like other stations, but when you deploy them, it'll have a dialog asking which stations you want to complex which may be complex hubs and a final one asking where to place the hub. See the CCK article for more details.

One thing to consider when deploying your station hub is alignment. When CCKs deploy they run tubes through space connecting the complexed stations. They snake from station accesspoint to accesspoint and are a hazard to navigation. It is possible to orient your hub so ships can't safely enter and exit. This leads to scenarios IS where your traders impact your complex eventually getting destroyed, or are unable to dock.

Silicon Mine L might need several of these: I assume Argon here Solar Power Plant L. Other than the potential of needing several Silicon Mines to take care of the Crystal Fab, this complex will over time generate Energy for nothing: Technically, this complex will consume crystals over time, since a Crystal Fab doesn't produce enough to keep up with a Solar Power Plant.

However, if you don't supply it with Crystals, you just have to deal with some downtime for the Solar Power Plant, and slightly less energy being produced. It does take a fair bit of money to set up About 20 million credits, more if you need more than one Silicon Mine ; however once set up, you don't have to worry about it again, and it will keep producing energy indefinitely.

As a side note, use Boron Solar Power Plants and Teladi Silicon Mines, since they cost less and aren't dependent on food. Commercial Agent Manual Trade Runs Mobile Mining. Retrieved from " http: Navigation menu Views Page Discussion Edit History.

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Links MMO Server Status Compare Everglades Tours Pokemon GO Wiki. Tools What links here Related changes Special pages Printable version Permanent link Page information. Comm TL ship hire ship command to dock at shipyard buy station command to fly to sector drop freight position and place done!

Deployment Orientation Commands 7 tilts the axis. Raw Mineral Ore Silicon Wafers Ice Nividium. Basic Food Bio Delexian Wheat Argnu Beef. Technological Crystals Microchips Quantum Tubes Marine Weapons. Supportive Drones Satellites Laser Towers. Military Shields Missiles Weaponry Ammunition.

X3: Albion Prelude - Fastest Way to get Credits: Nividium Exploit (with Stock Exchange)

Cons Sellers can sell elsewhere if the selling price increases higher than yours. Pros Goods are mostly steady and reliable Cons It can be expensive to buy all traders needed and replace if pirates blow them up. Pros Cheap, you can chop supply ships down to a single ship, provided consumption isn't too high.

Cons Supply is very streaky, dependent on player ability to task ships. Complexes Wares Stations Economy Traders Races and Factions. Universe Traders Guide Complex Building Guide CLS Guide Commercial Agent Manual Trade Runs Mobile Mining.

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