X3TC, microchips for PHQ, what does it take?
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X3TC, microchips for PHQ, what does it take?
Hi,
Just started the 75000 microchips requirement and it takes kind of too long. I have completed almost everything in this game, rank Capitalist/Crusader.
Need advice on what to build and where, to finish the mission during reasonable time. Plenty of money available for any type of construction.
My current setting are two microchip complexes of 12 stations each in Menelaus' Oasis and Empire's Edge + fleet of CLS for around the universe. Yet it took one full RL day (24 hours) to get 1500-2000 chips. A month of RL time is not an option. Building 10-15 x12 microchip complexes is the only option or there are other solutions? Thanks in advance.
PS. Actually, I was wrong. Money is kind of a problem. To set up 10-15 x12 microchip complexes and make them running would take around 1bil. (slightly less) credits, which is annoying. So, looking for wiser solutions.
Just started the 75000 microchips requirement and it takes kind of too long. I have completed almost everything in this game, rank Capitalist/Crusader.
Need advice on what to build and where, to finish the mission during reasonable time. Plenty of money available for any type of construction.
My current setting are two microchip complexes of 12 stations each in Menelaus' Oasis and Empire's Edge + fleet of CLS for around the universe. Yet it took one full RL day (24 hours) to get 1500-2000 chips. A month of RL time is not an option. Building 10-15 x12 microchip complexes is the only option or there are other solutions? Thanks in advance.
PS. Actually, I was wrong. Money is kind of a problem. To set up 10-15 x12 microchip complexes and make them running would take around 1bil. (slightly less) credits, which is annoying. So, looking for wiser solutions.
- NUKLEAR-SLUG
- Posts: 2372
- Joined: Thu, 4. May 06, 13:20
You don't have to rely on your own factories for everything. Set the buy price on your HQ to maximum to encourage NPC traders to sell chips to you and feed the NPC chip factories around the universe to generate cash and keep them producing.
Meantime, go do some thing else while you're waiting. The Hub plot is designed to be a long term background goal not something you can do in 5 minutes.
Meantime, go do some thing else while you're waiting. The Hub plot is designed to be a long term background goal not something you can do in 5 minutes.
Get the NPCs to deliver them.
Make sure you have the required wares listed in your Hub.
Put funds in the Hub
Set several of your sector traders,LocalTraders and/or Universal Traders to Homebase at the Hub.(this gives The Hub a constant credit replen.).
Set product price to max.
After a while, you will even find Corporation traders delivering the chips.
Make sure you have the required wares listed in your Hub.
Put funds in the Hub
Set several of your sector traders,LocalTraders and/or Universal Traders to Homebase at the Hub.(this gives The Hub a constant credit replen.).
Set product price to max.
After a while, you will even find Corporation traders delivering the chips.
Building more microchip factories wouldn't be a terrible thing. After the plot is complete they will make you tons of credits.
You say you currently have 24 in total? I would build more. Say up to 48 or so. You can't build too many chip factories, but 120-180 would probably be a bit over kill.
Ofc feed NPC factories and buy them too. But you already have more chip factories than there are in the universe.
As for "representing" an NPC factory with CLS.. To buy chips all you need is some fast ships using CAG from the hub. But to supply them your only option would be to generate way points with CLS2.
Generate a list to buy microchips over a jump range of 100, this will give you a waypoint list for all the microchip factories. Then edit this list to sell each resource required.
I would dedicate ships to each resource, so some to sell energy, some to sell silicon and some to sell food. Food is where it will get slightly complicated as they will require different ones. You'll have to have a ship per different food or accept that they will not be working with great efficiency.
To get these resources, simply have CAGs buying it into the hub if you don't have your own supplies.
You say you currently have 24 in total? I would build more. Say up to 48 or so. You can't build too many chip factories, but 120-180 would probably be a bit over kill.
Ofc feed NPC factories and buy them too. But you already have more chip factories than there are in the universe.
As for "representing" an NPC factory with CLS.. To buy chips all you need is some fast ships using CAG from the hub. But to supply them your only option would be to generate way points with CLS2.
Generate a list to buy microchips over a jump range of 100, this will give you a waypoint list for all the microchip factories. Then edit this list to sell each resource required.
I would dedicate ships to each resource, so some to sell energy, some to sell silicon and some to sell food. Food is where it will get slightly complicated as they will require different ones. You'll have to have a ship per different food or accept that they will not be working with great efficiency.
To get these resources, simply have CAGs buying it into the hub if you don't have your own supplies.
- EmperorJon
- Posts: 9378
- Joined: Mon, 29. Dec 08, 20:58
As someone who once built about 250...Infekted wrote:Building more microchip factories wouldn't be a terrible thing. After the plot is complete they will make you tons of credits.
You say you currently have 24 in total? I would build more. Say up to 48 or so. You can't build too many chip factories, but 120-180 would probably be a bit over kill.
Don't.
It ruins the game. Literally. I get millions of credits every few minutes and all the decent asteroid sectors are laggy as ****
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I'm Jon. I'm mostly not around any more. If you want to talk, please message me! It's cool.
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I'm Jon. I'm mostly not around any more. If you want to talk, please message me! It's cool.
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Yeah same here as it goes.. Cept I used mobile mining. With pretty much the same resultsEmperorJon wrote:As someone who once built about 250...
Don't.
It ruins the game. Literally. I get millions of credits every few minutes and all the decent asteroid sectors are laggy as ****
So yeah there is too many, but I usually get get at least 50. Takes wayyy too long otherwise.
Hehe that was kind of the plan. Mobile mining let me choose nice neat numbers of stations so I went cubic
And yes, had to go no pipes for the FPS improvement. It was starting to get sticky when I was building up the first one, needed to go no tubes for the second then third ones. And even then the sector turned into a slideshow. With a complex that size in that regularity, the pipes actually looked good and I was kind of sorry to get rid of them.
And yes, had to go no pipes for the FPS improvement. It was starting to get sticky when I was building up the first one, needed to go no tubes for the second then third ones. And even then the sector turned into a slideshow. With a complex that size in that regularity, the pipes actually looked good and I was kind of sorry to get rid of them.
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- Posts: 163
- Joined: Tue, 9. Aug 11, 00:52
I thought I started things early this time as i've played at least twicw without finishing the hub. Now you got me worried. I'm trying to be very minimalist and efficient this time so I'm not building whole complexes for chips and crystals. I'm trying 5- 10 or more chips or crystals connected by themselves without thier resources.
Mobile silicon miners feed almost all the stations. 1 cag can handle the food and energy for a 7 chip complex. I was worried about getting enough food from the npc stations but for now its ok and i'll stick to Argon, Boron and Split as they seem to have more. I filled up 2 mammoths of crystals in a day or two with 7 crystal fabs, still need 15-18 mammoths full and have about 2k chips from 12 chip fabs. I plan to at least double both. I started like it was the 1st thing i did this time. I let the chips sell early on thinking i;ve got everything else to do. Silicon is what i was thinking will bother me as i'm not storing any. I plan to buy all I can, set up one 3 mine silicon complex probably more, dump a load more mobile miners in and possibly set up a 2nd dig site or move them all to a better place.
Try importing some raw materials so as not to buy those fabs too, buy more chips and it seems the reasonable number of chip plants is around 50 depending when you start collecting and how much you want to wait.
Mobile silicon miners feed almost all the stations. 1 cag can handle the food and energy for a 7 chip complex. I was worried about getting enough food from the npc stations but for now its ok and i'll stick to Argon, Boron and Split as they seem to have more. I filled up 2 mammoths of crystals in a day or two with 7 crystal fabs, still need 15-18 mammoths full and have about 2k chips from 12 chip fabs. I plan to at least double both. I started like it was the 1st thing i did this time. I let the chips sell early on thinking i;ve got everything else to do. Silicon is what i was thinking will bother me as i'm not storing any. I plan to buy all I can, set up one 3 mine silicon complex probably more, dump a load more mobile miners in and possibly set up a 2nd dig site or move them all to a better place.
Try importing some raw materials so as not to buy those fabs too, buy more chips and it seems the reasonable number of chip plants is around 50 depending when you start collecting and how much you want to wait.
It's all about time scale. I am kind of impatient. If you are willing to wait it out you can build fewer, especially if you get started early enough. Getting 10-15 cranking out, before you've even started the plot will help a ton. As will pre-buying and looking after the NPC factories. You don't need many TL's to be able to store up to 75k chips.
Oww im not the only one who likes tubesInfekted wrote:Hehe that was kind of the plan. Mobile mining let me choose nice neat numbers of stations so I went cubic
And yes, had to go no pipes for the FPS improvement. It was starting to get sticky when I was building up the first one, needed to go no tubes for the second then third ones. And even then the sector turned into a slideshow. With a complex that size in that regularity, the pipes actually looked good and I was kind of sorry to get rid of them.
@OP: i think too that somwhere around 50 chip plants should do. I did it in the TUS sector next to the 'Xenon sector' (maybe 3) - it had all the sili roids i needed for the plex.
Plus the HUB buying all chips from the universe, with local sector traders around every chip plant...