Terran Economy.. 1 1/2 days game time

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ivanwong1989
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Terran Economy.. 1 1/2 days game time

Post by ivanwong1989 » Tue, 14. Feb 12, 19:01

Yo all, I'm a sort off a newbie/old player...
played X3 Reunion long time ago halfway before my computer problems. anyways, currently playing X3 Terran Conflict...

now, i read about those posts about terran economy failing ...
am i in time to save it?

terran defender start

i'm poor... currently own
2 mercury super freighters(2nd hands)
1 mercury
1 TP Express
1 Sabre
1 Fujin
1 Magnetar

credits, 500k? =)

i need suggestions on directions to revive the terran economy.
or is it worth? terran space is toooooooo big.. no jump gates... ~~''
and i dun have millions to spare.
started terran plot abit. then paused continuing to focus on money.

if i start the terran revival project later on after i've amassed my empire, is it POSSIBLE?(as in all factories are not PERMANENTLY lost..)

thanx all...

and yeah.. any tips welcome. im newbie. ^^
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Catra
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Post by Catra » Tue, 14. Feb 12, 19:20

setting up STs with a trade range of +1 in :

jupiter 2
saturn 2
Venus

and STs with a trade range of +2 in:

neptune.

will keep the terran economy afloat.

to train up a sector trader:

look for these stations in a sector:

SPP + Tier 1 food / Mines.
Tier 1 food (IE: Argnu beef) + Tier 2 food (IE: meatsteak cahoonas)
Tier 2 food + Tech factories (missiles / lasers / shields)
Tech factories + secondaries (IE: warheads for missile factories)

The more of these stations in a single sector, the better it is to put a "trader in training"(any trader less than level 6) in. Their level can be checked next to the pilots name in the ship info screen.

the software needed to start a sector trader can be bought in PTNI HQ.
Just saying it forward: I give everyone 2 posts to make good, in context posts(proper english, as always, is optional). After that I'm ignoring what you have to say in that thread that's directed to what we previously were talking about.

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Ripskar
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Post by Ripskar » Tue, 14. Feb 12, 19:25

In order to buy your own factories you'll need to complete the Aldrin Plot which comes after the Terran plot. I think you also need to complete the Final Fury plot, but the full details are in the stickies at the top of the forum.

In the meantime you can save the tech factories by docking M5s at them. (Rapiers cost 41,000 Creds each)
If you've downloaded the Bonus pack you'll have access to CLS2 software, you can use that to automate Ice trading from Uranus and Jupiter that should put a basic level of the economy in operation.
Later on you can expand this to include Protein Paste.
Do you miss dangerous pirates?
Try leading the target a little more...

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ivanwong1989
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Post by ivanwong1989 » Tue, 14. Feb 12, 19:35

erm.. my merc is a lvl 13 mk3.. 1 super freighter is lvl 8 mk3... 1 more is useless new unfitted one..

so...

basically start LTs in terran sectors the few u guys mentioned will keep it afloat?

i dun feel like buying m5's to dock on them.... $$$...
want to cont making money while ''helping'' my sol system. haha...


also.... at this lvl.. should i strt my first factory?(though it should be an argon fact... cz haven even done terran plot much...)
or concentrate on LTs and UTs?

to save terran economy, so i have to provide solid first tier supplies? energy+water+protein paste?
O.o... that's.. complex..
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Catra
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Post by Catra » Tue, 14. Feb 12, 19:46

concentrate on LTs.

you need about 6-8 in the first 3 sectors, and about 12 - 14 in neptune.
to save terran economy, so i have to provide solid first tier supplies? energy+water+protein paste?
you dont have to provide those yourself.
Just saying it forward: I give everyone 2 posts to make good, in context posts(proper english, as always, is optional). After that I'm ignoring what you have to say in that thread that's directed to what we previously were talking about.

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Post by EspritFort » Tue, 14. Feb 12, 23:36

I don't know... I never experienced a failing of the Terran economy, and I'm 40+ days(!) into the game now. I also never traded in Terran sectors :o

Is it maybe because I rushed through the Aldrin discovery? Because there seems to be always a **** ton of Springblossoms trading in Terran sectors now.

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Re: Terran Economy.. 1 1/2 days game time

Post by Nanook » Tue, 14. Feb 12, 23:41

ivanwong1989 wrote:Yo all, I'm a sort off a newbie/old player...
played X3 Reunion long time ago halfway before my computer problems. anyways, currently playing X3 Terran Conflict...

now, i read about those posts about terran economy failing ...
am i in time to save it?...
Despite a few naysayers (not referring to anyone in this thread, though), it's always possible to revive the Terran economy, whenever you choose to do so. The longer you wait before doing anything, the longer it may take to revive. But it's never impossible.
Have a great idea for the current or a future game? You can post it in the [L3+] Ideas forum.

X4 is a journey, not a destination. Have fun on your travels.

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Ripskar
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Post by Ripskar » Wed, 15. Feb 12, 01:37

When perma-docking M5s I would suggest the following order of importance:

1) SSC Forges

2) MAM Warhead Forges

3) PSP Forges

4) Spectre Missile Fabs

5) MAML Forges

6) Wraith Missile Fabs

7) EMPC Forges

8) Poltergeist Missile Fabs

The Aldrin weapon/EEMPC forges should get something perma-docked as soon a you get the option to buy a #deca.fade.
Do you miss dangerous pirates?
Try leading the target a little more...

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quintupularity
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Post by quintupularity » Wed, 15. Feb 12, 04:05

i was many many hours into x3tc before i even heard about the god aspect of the game and that terran sectors could dwindle away wihout player attention. my economy was like yours. i was basically broke and without much hourly income at all. but i made the terran economy my focus as soon as i did. i used traders exclusively, none of that monkey business with parking ships in their factories. couldnt afford it!

the terran sectors seemed sparsely populated with factories, but since this was/is my first ever game i dont really know. by the time i turned my attention to it, the terrans had oh, probably an average of three factories per sector. it seemed less than i remembered during the terran defender start missions.

i started by diverting one trained ut to that sector below the asteroid belt. hatikvah's faith is it? then as i could afford it, i bought new freighters (plain mistrals for the speed) and added them, untrained, to terran sectors one by one. it took a good long while but eventually i had traders in every sector but earth itself.

then as they trained up, i increased their trade range by 1. it took a wee bit of management as from time to time another trader would beat one of mine to the destination. then id have to either sell the wares in another sector or just wait while the local stock dwindled and sell it there manually.



anyway, the terran economy is now humming along with about double the factories as when i first became aware of that this was evan an issue. all of the traders are insanely leveled up and are bringing in some good cred for me.

so i guess to sum up here. as long as there is any kind of economy at all going on in the terran sectors, you can save them. its okay if you start small with just a single trader and add to it as finances allow. be prepared to babysit them, especially while they are levelling up to assistant distributor; individual traders take less micromanagement when they can trade in adjacent sectors.


i might have just let the terrans wither, but they have some sweet ships and the plan is to make some terran weapon plexes sometime down the line to outfit them as my small fleet grows long term. i had to put the last operation final fury mission on hold until i have the firepower to handle that battle. (i couldnt do it in my cobra. yes, i am that new.) meantime, there is plenty to do with the hub plot. as soon as that is over, ill buy an m2 and watch out xenon, here i come!

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Post by Morkonan » Wed, 15. Feb 12, 04:13

Ripskar wrote:When perma-docking M5s I would suggest the following order of importance:

1) SSC Forges

2) MAM Warhead Forges

3) PSP Forges

4) Spectre Missile Fabs

5) MAML Forges

6) Wraith Missile Fabs

7) EMPC Forges

8) Poltergeist Missile Fabs

The Aldrin weapon/EEMPC forges should get something perma-docked as soon a you get the option to buy a #deca.fade.
I agree, but I would put Water Purification Plants, Ice Mines and the food factories at the top of that list. Also, add Ghoul Missile factories as well to your list, since they can not be bought. If the Water cycle gets broken, you also lose some missiles and one of the food fab classes will eventually die off.

IMO, the most critical factories to save, right off the bat, are the water, ice and food fabs. You can replace energy using other SPPs, but you can not replace the Water and Food fabs. You can mine ice, though you can't buy an Ice Mine.

The Terran Sectors are great for trading, by the way. Using fast traders, like the Baldrics, one can make a very good profit and trading exclusively in Terran space has made me 100's of millions of credits. (Though, I have now broadened my scope to include Commonwealth complexes and fleets of Commonwealth traders.)

However, after trying desperately, with a hundred M5s parked in Terran installations and dozens of STs and MORTS, I still lost a handful of factories. But, thankfully, I lost no weapons fabs and have been able to make up for the shortfall by aggressively targeting certain commodities. "Saving Terra" has become a great little meta-game in X3 for me and I've enjoyed the challenge immensely. I'd hate to see what sort of shape Terra would be in had I not chosen to save the economy from the start.

(Also, I'm getting ready to buy my first Osaka and, because of my efforts, I'll have a stockpile of nice weapons for it.)

ivanwong1989
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Post by ivanwong1989 » Wed, 15. Feb 12, 09:30

thx all for ur replies..
erm. next thing to do. park a UT in terran space. done.

nao.. wait for enuf cash to upgrade more traders.. haha...

time to open another small topic.. got some general questions... dun und..~~''
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Post by jkjklkl » Wed, 15. Feb 12, 09:57

You'll need more than just one. I currently have 10 LTs running around in Terran space with (sector +1) jump ranges, and still managed to lose my SSC, Ghoul, and Shadow fabs after the LTs were in place. :cry:

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Ripskar
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Post by Ripskar » Wed, 15. Feb 12, 10:41

Morkonan wrote:I agree, but I would put Water Purification Plants, Ice Mines and the food factories at the top of that list. Also, add Ghoul Missile factories as well to your list, since they can not be bought. If the Water cycle gets broken, you also lose some missiles and one of the food fab classes will eventually die off.

IMO, the most critical factories to save, right off the bat, are the water, ice and food fabs. You can replace energy using other SPPs, but you can not replace the Water and Food fabs. You can mine ice, though you can't buy an Ice Mine.
As outlined in my first post I used CLS2 to set-up ships specifically trading Ice between the mines and Water Purification Plants.
4 routes each with 2 ships, I planned them using Roguey's Map so as to save time in-game and prevent mines getting over or under used.
Once water is being produced the food-loops seem stable.
Do you miss dangerous pirates?
Try leading the target a little more...

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Morkonan
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Post by Morkonan » Thu, 16. Feb 12, 01:41

Ripskar wrote:...As outlined in my first post I used CLS2 to set-up ships specifically trading Ice between the mines and Water Purification Plants.
4 routes each with 2 ships, I planned them using Roguey's Map so as to save time in-game and prevent mines getting over or under used.
Once water is being produced the food-loops seem stable.


I had both parked M5s in the stations, had STs and LTs working specifically in and around Water and Food factories and focused the efforts of ten MORTs specifically to distributing food and water by hand, to where it was needed.. and still lost a couple of those stations.

Now, two have since reappeared. The god-engine is merciful... But, the annoyance of having lost them was enough for me to advise as much caution as possible. A few cheap M5s is more than worth it, even if it didn't save those particular stations for me, in the end.

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Ripskar
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Post by Ripskar » Thu, 16. Feb 12, 04:19

That sounds more like Pirate attacks than GoD.
Do you miss dangerous pirates?
Try leading the target a little more...

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Catra
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Post by Catra » Thu, 16. Feb 12, 04:51

Ripskar wrote:That sounds more like Pirate attacks than GoD.
+1

pirates can and will spawn in terran space and really go to town on their factories.
Just saying it forward: I give everyone 2 posts to make good, in context posts(proper english, as always, is optional). After that I'm ignoring what you have to say in that thread that's directed to what we previously were talking about.

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Post by Morkonan » Thu, 16. Feb 12, 07:02

Ripskar wrote:That sounds more like Pirate attacks than GoD.
Not reasonably possible. I have had patrolling scouts and defenders at all border zones since early in the game, before the factory losses, and track every known pirate incursion to be sure either I've dealt with them or the ATF has. Also, the losses were in several sectors and I noticed them all during the same play-session.

During the first few days of the game, I found some pirates attacking a Mine in the Kuiper Belt, so I set things up to deal with that. Though, it's remotely possible I could have missed a couple of individual ships during this time. But, ATF/UFC activity is very robust in Oort Cloud and Pluto, because they've encountered so many Pirate sorties. Even if my defenses were not in place in AB and HE, there's no way a Pirate could get through Asteroid Belt, Jupiter or Mars. Those are crawling with military patrols. Could a leaker or two have gotten though somewhere in Terran space, likely from the Unknown Sectors? Maybe, but improbable and he'd be a very brave and very lucky S.O.B. :D

Edit-Add -
Catra wrote:...pirates can and will spawn in terran space and really go to town on their factories.
The only way I could see that happening is if individual flights spawned in Core Sectors. If that really happens in the game, then I concede that there's a possibility it could have happened. However, I constantly MORT at check stations in every sector. Noticing these all gone during the same play session would seem to imply either a very well coordinated attack of Ninjas.. or the god-engine. :D But, if it can truly happen and Pirate attack flights can spawn in Core Sectors (I would have easily noticed a Pirate station.) then I concede the possibility, just not the likelihood.

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Post by Sinxar » Thu, 16. Feb 12, 09:23

If you lost the stations and your ships were docked there. not much else it could be other than pirates. I've noticed that the ATF won't mess with pirates much. Although they did go to great length to kill the pirate base in Heretics End, they sent the entire military after it. But the one in the unknown sector past Oort Cloud hasn't been touched yet.

as im sure you know it only takes a single pirate m5 a few minutes to kill a station solo.

I've been killing pirate bases as of late because they have been interfering with my operations. Its weird because they respawn farther out each time I kill it. I got one in heretics end and it spawned 250km out this time, it started at about 50km from the north gate and i have killed it twice and the ATF once. same deal with my plex in UK 7,16 (i think thats where it is). I've killed that thing 4 times now and it respawns way out there. The only way I can tell its there is by checking if there is any traffic.

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Post by Morkonan » Thu, 16. Feb 12, 11:55

Sinxar wrote:If you lost the stations and your ships were docked there. not much else it could be other than pirates. I've noticed that the ATF won't mess with pirates much. Although they did go to great length to kill the pirate base in Heretics End, they sent the entire military after it. But the one in the unknown sector past Oort Cloud hasn't been touched yet.
In my game, the ATF aggressively attack every Pirate flight I've seen in Terran space. As far as the bases go, the two in the Unknown sectors are still there and they have not moved against them. I have never seen a Pirate make it from Oort Cloud to as far as Neptune and in the past 3/4 of my gametime, none make it past Pluto, especially if I interfere. The same can be said for Asteroid Belt. Any Pirate entering that zone doesn't make it halfway across before getting wiped by the ATF and Friends. (I haven't let them past HE in quite awhile, so I don't have to worry about them attacking my stations or complex in AB.)
as im sure you know it only takes a single pirate m5 a few minutes to kill a station solo.
I have yet to witness a single successful Pirate attack (fighters) against any station and I've seen plenty, both IS and OS. Of course, they can destroy a station - They can shoot at it and it can't shoot back.

But, in the instances I've seen them attack Terran Ore Mines in Unknown Sectors and in Kuiper belt, I was able to leisurely jaunt there in my Vidar, all the way from the HE gate in AB, without the station's hull being scratched. I could have stopped for lunch... In the rest of the galaxy, I've seen plenty of Pirate flights (3-5 assorted, usually with at least one or more M3s) attacking various stations, with little or no effect. Sure, they can destroy a station, but stations aren't made of paper and they take a bit of time to whittle down, even if they're OS. It takes a while to whittle down a 9,000,000 Terran Shadow factory's shield... Q's and their escorts don't even wipe the floor with crappy stations and factories in a few minutes. (Combined OS and unviewed time.)

It all depends on what those attackers armed with, I suppose. But, a single M5 attacking a Terran food fab or missile factory isn't going to just snuff it out in a few minutes. At least, in my limited experience. (20 something game days, 450 ships or so, 500 million credits, etc.. But, this is my first game.)
... The only way I can tell its there is by checking if there is any traffic.
I'm not sure how the respawn metric works. But, I would think that area of space must be constantly come up as "due" for a Pirate station, considering all the other regions. I typically have stayed friendly with the Pirates, so I don't attack their stations. (But, I have done it in non-saved games, just to get the experience.)

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Post by Jumee » Thu, 16. Feb 12, 12:55

Morkonan wrote:
as im sure you know it only takes a single pirate m5 a few minutes to kill a station solo.
I have yet to witness a single successful Pirate attack (fighters) against any station and I've seen plenty, both IS and OS. Of course, they can destroy a station - They can shoot at it and it can't shoot back.

But, in the instances I've seen them attack Terran Ore Mines in Unknown Sectors and in Kuiper belt, I was able to leisurely jaunt there in my Vidar, all the way from the HE gate in AB, without the station's hull being scratched. I could have stopped for lunch...
in OOS combat even a lone M3-5 can very quickly take the station down, my station just now was attacked by a harrier so while the cerberus (yeah I know an overkill but I dont really keep corvettes for anything other than personal ships so cerberus was the lightest ship I have) I sent to kill it was getting close the shields went down by 60%, so if you are flying around on seta you might not even have time to react, so maybe that fighter you went to attack was lazy or something :P

and regarding pirates in Terran sectors I've seen them there quite a few times

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