![]() So you have to deduct the earnings from those from the hab RoI as well.Īs for setting up an extra-station trader (distribute wares in better than auto-trade for food) the problem with that is the money doesn't go back to the station so the accounts get distorted. One whole new complex for each blueprint you buy. You can build a whole new complex for that money. ![]() Even if there was a slight edge in favour of habs I am not persuaded the hassle is worth it.Īnd you also have to consider the opportunity costs of buying the hab module blueprints. I am not persuaded that the habs do, most especially because the production bonuses come on line very slowly following build completion whereas production modules are up and running flat out from the get go. The question is which offers the greater RoI overall. We both understand that building habs and building more production modules both increase production and therefore revenue. I don't want to get intro a protracted arguement about this, my mind is not set on the issue, I am prepared to be persuaded differently, however at the moment I do not find your points persuasive. But AFAIK they don't and can't.ĪT issues are a different topic, but you can set up an AT with 0 gate buy distance for those wares. If station managers could set up a specific freighter on Distribute Wares dealing only in food and meds (or the player could) this would be a different matter altogether. If they are out delivering 120 food to some measly station in the boondocks then they are not out delivering 500 microchips or 2000 smart chips. Auto-traders just do one load for one sale at a time and for food that is usually a small quantity. Yes, but you have to consider the opportunity cost of station trader ships required to do that. I'm skeptical about habs at this juncture. I built a hab in one of my stations (at exorbitant expense) and after some considerable time I have still a trickle of workers that haven't moved the production bonuses hardly at all. So then the calculation comes down cost of building habitation modules Vs. The benefit is that possibly they enable production per km^3 to be increased further than if you just increased your production module count by 50% instead 'cos less use of plot real estate. So workers cost a big capital outlay in (exorbitant) habitation module blueprints, then build costs, then ongoing food/med costs. ![]() Auto-trade is not good for food/med distribution, Distribute Wares is better, but station managers don't use Distribute Wares from I can see. There is no CLS to have grub and potions shipped from one of your factories to another systematically thus centralising your own food/med productionĢ. So what to do with the excess? Two problems:ġ. But the problem is they don't consume that much. So you might say build you own food production too for them. In fact workers just add costs 'cos of food & meds. Except unless you are buying in raw materials there are no ongoing costs. Theoretically since workers can push production to 150% or so without increasing "costs" of raw materials then that should make profits skyrocket.
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