Aeson
Posts: 784
Joined: 8/30/2013 Status: offline
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If you just recently put up your first spaceport, the private sector will order a fairly large number of ships at that point. Also note that the private sector essentially buys mining stations from you, as it seems that when construction starts on a mining base the private sector's cash on hand falls by the cost of the station while the state cash on hand jumps by the cost of the station. If you were using the computer's designs for the mining stations, the 11 in the Quameno game probably cost the private sector about 50K, maybe a bit more if resources are expensive (if resources are very expensive, the mining stations could have cost the private sector two or three times as much as the 50K estimate); if you made a custom designed heavily fortified mining station, the 11 you have in the Quameno game could have cost much more. Additionally, design changes which cause the private sector to retrofit its ships and bases will also take money away from the private sector as they pay the state shipyards to perform the upgrade work. I would also point out that it seems that the small freighter design in your Quameno game is much more expensive than the small freighter design in your Wekkarus game, though this may be a result of taking the image at a later point in the game when you presumably have hyperdrives and perhaps a size upgrade, or a few more useful components to add to your designs. Why exactly your Quameno game's private sector is so broke, I could not tell you; you'd have to keep an eye on what the private sector is doing and how its cash reserve is looking in order to see what the cause was. However, high ship costs, retrofitting said expensive ships (especially if you've just had a string of retrofit jobs ordered by the computer adding a single component, retrofitting, adding another component, retrofitting again, etc), buying fuel, and buying mining stations are all potential causes of negative cash on hand.
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