Aeson
Posts: 784
Joined: 8/30/2013 Status: offline
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quote:
Do I pay the maintenance for mining stations I build? Or the private sector? The private sector pays the construction and maintenance costs of mining and gas mining stations. quote:
Also what would happen if I gave one of my mining stations to pirates, would I still benefit from trading in some way? In theory, yes, you could give a mining station to a pirate faction and still get resources from it through trade. Freighters of any faction can buy and sell resources at any station or colony in the game, as long as the freighters are not recognized as belonging to an actively hostile faction. I will caution you, however, that trading with a pirate faction funnels money to that faction, which can have unfortunate consequences. If you do gift a mining station to a pirate faction, I would suggest you give it to a smuggler-type faction as these tend to be the least aggressive (the faction type can be determined by looking at the faction leader image; the black-armored knight-ish guy is for raiders, the red-and-gold armored space suit is for mercenaries, and the more or less traditional space suit is for smugglers, and if that's not an adequate description, go set up a game as a pirate faction and look at the pictures associated with each pirate playstyle). Of course, if the station is unprofitable then it could alternatively drain the pirate faction's treasury, which might prove beneficial. quote:
Another question: Is there a way to see if a mining station generates more income than it costs to maintain? There is no transaction history of which I am aware, if that's what you're asking. You can in theory compute what the income from a mining station should be, but it'd be kind of a lot of work. One way you could go about this: - Record the in-game date and the resources of types mined by the station which are stored at the station at that time. - Compute the extraction rate of resources as floor([resource richness expressed as a decimal] * min(10, [rated extraction rate]) * 10) for mineral and luxury resources or as floor([resource richness expressed as a decimal] * min(40, [rated extraction rate]) * 10) for gas resources, where floor(x) is the function which returns the largest integer n such that n <= x (i.e. round down). This gives you the quantity of resources produced by a mine over 6 in-game days (at normal game speed, this is equivalent to 10 seconds of real time). - Wait a while, for instance several in-game years. (Note - do not develop better mining components while you're doing this, as techs which improve existing components are applied without need for a retrofit with the result that your mine's extraction rate, unless already capped, will change mid-test.) - Compute how many resources should be in the mine's cargo bay at the end of this period, subtract the actual cargo held, and multiply by the resource value as given in the expansion planner. That's an estimate of the gross income from the mine over the period (note that resource costs fluctuate over time; actual gross income may differ). - Multiply the calculated gross income by the percentage listed on the Commerce Center to get the share that in theory goes to the state treasury. Another way: - Watch the mine and wait for freighters to dock. - Check and record the quantity and type of resources picked up by the freighter, and check the expansion planner for resource value at that time. - Using these numbers, compute the value of the transaction. - Optionally, multiply this by the percentage on the Commerce Center to get the state's share. Do this for some period of time, say an in-game year or two, and then sum up the transaction values and divide the sum by the time period over which you've monitored transactions to get the time-average income of the mining station. Be advised that I'm not entirely certain that the percentage of transaction value listed on the Commerce Center actually ends up going into the state treasury when freighters purchase resources from a mining station. Freighters rarely pick up more than perhaps a few thousand resource units at once and the cost of standard resources doesn't exceed 3.3 credits per unit or so, which means that the share that the state theoretically gets when a freighter picks up resources at a mining station is very unlikely to exceed 1000 credits and is likely to be significantly lower than that (as in, it could very easily be on the order of just a few tens of credits - for example, if the value of steel is 0.833 credits/unit and you have a commerce center which takes 4% of the total transaction value for the state, then the state's income from a freighter picking up a load of 1000 units of steel is only ~33 credits). With so little money theoretically going into the state treasury with each transaction and with the sum in the state treasury in the main screen only being updated every so often (and the sum in the economy panel being rounded) it is very difficult to determine what happens to the money. Note that if this income does go to the state treasury, it will be listed as 'bonus' income. Also, a warning: Especially early in the game, hyperdrives are slow relative to the size of a sector. Don't put your mines too far from where you need the resources or you could be looking at very long travel times for your freighters. Even a fully-upgraded Torrent Drive takes about 36 in-game days (59 seconds real time at normal game speed) to complete a 1-sector jump, after accounting for jump initiation time - and that's just one leg of the round trip. With an unupgraded Gerax Hyperdrive, that number nearly triples (Warp Bubble Generators are ludicrously slow by comparison even to the unupgraded Gerax Hyperdrive, taking roughly 606 in-game days, or 1018 seconds real time at normal game speed, to complete a 1-sector jump). The longer your freighters spend in hyperspace, the fewer runs they can make in a given time period, the fewer resources move around, and the more time it takes the freighter force to respond to and ultimately clear up resource shortages.
< Message edited by Aeson -- 12/24/2016 3:34:15 PM >
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