What are the most profitable factories?

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Ramokthan
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Re: What are the most profitable factories?

Post by Ramokthan » Fri, 21. Jun 19, 21:39

If you really need to set up all that to get it running.
my words as business man: if there are easier ways to make more money which require less efford, doing drugs is not my choice.

As i mentined already in several posts of mine...
I recently earn about 1 BILLION (1.000.000.000) per hour. with 0 drugs.

And i am not finished with expanding right now bc there is still demand...
Funny thing about that is that my factory setup in the factory calculator estimates a profit of 150 Million/h

lol.

taztaz502
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Re: What are the most profitable factories?

Post by taztaz502 » Mon, 26. Aug 19, 22:43

For me my Ore refinery is by far the most profitable built in argon prime. It has just 10x metal refinery and 1x energy cell, Teladianium doesn't seem to sell very well for me.

Second to that is my 48x smart chip plant but i suspect that to dry up soon.

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MarvinTheMartian
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Re: What are the most profitable factories?

Post by MarvinTheMartian » Fri, 30. Aug 19, 08:08

Ramokthan wrote:
Fri, 21. Jun 19, 21:39
As i mentined already in several posts of mine...
I recently earn about 1 BILLION (1.000.000.000) per hour. with 0 drugs.
Any chance you can link to a post of yours that describes your setup? Or to a config in the station builder?

Cheers
Marv
Where's the kaboom? There was supposed to be an earth-shattering kaboom!
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grapedog
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Re: What are the most profitable factories?

Post by grapedog » Sun, 1. Sep 19, 08:16

the most profitable by far are claytronics. But they do take a while to be profitable because it requires a high cost to make them, but ultimately they're the most profitable in the long run.

Make sure you use habitats to increase profitability. Again, same with habitats, there is an initial cost, but down the road it's just more money in your pocket for no additional cost besides setup cost.

Look at if/where there are holes in your economy. You can also manufacture holes by taking out certain production modules from other factions. You could destroy them, or hack them to make them dump their contents, and then make money off the shortages.

any factory can be your most profitable, depending on the situation of your economy.

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MarvinTheMartian
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Re: What are the most profitable factories?

Post by MarvinTheMartian » Wed, 4. Sep 19, 07:05

Cheers grapedog. I'm now at a point where I can scan (and steal) blueprints thanks to your guide.

In my universe there's a big shortage of Advanced Electronics at Argon Prime Shipyard and Smart Chips at the Wharf and many other places. This may be short-term though so I'll start small. Claytronics will be good for building up my own stations then hopefully there'll be a longer term need for those.

I'm prepared to hack other stations' production for my own gain, are there repercussions to repeatedly hacking competitors? Do they go hostile or are they unaware whodunit? I don't plan to play fair :twisted:
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grapedog
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Re: What are the most profitable factories?

Post by grapedog » Wed, 4. Sep 19, 10:39

I'm glad my guide was able to help you!

As for hacking, I can't remember since it's been a while since I hacked much, but I believe it's just the temporary negative reputation gain similar to using an EMP bomb. Easy way to verify though is to just save your game, try it, wait 20-30 minutes and see if the station remains red, and what the overall faction hit is.

If you haven't used it before, it's pretty sweet... http://www.x4-game.com/#/station-calculator
it allows you to build your station, shows you how much you need of everything to make it work, including base resources and mid tier products, and total costs and profits, along with how much money you'd be spending if you don't have your own miners. also shows you have much workforce you would need to full staff it, all that stuff.

Seems like you've played X before, especially with your post count and join date similar to mine, so I won't go too in depth as a lot this you probably understand already, but I'll add this little bit.

This is a 5x claytronics factory, with a workforce included plus all the support modules to supply food/meds to the workforce. http://www.x4-game.com/#/station-calcul ... 01,count:1

85 million to build it if you were just dropping it all at once. Only drawbacks to workforce, especially in a plant like this is that it takes quite a LONG time to get up to full workforce. My games usually go for hundreds of hours, so I don't really worry about it, I just build my factory and let it do it's thing. a workforce will eventually only make you more money. I did this same plant with no workforce at all, and the cost was 70 million, but the profits were only like 2.3 million an hour. With a full workforce you're looking at 5.4 million profit per hour. Even only half at half the workforce, it's still making 3.9 million per hour. So at half workforce, in 10 hours, the cost for building the habitats and food/meds is payed off and all the extra profits after that 10 hours are just that. Obviously since a workforce builds slowly, it will take much longer than 10 hours to work it's own costs away, but there will be a time when that 10-15 million extra is paid off and now you're making double profits for the life of your game. Also, I added the workforce last, so there are actually a few extra production modules in there that you wouldn't need when fully staffed... but a little extra isn't bad, and can be sold by your traders.

Very cool station calculator though, I play around with it all the time, making different complexes for my game. Though I probably need to stop, i have like 25 complexes now...

Though, if I was doing it myself, I'd look at that 5x claytronics factory for example, and just do the basic resources along with a workforce. So just the ECells, and some of the Antimatter Cells, Graphene, Superfluid Coolant, and Silicon... plus habitat modules and food/meds. Make that your ground floor, get that up and running, let it make some money. Then as you get more comfortable with cash flow, get your merchants and miners really working, add the mid-tier products... the microchips and quantum tubes, plus more habitats and food/meds. Then once that is running smooth, add the last bits, the final habitat modules along with food/meds and the claytronics factories.

I didn't know much about it when I first started, so my first few complexes are pretty all over the place. I had a bunch more written, but I'm not trying to say a bunch of stuff you may already know. Anyway, glad I could help with your piratical ways! Good luck!

taztaz502
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Re: What are the most profitable factories?

Post by taztaz502 » Wed, 4. Sep 19, 17:02

Currectly, at least for me hacking has no consequences. You can hack stations to your hearts content.

AquilaRossa
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Re: What are the most profitable factories?

Post by AquilaRossa » Mon, 9. Sep 19, 18:41

I just ended a game where it was 15 in game days in because it grew too much to keep the FPS playable, but I got to see how it develops over a long time and reach the billion credits mark. Every game is different but in this one the clear winner for demand was hull parts. That would always be the one I was waiting for NPC traders to bring to my build storage. Everything else they would be queuing up to sell me. Sometimes advanced electronic became a little scarce. Engine parts get used up fast if you build your own ships.

Food and medical supplies can make a steady stream of credits if your complex is self sufficient. AI is building so many factories and they all need to eat. I built a complex called Feed The Universe that made lots of every faction's food type, plus medical supplies. I put it within reach of all factions as much as possible. I also laid down a complex called All The Naughty Stuff to see if spaceweed etc is still a good money spinner, but my game crapped out before it was built.

Lord Crc
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Re: What are the most profitable factories?

Post by Lord Crc » Mon, 9. Sep 19, 22:29

grapedog wrote:
Sun, 1. Sep 19, 08:16
the most profitable by far are claytronics. But they do take a while to be profitable because it requires a high cost to make them, but ultimately they're the most profitable in the long run.
In my game, claytronics is not profitable due to sales. The main profitability is that it allows me to cheaply build new stations and modules. So that delays the payoff even more.

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