Tobold's Blog
Thursday, June 02, 2022
 
PrUn Log - Stardate 2022-06-02

I pulled off the investment plan that I had mentioned in my previous post, and now have an incinerator, just produced the first carbon. So my base is now using 590 out of 600 pioneers, and 320 out of 500 area, bringing in a net profit per day of 16k. Even 17k temporarily, when the next shipment of coffee beans arrive, because coffee right now is very expensive, so turning coffee beans into coffee is profitable. Well, at least turning the batch of coffee beans I have is profitable, because now the price for the beans has gone through the roof as well. I might need to reconsider that hydroponic farm ...

I also made good money in the most counter-intuitive way: I am always talking about Verdant as a planet to make drinking water and rations, so you could assume that on Verdant itself there is very high supply and little demand for these. That turned out to be not completely right: I sold several bundles of drinking water and basic rations on the local market for about the same price that they would have fetched on Moria. Few other people use the Verdant local market to sell drinking water and rations, and apparently some players are on this planet mostly for the oxygen, or maybe carbon, and haven't gone into food production themselves.

The effect of that was that I needed my ships less for exporting my goods, and so was able to make some side money with shipping contracts. However, shipping fuel prices on Moria are very high right now, at 13 or above, while previously I could sometimes grab fuel for below 10. That means 30% higher fuel cost when I do shipping, so some of the shipping contracts on offer simply aren't worth it anymore. In my post about the fuel engineer starting package being a good combination with shipping activity, that is even more true today.

Whatever production I want to build next on Verdant, I will need to build another habitation module first. But I guess I will have to make a decision, as I could build either a normal pioneer habitation, or a mixed habitation, Barracks, for both pioneers and settlers. I am kind of leaning towards sticking with pioneers for this base, and considering settlers only for the second base. Unless the universe is sliding into a full-blown coffee crisis, where a hydroponic farm would actually be worth it.

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Comments:
I've been reading your posts on this game with a keen interest.

What determines scarcity in the game? Is it just a simple rule of planets being in a 'have' or 'have not' situation where materials are concerned? Or does everything in the game have to be made, constructed or assembled?
 
I've been in the game for 8 days now - not nearly enough to make any kind of lasting judgement. I like it a lot and will probably be playing this for a long time. Heck, if nothing else you can play 5-10 mins a day and still do decent.

But I do see an issue when it comes to the 'end game'. Tobold already explained about the non-lineair growth. If you play the game semi-seriously for a year, you should have many bases on many different planets. The goal... get more bases on more planets? Political power? There's no PVP (other then 'auction house undercutting' type economic PVP) so I'm not sure what the real long-term is. Or rather (it's a sandbox after all) what MY long-term goal is.

@NoGuff: planets have resources. Some are located centrally with a decent set of variables (be it resources, be it how friendly it is to support life). I think the dev's aren't done balancing yet, but in general the rarer materials that you'd use higher up the tech trees are on remote planets that barely support life. But other then a market-maker NPC at outrageous levels of pricing, everything needs to be farmed and constructed by players.
 
@Biggles My long-term goal is to build a ship that is better than the starting ships. Ships are pretty much at the top of the tech tree and need millions worth of materials.

@NoGuff What Biggles said. Different planets have different concentrations of resources that can be extracted with extractors (solids), rigs (liquids) and collectors (gases). Resources are the basic materials, and everything else in the game is produced by players. The player economy of the game has similar boom and bust business cycles as the real economy.
 
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