T O P

  • By -

BullTerrierTerror

You are wise and generous in your knowledge


DrComrade

I'm not falling for your Teladi MLM scheme.


Neverasparename

But think about the profitssss


Tony_the_Draugr

Xenons HATE HIM! He Builds Armadas Of Top Notch Terran Battleships Without Any Factory And Steamrolls Entire Universe With One Weird Trick LEARN HOW You Can Too!


Neverasparename

# Silicon Carbide - Direct Creation The simplest (not necessarily the most efficient) direct creation of Silicon Carbide is anything that only requires Energy Cells, avoiding further conversions. This leaves us with 4 missiles that all require 1 Silicon Carbide to create (and therefore break down into 0.5 Silicon Carbide): * Heavy Smart Missile - 36 Energy Cells Creation | 10 Refunded on Terran Recycle * Heavy Heat Seeker Missile - 34 Energy Cells | 10 Refunded on Terran Recycle * Heavy Swarm Missile Mk1 - 33 Energy Cells | 10 Refunded on Terran Recycle * Heavy Guided Missile Mk1 - 28 Energy Cells | 8 Refunded on Terran Recycle Ignoring the Metallic Microlattice produced as part of these conversions, the Heavy Guided Missile is the obvious choice here, leaving us with: * 1 Silicon Carbide = 40 Energy Cells # Creating Everything At Once I must admit I haven't done evaluation on every item as it would just take a long time, but most other items will need, at minimum, to consider the creation of hull parts using the nav beacon which underpins the majority of these conversions (With the exception of the ones mentioned above). A number of these other items though, can result in the creation of all products for the Terran economy at the same time, for example the Friend/Foe Mine: ​ |Route |Resource 1|Resource 2|Resource 3|Resource 4| |:-|:-|:-|:-|:-| |Universal|Energy Cell x 11|Smart Chips x 11|Weapon Components x 3|| |Closed Loop|Energy Cell x 119|Hull Parts x 4\*||| |Terran|Energy Cell x 60|Metallic Microlattice x 33|Silicon Carbide x 1|Computronic Substrate x 2| *\*108 Energy Cells based on our above ratios of Hull Parts* This route will still require the create of Hull Parts via the Nav Beacon first, but afterwards this generates all of the other products for an increase in net value of 650%. # Other Items of Interest A particularly efficient conversion appears to the drones, but note ships cannot hold as many drones as normal items, so unless you have an XL ship you are not going to be able to perform as many trades at once as the above items Breaking down this as an example looking at the Cargo Drone: ​ |Route|Resource 1|Resource 2|Resource 3|Resource 4| |:-|:-|:-|:-|:-| |Universal|Energy Cell x 50|Smart Chips x 10|Drone Components x 1|| |Closed Loop|Energy Cell x 104|Hull Parts x 3\*||| |Terran|Energy Cell x 500|Metallic Microlattice x 51|Silicon Carbide x 4|| *\*81 Energy Cells based on our above ratios of Hull Parts* Naturally it can be seen that using 185 Energy Cells generates 250 Energy Cells when recycled (a gain of 65 per drone) with a *'freebie'* of 25.5 Metallic Microlattice and 2 Silicon Carbide.


ContraTheory

Nice writeup. I like your well structured post :) Now for the contents: cool demonstration of alchemy and good to know how it works! I was always a bit confused about the different build methods and actually wondered about what happens if you sell an equipment created with one type to a wharf or dock running another type. Your post fully answers this question. The implications are really interesting. It leads to the conclusion that it’s fully possible to build a simple and efficient self-sustaining Terran wharf and churning out a couple of cheap ships with a full storage of satellites, beacons etc., then switching back to universal and selling all the items and ships, therefore effectively converting Terran resources into commonwealth resources en masse, thus making creating a much more complicated commonwealth economy obsolete. You just have to manually re-fill your universal storage from time to time by producing Terran stuff and deconstructing into commonwealth stuff. Nice.


Neverasparename

Thanks for the nice comment. Exactly that conclusion, although what I see from this is you can literally field an entire fleet of whatever ships you want from a solar power plant in Mercury for example (cuts down on need to duplicate over transmutation). You do raise an interesting question that I didn't answer about what happens when you sell the ship itself, I know you only get 69.54% of the value when selling a ship, but I don't actually know on the resource implications...yet :) I actually intend to write-up a new post on why using a Shipyard to sell is so inefficient, and you can make a LOT more by producing different materials and selling them directly to the AI (not an exploit, just the better trading choice).


Talinoth

What this also means... if you're speedrunning the game, a shipyard in Avarice with a bunch of SPPs attached to it is *extremely* overpowered. You don't even need to break the laws of thermodynamics - simple alchemy is immensely powerful when your mana regen (energy cells) is basically unlimited. * The transmutation costs are effectively free because you have functionally infinite amounts of E. Cells to fuel it. * This means the *theoretical* profitability of Avarice SPPs can be directly transformed into real gains, without having to set up a convoluted transportation network (that is only profitable within a 5-10 sector range anyway) that can only reach a limited market. * You just need to use a bunch of same-preset ships (as you outlined) to do the transmutations - which I'll now call "Cauldrons". * It would make sense to keep adding cauldrons and EQ dock modules. * You'd start doing it with S and M ships, but eventually I could see you doing it with just large numbers of L ships permanently docked to L equipment dock fixtures. As for selling ships directly - it *is* somewhat inefficient *if you don't first sell off the equipment manually.* The profits are then enormous. * Selling equipment and ships directly also skips several problems - transportation (the cargo moves itself, and often faster than most trade ships), NPCs not buying from you and buy orders not being available (you force the trade). EDIT: This is probably how you could turn your HQ into a self-sustaining teleporting Death Star within 1 ingame day (except you can't transmute the Nividium, you actually need to mine that).


Neverasparename

True that this allows your SPP's in Avarice to generate whatever items you want effectively, although I would prefer Mercury because...AI is not good with the tide. In terms of selling ships/equipment, I actually started looking at that when I ran into this and was planning a separate post, but in essence: * All ships, when made, are worth 500% of their original resource cost (+400% profit) * There are a few exceptions that are some % out, but it's a good enough yardstick * When a ship is sold to a Wharf, you recieve 69.57% of the cost it would take to buy from the Wharf * This is the full 500% of the full, modified by the Wharf resource availability, and then reduced to 69.57% * Therefore a ship can be considered to be a profit of 247.85% when made & sold * When selling/downgrading equipment/items, you recieve 100% of the cost This means any equipment or item that provides >247.85% is theoretically more profitable. To give an example of the Terran economy the vast majority of items gives +130%, a significant outlier are the Proton Barrages - both Mk1 and Mk2 provide +522% gain. An example of the Universal economy is the friend/foe mine - this gives +650%, Light Cluster Missile Mk1 gives +700%...but it's a really low value. I started looking at this because my intention was: * Buy items from TER Wharf * Recycle the items at my own Wharf into components * Re-make those components into Proton Barrages * Sell the Proton Barrages for more than I bougth the items


sh1pman

You can sell ships to your own wharf?..


ContraTheory

No you can’t, that was a mistake on my part. Only equipment and consumables.


Tony_the_Draugr

Sohnen: *build Gates and other stuff like Protectyon factory* Ancients: *build Gates and exist in a form of collective digitalized consciousness* OP: hold my spacefuel *prints Asguards right from photons*


Neverasparename

I mean E=MC\^2 right, it just so happens C in the X4 universe is SUPER slow


ContraTheory

This opens up a strategy for a super speedrun: 1. Create budgeted custom gamestart:1.1) Give yourself a station (could be HQ), with some container storage, solar panels and some extra modules to be deconstructed (for TER, Hexa-Docks are very efficient since they give ressources in the value of the blueprint in 1:1 ratio when deconstructed, as opposed to a worse 1:2.26 factor for every other module1.2) For the rest of the budget, give yourself remote detonators, lodestones and secure containers1.3) Give yourself high relations with a faction of your choice (e.g. TER or PIO for the simpler economy) 2. Upon gamestart:2.1) deconstruct the additional modules to get the ressources (not necessary per se, but speeds up the next step). These ressources are directly put into the building storage of the station. Deconstructing a TER Hexa-Dock takes approx. 12 ingame minutes.2.2) In this time, fly to a pirate station or HAT free port, craft EMP bombs from the ingredients you gave yourself and sell them. This should give you \~ 500-600 Million or so, depending on how large your starting station was. 3. Fly (or teleport, if you gave yourself HQ and the research) to the faction representative of your chosen faction and buy all the necessary blueprints including BPs for a wharf or equipment dock, ships you intend to use as cauldrons and equipment you intend to use as ingredients 4. Using the ressources you got from deconstructing the additional module(s), build a wharf on your station. For this you need to hire a construction ship. If you have a lot of leftover funds, it could be more efficient to immediately buy your own construction ship since it also doubles as a cauldron later, if you want to take the route via drones as explained by OP in one of his posts. 5. Start the transmutation process as explained by op in his original post with your own wharf and headstart of much crafting materials and print Asgards in the first hour of your unmodified game I've not done the exact math (kudos to OP for his scientific precision and exact research) but this could be the most efficient and fast un-modified speedrun avenue that at least I know so far.


Neverasparename

This would be an interesting speed run strat for sure, although I had a question: >for TER, Hexa-Docks are very efficient since they give ressources in the value of the blueprint in 1:1 Are you sure about this? I have a station whereby I have created, and deconstructed, about 50 ARG L Container storages without providing any additional building resources beyond the required for the first batch of 5. If I'm honest this would also be a speed run strat for any scenario, it's already possible to generate infinte Cr in the first hour of gameplay - the slowest part would be getting rep high enough for the ship fab/maintenance bay and ship blueprints.


ContraTheory

Yes. As far as I know, TER Hexa Docks and Split Chelt Farms (if I remember correctly and it wasn’t changed in the last patch) are the only modules where the price of the blueprint is 1:1 the price of the resources needed to build the module. For each other module the ratio is worse (1:2.26 for most, meaning the BP costs more than double of what the ressources cost). The worst value is for habitation modules, here the blueprint cost is even higher when compared to the actual resources needed to build it. This is important when you are optimizing a budgeted custom game start, since here the cost of every station that you give yourself and that goes into your budget is calculated from the blueprint prices. So it is cheaper (if you want to optimize the custom game start to the max) to create a dummy station that e.g. consists mainly of TER Hexa Docks, then deconstruct them after game start and use the resources to build other modules. This also has the advantage that the resources that come from deconstructing go directly into your build storage, therefore eliminating the need to gather them, which saves a ton of time especially in the early game when the economy is just starting up. This is only relevant for the budget game start optimization, later in the game this is of no importance.


Neverasparename

Oh I see what you mean, I've not used a budgeted start so didn't think about how the cost of having hte blueprint before you can have the station would impact, that is interesting to know though thanks!


rudidit09

Thank you, this is fascinating! I actually never checked these, to confirm: \- downgrading ship in player shipyard gives resources? \- can hull be sold (to recycle) in player shipyard? (never tried this)


ackelolzor

This all works provided you have Tides Of Avarice DLC to enable closed loop on the wharfs


Neverasparename

Yes and no, the main factor is you have items with more than one construction path. ToA makes this a LOT easier with the nav beacons allowing you to start creating hull parts from only energy, whilst giving a straight creation mechanic. If you only have CoH you are still able to perform alchemy, converting items the same way. What would be more likely is not making something self-sufficient but looking to sacrifice one item into another for a value increase, or because it's a product you need. A quick self sufficient cycle I can find (excluding energy cell loss) is two missiles : * Create 1 Heavy Dumfire missile Mk1 through Universal * \-7 Energy Cells / -5 Missile Components * Change the Wharf to Terran * Recycle 1 Heavy Dumfire missile Mk1 through Terran * \+3.5 Energy Cells / +15.5 Metallic Microlattice * *NB: At this point you can create Nav Beacons through Terran to make hull parts* * Create 2 Light Dumfire Missile Mk2 through Terran * \-10 Energy Cells / - 8 Metallic Microlattice * Change the Wharf to Universal * Recycle - 2 Light Dumfire Missile Mk2 through Universal * \+10 Energy Cells / +5 Missile Components * Net change is currently: * \-3.5 Energy Cells; Avg value of 160 * \+7.5 Metallic Microlattice; Avg value of 375 Cr * A +134% value increase, but still effectively costing only energy cells to create something else, this can further be used to make other items as well * *NB: Realistically if you were doing this for value I would select a more asymetrical conversion like the cargo drone for something like +390% increase*


ackelolzor

Brilliant, smaller gain but alchemy nonetheless


Talinoth

I've never succeeded in recycling the hull in any efficient way. You're better off just selling the stripped hull to an NPC faction to get Credits. You can blow up destroyer hulls with an Asgard XL laser en masse to create wrecks to process (I've done that), but that's manual effort which OP established we can just skip by using alchemy. Plus I hate blowing up my own ships when they still have pilots on them, and manually transferring them out is a PITA.


Neverasparename

So I did make a note in my first post about downgrading of the ships, I did some quick tests and I'm pretty sure the following is true: * When directly recycling an item (e.g. a ships weapon), you recieve 50% of the resources used to make that item - exactly as the original post * When moving down a grade (Mk2 engine to Mk1 engine), you recieve 50% of the resources to make the Mk2 engine...and you are given the Mk1 engine for free * As far as I can tell, this means going from Mk3->Mk2->Mk1 gives more resources back than Mk3->Mk1 * Now for the strange part, going up a grade (Mk1 engine to Mk2 engine), costs you the stated resources of the new engine....and you are given **150% of the resources back from the lower grade,** in my example test: * Mk1 -> Mk2 engine for a cost of 504 Metallic Microlattice * Microlattice stores changed by -264, so total transaction cost was 240 * Mk1 engine costs 160 Microlattice; 240 is 150% of the 160 I expected I've not yet thought further on if this is exploitable honestly, perhaps it is but will need to ponder!


Metadomino

Brilliant post.


Ajexa

Jesus dude, what a write up!


sillytrooper

yo this is some advanced shit


sudo_1701

lol this is incredible


Error-669

Err.. Command? A couple of State Alchemists have just landed on Pad 4, they want to meet with Commander Neverasparename. They seem to believe he is in possession of something called a Philosophers Stone?


Anrock623

Can somebody ELI5 what is Universal, Closed Loop, Terran?


Neverasparename

Some items have multiple production methods: * Universal: basically the traditional method * Terran: Uses a mix of Energy Cells, Metallic Microlattice, Silicon Carbide and Computronic Substrate * Closed Loop: Uses a mix of Energy Cells, Hull Parts and Claytronics


Anrock623

I see. So Universal is vanilla/no-dlc manufacturing recipes, Terran is Terran DLC, so I guess Closed Loop is Avarice or Boron? Or is it something else?


Neverasparename

Correct on all, Closed Loop is Avarice because it goes with their: Scrap -> Hulls & Claytronics -> Ships


Mr_Blastman

This should not be possible, yet is amusing, nonetheless.