[Guide] X Rebirth Station Builder's Compendium

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Simoom
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[Guide] X Rebirth Station Builder's Compendium

Post by Simoom » Sun, 16. Feb 14, 16:18

NOTE: As of March 26, 2016, this guide will no longer be updated due to the publication of the X Rebirth Builder 2.0, a powerful factory calculator/planner created by a Russian player, alexusvm. Please download this tool instead, as it is everything you will ever need for station-building in XR.

The Comprehensive Guide to X Rebirth Stations

=============================================

Chapter I - Introduction

I have waited, and waited, and waited... for someone to do a factory production calculator for XR... and nobody took up the mantle. :(
(The required data has been sitting around for a long while, too...)

In the end, I decided to take it upon myself to write a comprehensive guide to station building for XR. Unfortunately coding some sort of calculator is beyond my technical knowledge and abilities, so I will do it the only way I know how... reorganizing this data into a form that's easier to digest than a raw spreadsheet.

Anyone interested in making a production calculator, or wish to add station info to the XR Wiki, please feel free to use the data compiled in this guide. :)

=============================================

Chapter II - The Comprehensive List of Stations

**Special Note** Some stations produce intermediate wares that are consumed by another production module on the same station. The status of these wares are indicated in the Ware Consumption section by a (+[value]) or (-[value]), indicating overproduction or underproduction, respectively.

DeVries
DeVries offers very few station choices, and they all have very poor production capabilities. I suppose they were intended as low-tier stations for players just starting out, but to be honest that makes no sense (since stations are built in stages, one could simply start a more expensive AL or OL station and not complete all the modules until finance allow for it).

Regardless, here they are:
  1. Integrative URV Forge:
    • Production Modules:
      • Steel Refinery x2
      • Wafer Plant x2
      • URV Wharf x2
    • Ware Production (per hour):
      • 3564 Refined Metals (2400 @ 148.5%)
      • 3788.4 Silicon Wafers (2640 @ 143.5%)
      • 5.87 Interceptor URV Mk1 (5.34 @ 110%)
      • 10.27 Cargolifter URV (9.34 @ 110%)
      • 4.4 Construction URV (4 @ 110%)
      • 4.4 Scoop Collector URV Mk1 (4 @ 110%)
      • 5.87 Surface Miner URV Mk1 (5.34 @ 110%)
    • Ware Consumption (per hour):
      • 480 Cut Crystals
      • 6964 Crystals
      • 9598 Energy Cells
      • 6746 Food Rations
      • 24 Medical Supplies (secondary)
      • 480 Narcotics (secondary)
      • 6510 Nividium
      • 17062 Ore
      • 15700 Silicon
      • 48 Spacefuel (secondary)
  2. Solar Energy Farm:
    • Production Modules:
      • Solar Channel x4
    • Ware Production (per hour):
      • 51072 Energy Cells (33600 @ 152%)
    • Ware Consumption (per hour):
      • 192 Food Rations (secondary)
  3. Wheat Plantation:
    • Production Modules:
      • Valley Forge x2
    • Ware Production (per hour):
      • 10800 Wheat
    • Ware Consumption (per hour):
      • 4800 Energy Cells
      • 6000 Water
  4. Water Distillery:
    • Production Modules:
      • Condenser Still x2
    • Ware Production (per hour):
      • 41472 Water (28800 @ 144%)
    • Ware Consumption (per hour):
      • 4800 Energy Cells
      • 24000 Ice
Albion
Albion offers a large selection of stations for a complete production chain. However, generally-speaking they are not as productive/efficient as their Omicron Lyrae counterparts.

Albion offers the following stations for construction:
  1. Argnu Stockyard:
    • Production Modules:
      • Argnu Paradise x4
    • Ware Production (per hour):
      • 7680 Meat
    • Ware Consumption (per hour):
      • 2880 Energy Cells
      • 6720 Water
      • 6720 Wheat
  2. Arms Tech Fab:
    • Production Modules:
      • Plate Foundry x1
      • ScannAr Facility x1
      • Warhead Forge x1
      • Missile Forge x1
      • Turret Forge x1
      • Shield Facility x1
    • Ware Production (per hour):
      • 660 Reinforced Metal Plating (400 @ 165%)
      • 120.8 Scanning Array (80 @ 151%)
      • 58.8 Warhead Components (40 @ 147%)
      • 248.43 Newtonian V Crushers (169 @ 147%)
      • 16.17 Novadrones (11 @ 147%)
      • 83.79 Sunstalker Missiles (57 @ 147%)
      • 42.63 Astrobee Swarmkillers (29 @ 147%)
      • 42.88 HIT/MA Turret (32 @ 134%)
      • 32.16 Plasma/MA Turret (24 @ 134%)
      • 10.72 V Launcher (8 @ 134%)
      • 32.16 Hailstorm/MA Turret (24 @ 134%)
      • 16.08 Plasma/JET LR Turret (12 @ 134%)
      • 5.36 Astrobee Launcher (4 @ 134%)
      • 104.8 Force Field Projector (80 @ 131%)
    • Ware Consumption (per hour):
      • 480 Antimatter Cells
      • 602 Bio-Optic Wiring
      • 600 Chemical Compounds
      • 640 Cut Crystals
      • 3688 Energy Cells
      • 2040 Food Rations
      • 140 Fusion Reactors
      • 591.43 Medical Supplies (secondary)
      • 146 Microchips
      • 640 Nividium Cubes
      • 274.29 Narcotics (secondary)
      • 160 Plasma Cells
      • 71 Quantum Tubes
      • 592 Reinforced Metal Plating (+68)
      • 2880 Refined Metals
      • 9 Scanning Array (+111.8)
      • 1800 Spacefuel (secondary)
      • 400 Silicon Wafers
      • 31 Warhead Components (+27.8)
  3. Arms Tech Supply:
    • Production Modules:
      • Missile Forge x2
      • Turret Forge x2
      • Shield Facility x2
    • Ware Production (per hour):
      • 507 Newtonian V Crushers (338 @ 150%)
      • 34.5 Novadrones (23 @ 150%)
      • 171 Sunstalker Missiles (114 @ 150%)
      • 85.5 Astrobee Swarmkillers (57 @ 150%)
      • 85.12 HIT/MA Turret (64 @ 133%)
      • 63.84 Plasma/MA Turret (48 @ 133%)
      • 21.28 V Launcher (16 @ 133%)
      • 63.84 Hailstorm/MA Turret (48 @ 133%)
      • 31.92 Plasma/JET LR Turret (24 @ 133%)
      • 10.64 Astrobee Launcher (8 @ 133%)
      • 209.6 Force Field Projector (160 @ 131%)
    • Ware Consumption (per hour):
      • 1844 Bio-Optic Wiring
      • 3536 Energy Cells
      • 720 Food Rations
      • 360 Fusion Reactors
      • 342.86 Medical Supplies (secondary)
      • 52 Microchips
      • 548.58 Narcotics (secondary)
      • 22 Quantum Tubes
      • 1504 Reinforced Metal Plating
      • 18 Scanning Array
      • 62 Warhead Components
  4. Cell Fab Matrix:
    • Production Modules:
      • Plasma Cyclotron x2
      • Ion Cell Plant x2
      • A/M Cyclotron x2
    • Ware Production (per hour):
      • 2059.2 Plasma Cells (1440 @ 143%)
      • 2001.6 Ion Cells (1440 @ 139%)
      • 2224 Antimatter Cells (1600 @ 139%)
    • Ware Consumption (per hour):
      • 9600 Energy Cells
      • 4320 Food Rations
      • 6400 Hydrogen
      • 3200 Ions
      • 3200 Plasma
      • 720 Spacefuel (secondary)
  5. Cell Recharge Fac:
    • Production Modules:
      • Fuel Cell Mill x1
    • Ware Production (per hour):
      • 38448 Fuel Cells (21600 @ 178%)
    • Ware Consumption (per hour):
      • 19200 Energy Cells
      • 2880 Food Rations
      • 480 Spacefuel
  6. Construction Shop:
    • Production Modules:
      • Plate Foundry x3
      • Steel Refinery x3
      • Chem Refinery x2
    • Ware Production (per hour):
      • 1712 Reinforced Metal Plating (1200 @ 142.67%)
      • 5088 Refined Metals (3600 @ 141.33%)
      • 4720.8 Chemical Compounds (3360 @ 140.5%)
    • Ware Consumption (per hour):
      • 1440 Chemical Compounds (+3280.8)
      • 14400 Energy Cells
      • 8640 Food Rations
      • 1920 Ions
      • 2880 Ion Cells
      • 840 Medical Supplies (secondary)
      • 360 Narcotics (secondary)
      • 1920 Nividium Cubes
      • 7200 Ore
      • 2880 Plasma
      • 1920 Plasma Cells
      • 7200 Refined Metals (-2112.12)
      • 5076 Spacefuel (secondary)
  7. Crystal Supplier:
    • Production Modules:
      • Crystal Cuttery x3
      • Cube Plant x3
    • Ware Production (per hour):
      • 11088 Cut Crystals (7920 @ 140%)
      • 11008.8 Nividium Cubes (7920 @ 139%)
    • Ware Consumption (per hour):
      • 7200 Crystals
      • 11520 Energy Cells
      • 8640 Food Rations
      • 720 Narcotics (secondary)
      • 7200 Nividium
      • 144 Spacefuel (secondary)
      • 2880 Water
  8. Energy Array:
    • Production Modules:
      • E-Cell Fab x4
    • Ware Production (per hour):
      • 100800 Energy Cells (67200 @ 150%)
    • Ware Consumption (per hour):
      • 384 Food Rations (secondary)
  9. Floating Meadows:
    • Production Modules:
      • Valley Forge x4
      • Argnu Paradise x2
      • Spice Tubes x1
    • Ware Production (per hour):
      • 31752 Wheat (21600 @ 147%)
      • 5644.8 Meat (3840 @ 147%)
      • 4704 Spices (3200 @ 147%)
    • Ware Consumption (per hour):
      • 4640 Energy Cells
      • 18960 Water
      • 3360 Wheat (+28392)
  10. Foodstuffs Supply:
    • Production Modules:
      • Foodstuff Fac x2
      • Valley Forge x2
      • Liquor Still x1
      • Argnu Paradise x1
      • Spice Tubes x1
    • Ware Production (per hour):
      • 34920 Food Rations (24000 @ 145.5%)
      • 15660 Wheat (10800 @ 145%)
      • 2966.4 Spacefuel (1920 @ 154.5%)
      • 2784 Meat (1920 @ 145%)
      • 4608 Spices (3200 @ 144%)
    • Ware Consumption (per hour):
      • 8480 Energy Cells
      • 2400 Meat (+384)
      • 2880 Spices (+1728)
      • 13200 Water
      • 11520 Wheat (+4140)
  11. H2O Additives Fac:
    • Production Modules:
      • Condenser Still x4
      • Ice Refinery x4
    • Ware Production (per hour):
      • 83232 Water (57600 @ 144.5%)
      • 14640 Ice (12000 @ 122%)
    • Ware Consumption (per hour):
      • 19200 Energy Cells
      • 48000 Ice (-33360)
  12. High Tech Fab:
    • Production Modules:
      • Chip Fab x2
      • Bio-Optics Fac x2
      • ScannAr Facility x2
    • Ware Production (per hour):
      • 1824 Microchips (1280 @ 142.5%)
      • 672 Bio-Optic Wiring (480 @ 140%)
      • 224.8 Scanning Array (160 @ 140.5%)
    • Ware Consumption (per hour):
      • 1120 Chemical Compounds
      • 1280 Cut Crystals
      • 5120 Energy Cells
      • 2720 Food Rations
      • 800 Medical Supplies (secondary)
      • 160 Microchips (+1664)
      • 640 Plasma Cells
      • 80 Quantum Tubes
      • 1280 Refined Metals
      • 720 Spacefuel (secondary)
      • 4000 Silicon Wafers
  13. Med Dispensary:
    • Production Modules:
      • Pharma Platform x2
      • Narcotics Lab x2
      • Herb Garden x2
    • Ware Production (per hour):
      • 4176 Medical Supplies (2880 @ 145%)
      • 4147.2 Narcotics (2880 @ 144%)
      • 3480 Spaceweed (2400 @ 145%)
    • Ware Consumption (per hour):
      • 3840 Energy Cells
      • 2880 Narcotics (+1267.2)
      • 4320 Spaceweed (-840)
      • 480 Spacefuel
      • 2400 Water
  14. Metalworks Yard:
    • Production Modules:
      • Steel Refinery x3
      • Wafer Plant x3
    • Ware Production (per hour):
      • 5148 Refined Metals (3600 @ 143%)
      • 5583.6 Silicon Wafers (3960 @ 141%)
    • Ware Consumption (per hour):
      • 720 Cut Crystals
      • 12240 Energy Cells
      • 8640 Food Rations
      • 36 Medical Supplies (secondary)
      • 720 Narcotics (secondary)
      • 7200 Ore
      • 7200 Silicon
      • 72 Spacefuel (secondary)
  15. Ship Tech Fab:
    • Production Modules:
      • Fusion Core Fac x2
      • Plasma Tech x2
      • Podkletnov Fab x2
    • Ware Production (per hour):
      • 346.8 Fusion Reactors (240 @ 144.5%)
      • 111.2 Plasma Flow Regulators (80 @ 139%)
      • 203.04 Podkletnov Generators (144 @ 141%)
    • Ware Consumption (per hour):
      • 5520 Antimatter Cells
      • 7584 Energy Cells
      • 2720 Food Rations
      • 1536 Ion Cells
      • 2416 Medical Supplies (secondary)
      • 1248 Microchips
      • 2592 Nividium Cubes
      • 960 Plasma Cells
      • 872 Quantum Tubes
      • 1200 Refined Metals
      • 2880 Silicon Wafers
      • 1824 Spacefuel (secondary)
  16. Spice Plantation:
    • Production Modules:
      • Spice Tubes x2
      • Herb Garden x2
    • Ware Production (per hour):
      • 9280 Spices (6400 @ 145%)
      • 3504 Spaceweed (2400 @ 146%)
    • Ware Consumption (per hour):
      • 2560 Energy Cells
      • 480 Spacefuel
      • 9600 Water
  17. Staples Farmery:
    • Production Modules:
      • Foodstuff Fac x4
      • Liquor Still x2
    • Ware Production (per hour):
      • 70200 Food Rations (48000 @ 146.25%)
      • 5990.4 Spacefuel (3840 @ 156%)
    • Ware Consumption (per hour):
      • 11520 Energy Cells
      • 4800 Meat
      • 5760 Spices
      • 3840 Water
      • 19680 Wheat
  18. Tech Laboratory:
    • Production Modules:
      • Chem Refinery x2
      • Chip Fab x2
      • Bio-Optics Fac x2
      • QTube Y Fab x2
    • Ware Production (per hour):
      • 4788 Chemical Compounds (3360 @ 142.5%)
      • 1798.4 Microchips (1280 @ 140.5%)
      • 674.4 Bio-Optic Wiring (480 @ 140.5%)
      • 681.6 Quantum Tubes (480 @ 142)
    • Ware Consumption (per hour):
      • 1560 Chemical Compounds (+3228)
      • 9600 Energy Cells
      • 4320 Food Rations
      • 1920 Ions
      • 2880 Ion Cells
      • 1080 Medical Supplies (secondary)
      • 720 Nividium Cubes
      • 2880 Plasma
      • 2560 Plasma Cells
      • 2080 Refined Metals
      • 3200 Silicon Wafers
      • 1020 Spacefuel (secondary)
  19. Techno-Complex:
    • Production Modules:
      • QTube Y Fab x2
      • Bio-Optics Fac x2
      • ScannAr Facility x1
      • Warhead Forge x1
    • Ware Production (per hour):
      • 688.8 Quantum Tubes (480 @ 143.5%)
      • 686.4 Bio-Optic Wiring (480 @ 143%)
      • 113.6 Scanning Array (80 @ 142%)
      • 55.6 Warhead Components (40 @ 139%)
    • Ware Consumption (per hour):
      • 480 Antimatter Cells
      • 1360 Chemical Compounds
      • 640 Cut Crystals
      • 5440 Energy Cells
      • 2640 Food Rations
      • 660 Medical Supplies (secondary)
      • 120 Microchips
      • 720 Nividium Cubes
      • 800 Plasma Cells
      • 60 Quantum Tubes (+628.8)
      • 1920 Refined Metals
      • 400 Silicon Wafers
      • 740 Spacefuel (secondary)
  20. URV BTO Line:
    • Production Modules:
      • URV Wharf x4
    • Ware Production (per hour):
      • 6.73 Assault URV (6.16 @ 109.25%)
      • 20.19 Cargolifter URV (18.48 @ 109.25%)
      • 10.75 Construction URV (9.84 @ 109.25%)
      • 16.13 Interceptor URV Mk1 (14.76 @ 109.25%)
      • 4.72 Interceptor URV Mk2 (4.32 @ 109.25%)
      • 12.10 Intrepid URV Mk1 (11.08 @ 109.25%)
      • 3.36 Intrepid URV Mk2 (3.08 @ 109.25%)
      • 9.40 Overrun URV Mk1 (8.6 @ 109.25%)
      • 2.71 Overrun URV Mk2 (2.48 @ 109.25%)
      • 17.48 Scoop Collector URV Mk1 (16 @ 109.25%)
      • 5.38 Scoop Collector URV Mk2 (4.92 @ 109.25%)
      • 18.83 Surface Miner URV Mk1 (17.24 @ 109.25%)
      • 5.38 Surface Miner URV Mk2 (4.92 @ 109.25%)
    • Ware Consumption (per hour):
      • 499 Bio-Optic Wiring
      • 1545 Energy Cells
      • 1060 Food Rations
      • 22 Fusion Reactors
      • 33 Podkletnov Generators
      • 95 Microchips
      • 35 Plasma Flow Regulators
      • 63 Reinforced Metal Plating
      • 162 Scanning Array
  21. URV Parts Supply:
    • Production Modules:
      • URV Wharf x1
      • Chip Fab x1
      • Bio-Optics Fac x1
      • Fusion Core Fac x1
      • Plasma Tech x1
      • Podkletnov Fab x1
      • ScannAr Facility x1
    • Ware Production (per hour):
      • 1.97 Assault URV (1.54 @ 128%)
      • 5.91 Cargolifter URV (4.62 @ 128%)
      • 3.15 Construction URV (2.46 @ 128%)
      • 4.72 Interceptor URV Mk1 (3.69 @ 128%)
      • 1.38 Interceptor URV Mk2 (1.08 @ 128%)
      • 3.55 Intrepid URV Mk1 (2.77 @ 128%)
      • 0.99 Intrepid URV Mk2 (0.77 @ 128%)
      • 2.75 Overrun URV Mk1 (2.15 @ 128%)
      • 0.79 Overrun URV Mk2 (0.62 @ 128%)
      • 5.12 Scoop Collector URV Mk1 (4 @ 128%)
      • 1.57 Scoop Collector URV Mk2 (1.23 @ 128%)
      • 5.52 Surface Miner URV Mk1 (4.31 @ 128%)
      • 1.57 Surface Miner URV Mk2 (1.23 @ 128%)
      • 940.8 Microchips (640 @ 147%)
      • 362.4 Bio-Optic Wiring (240 @ 151%)
      • 176.4 Fusion Reactors (120 @ 147%)
      • 59.2 Plasma Flow Regulators (40 @ 148%)
      • 106.56 Podkletnov Generators (72 @ 148%)
      • 120 Scanning Array (80 @ 150%)
    • Ware Consumption (per hour):
      • 2760 Antimatter Cells
      • 125 Bio-Optic Wiring (+237.4)
      • 560 Chemical Compounds
      • 640 Cut Crystals
      • 6738 Energy Cells
      • 2985 Food Rations
      • 6 Fusion Reactors (+170.4)
      • 768 Ion Cells
      • 1608 Medical Supplies (secondary)
      • 728 Microchips (+212.8)
      • 1296 Nividium Cubes
      • 800 Plasma Cells
      • 9 Plasma Flow Regulators (+50.2)
      • 8 Podkletnov Generators (+98.56)
      • 476 Quantum Tubes
      • 1240 Refined Metals
      • 16 Reinforced Metal Plating
      • 41 Scanning Array (+79)
      • 3440 Silicon Wafers
      • 1272 Spacefuel (secondary)
Omicron Lyrae
Omicron Lyrae's stations are large and highly productive, but they run on several intermediate wares specific to their system only.

Here's the list of their stations:
  1. Bofu Star Complex:
    • Production Modules:
      • BoFu Kitchen x4
    • Ware Production (per hour):
      • 40176 BoFu (25920 @ 155%)
    • Ware Consumption (per hour):
      • 12960 Energy Cells
      • 20160 Plankton
      • 10080 Soy Beans
      • 7200 Spices
  2. Cell Recharge Fac:
    • Production Modules:
      • Fuel Cell Mill x1
    • Ware Production (per hour):
      • 38448 Fuel Cells (21600 @ 178%)
    • Ware Consumption (per hour):
      • 1200 BoFu
      • 19200 Energy Cells
      • 480 Spacefuel (secondary)
  3. Crystal Refinery:
    • Production Modules:
      • Crystal Cuttery x3
      • Cube Plant x3
    • Ware Production (per hour):
      • 12355.2 Cut Crystals (7920 @ 156%)
      • 12144 Nividium Cubes (7920 @ 153.33%)
    • Ware Consumption (per hour):
      • 4320 BoFu
      • 7200 Crystals
      • 10080 Energy Cells
      • 720 Narcotics (secondary)
      • 7200 Nividium
      • 144 Spacefuel (secondary)
      • 2880 Water
  4. Hardware Supplier:
    • Production Modules:
      • Plate Foundry x2
      • Steel Refinery x3
      • Chem Refinery x2
    • Ware Production (per hour):
      • 1101.6 Reinforced Metal Plating (720 @ 153%)
      • 5508 Refined Metals (3600 @ 153%)
      • 5073.6 Chemical Compounds (3360 @ 151%)
    • Ware Consumption (per hour):
      • 3700 BoFu
      • 480 Chemical Compounds (+4593.6)
      • 15360 Energy Cells
      • 1920 Ions
      • 2880 Ion Cells
      • 680 Medical Supplies (secondary)
      • 360 Narcotics (secondary)
      • 1280 Nividium Cubes
      • 7200 Ore
      • 2400 Plasma
      • 1920 Plasma Cells
      • 3920 Refined Metals (-1588)
      • 2556 Spacefuel (secondary)
  5. Licensed Distillery:
    • Production Modules:
      • Liquor Still x4
    • Ware Production (per hour):
      • 13171.2 Spacefuel (7680 @ 171.5%)
    • Ware Consumption (per hour):
      • 3840 Energy Cells
      • 960 Plankton
      • 1920 Spices
      • 7680 Water
  6. Mega Cellfab:
    • Production Modules:
      • Plasma Cyclotron x3
      • Ion Cell Plant x3
      • A/M Cyclotron x3
    • Ware Production (per hour):
      • 4521.6 Plasma Cells (2880 @ 157%)
      • 4358.4 Ion Cells (2880 @ 151.33%)
      • 4176 Antimatter Cells (2880 @ 145%)
    • Ware Consumption (per hour):
      • 3600 BoFu
      • 16800 Energy Cells
      • 10800 Hydrogen
      • 7200 Ion
      • 7200 Plasma
      • 1440 Spacefuel (secondary)
  7. Mega-Tank Farm:
    • Production Modules:
      • Spice Tubes x2
      • Plankton Tank x2
      • Soy Beanery x2
    • Ware Production (per hour):
      • 9984 Spices (6400 @ 156%)
      • 18086.4 Plankton (11520 @ 157%)
      • 9792 Soy Beans (5760 @ 170%)
    • Ware Consumption (per hour):
      • 5440 Energy Cells
      • 18720 Water
  8. Metalframes Fab:
    • Production Modules:
      • Steel Refinery x4
      • Wafer Plant x4
    • Ware Production (per hour):
      • 7056 Refined Metals (4800 @ 147%)
      • 7682.4 Silicon Wafers (5280 @ 145.5%)
    • Ware Consumption (per hour):
      • 5280 BoFu
      • 960 Cut Crystals
      • 16320 Energy Cells
      • 960 Narcotics (secondary)
      • 9600 Ore
      • 9600 Silicon
      • 96 Spacefuel (secondary)
  9. Mil Hi-Tech Dept:
    • Production Modules:
      • Plate Foundry x1
      • EM Fac Tower x1
      • Warhead Forge x1
      • Missile Forge x1
      • Turret Forge x1
      • Shield Facility x1
    • Ware Production (per hour):
      • 554.4 Reinforced Metal Plating (360 @ 154%)
      • 176.4 EM-Spectrometer (120 @ 147%)
      • 58 Warhead Components (40 @ 145%)
      • 248.43 Newtonian V Crushers (169 @ 147%)
      • 16.17 Novadrones (11 @ 147%)
      • 83.79 Sunstalker Missiles (57 @ 147%)
      • 42.63 Astrobee Swarmkillers (29 @ 147%)
      • 42.56 HIT/MA Turret (32 @ 133%)
      • 31.92 Plasma/MA Turret (24 @ 133%)
      • 10.64 V Launcher (8 @ 133%)
      • 31.92 Hailstorm/MA Turret (24 @ 133%)
      • 15.96 Plasma/JET LR Turret (12 @ 133%)
      • 5.32 Astrobee Launcher (4 @ 133%)
      • 108 Force Field Projector (80 @ 135%)
    • Ware Consumption (per hour):
      • 440 Antimatter Cells
      • 146 Bio-Electric Neuron Gel
      • 911 BoFu
      • 360 Chemical Compounds
      • 640 Cut Crystals
      • 29 EM-Spectrometer (+147.4)
      • 5568 Energy Cells
      • 180 Fusion Reactors
      • 688.57 Medical Supplies (secondary)
      • 291.43 Narcotics (secondary)
      • 640 Nividium Cubes
      • 695 Plasma Pumps
      • 51 Quantum Tubes
      • 2500 Refined Metals
      • 752 Reinforced Metal Plating (-197.6)
      • 960 Silicon Wafers
      • 1380 Spacefuel (secondary)
      • 31 Warhead Components (+27)
  10. Mil Hi-Tech Manuf:
    • Production Modules:
      • Missile Forge x2
      • Turret Forge x2
      • Shield Facility x2
    • Ware Production (per hour):
      • 517.14 Newtonian V Crushers (338 @ 153%)
      • 35.19 Novadrones (23 @ 153%)
      • 174.42 Sunstalker Missiles (114 @ 153%)
      • 87.21 Astrobee Swarmkillers (57 @ 153%)
      • 86.4 HIT/MA Turret (64 @ 135%)
      • 64.8 Plasma/MA Turret (48 @ 135%)
      • 21.6 V Launcher (16 @ 135%)
      • 64.8 Hailstorm/MA Turret (48 @ 135%)
      • 32.4 Plasma/JET LR Turret (24 @ 135%)
      • 10.8 Astrobee Launcher (8 @ 135%)
      • 214.4 Force Field Projector (160 @ 134%)
    • Ware Consumption (per hour):
      • 51 Bio-Electric Neuron Gel
      • 303 BoFu
      • 17 EM-Spectrometer
      • 3536 Energy Cells
      • 360 Fusion Reactors
      • 377.14 Medical Supplies (secondary)
      • 582.86 Narcotics (secondary)
      • 1391 Plasma Pumps
      • 23 Quantum Tubes
      • 1504 Reinforced Metal Plating
      • 63 Warhead Components
  11. Pharma Lab:
    • Production Modules:
      • Narcotics Lab x4
      • Pharma Platform x4
      • Herb Garden x4
    • Ware Production (per hour):
      • 8697.6 Narcotics (5760 @ 151%)
      • 8755.2 Medical Supplies (5760 @ 152%)
      • 7332 Spaceweed (4800 @ 152.75%)
    • Ware Consumption (per hour):
      • 7680 Energy Cells
      • 5760 Narcotics (+2937.6)
      • 960 Spacefuel
      • 8640 Spaceweed (-1308)
      • 4800 Water
  12. Pharma-Spice Farm:
    • Production Modules:
      • Spice Tubes x3
      • Herb Garden x3
    • Ware Production (per hour):
      • 15328 Spices (9600 @ 159.67%)
      • 5832 Spaceweed (3600 @ 162%)
    • Ware Consumption (per hour):
      • 3840 Energy Cells
      • 720 Spacefuel
      • 14400 Water
  13. Plankton Tankfarm:
    • Production Modules:
      • Plankton Tank x6
    • Ware Production (per hour):
      • 60883.2 Plankton (34560 @ 176.17%)
    • Ware Consumption (per hour):
      • 2880 Energy Cells
      • 17280 Water
  14. R&D Chem Lab:
    • Production Modules:
      • Chem Refinery x2
      • Gel Factory x2
      • PPP Plant x2
      • QTube Y Fab x2
    • Ware Production (per hour):
      • 5476.8 Chemical Compounds (3360 @ 163%)
      • 1990.4 Bio-Electric Neuron Gel (1280 @ 155.5%)
      • 758.4 Plasma Pumps (480 @ 158%)
      • 782.4 Quantum Tubes (480 @ 163%)
    • Ware Consumption (per hour):
      • 2340 BoFu
      • 2400 Chemical Compounds (+960)
      • 640 Cut Crystals
      • 9600 Energy Cells
      • 1920 Ions
      • 2880 Ion Cells
      • 1000 Medical Supplies (secondary)
      • 720 Nividium Cubes
      • 2400 Plasma
      • 3200 Plasma Cells
      • 1800 Refined Metals
      • 2560 Silicon Wafers
      • 800 Spacefuel (secondary)
      • 2560 Water
  15. Solar Energy Array:
    • Production Modules:
      • Solar Converter x4
    • Ware Production (per hour):
      • 102144 Energy Cells (67200 @ 152%)
    • Ware Consumption (per hour):
      • 192 BoFu (secondary)
  16. Soy Bean Farm:
    • Production Modules:
      • Soy Beanery x6
    • Ware Production (per hour):
      • 31449.6 Soy Beans (17280 @ 182%)
    • Ware Consumption (per hour):
      • 8640 Energy Cells
      • 17280 Water
  17. TechnoCore Hi-E:
    • Production Modules:
      • Fusion Core Fac x2
      • Podkletnov Fab x2
      • Plasma Tech x2
    • Ware Production (per hour):
      • 352.8 Fusion Reactors (240 @ 147%)
      • 210.96 Podkletnov Generators (144 @ 146.5%)
      • 116 Plasma Flow Regulators (80 @ 145%)
    • Ware Consumption (per hour):
      • 5472 Antimatter Cells
      • 972 Bio-Electric Neuron Gel
      • 1904 BoFu
      • 7520 Energy Cells
      • 1536 Ion Cells
      • 1992 Medical Supplies (secondary)
      • 760 Narcotics (secondary)
      • 2784 Nividium Cubes
      • 852 Quantum Tubes
      • 1440 Refined Metals
      • 2976 Silicon Wafers
      • 1028 Spacefuel (secondary)
  18. TechnoCore Parts:
    • Production Modules:
      • Gel Factory x2
      • EM Fac Tower x2
      • PPP Plant x2
    • Ware Production (per hour):
      • 1990.4 Bio-Electric Neuron Gel (1280 @ 155.5%)
      • 374.4 EM-Spectrometer (240 @ 156%)
      • 748.8 Plasma Pumps (480 @ 156%)
    • Ware Consumption (per hour):
      • 160 Bio-Electric Neuron Gel (+1830.4)
      • 1280 BoFu
      • 2080 Chemical Compounds
      • 1920 Cut Crystals
      • 5120 Energy Cells
      • 880 Medical Supplies (secondary)
      • 1280 Plasma Cells
      • 80 Quantum Tubes
      • 640 Refined Metals
      • 4480 Silicon Wafers
      • 720 Spacefuel (secondary)
      • 2560 Water
  19. Technology Megacomplex:
    • Production Modules:
      • QTube Y Fab x2
      • PPP Plant x2
      • EM Fac Tower x1
      • Warhead Forge x1
    • Ware Production (per hour):
      • 768 Quantum Tubes (480 @ 160%)
      • 736.8 Plasma Pumps (480 @ 153.5%)
      • 182.4 EM-Spectrometer (120 @ 152%)
      • 60.8 Warhead Components (40 @ 152%)
    • Ware Consumption (per hour):
      • 440 Antimatter Cells
      • 120 Bio-Electric Neuron Gel
      • 1340 BoFu
      • 1240 Chemical Compounds
      • 1280 Cut Crystals
      • 20 EM-Spectrometer (+162.4)
      • 5720 Energy Cells
      • 820 Medical Supplies (secondary)
      • 720 Nividium Cubes
      • 1280 Plasma Cells
      • 40 Quantum Tubes (+728)
      • 2340 Refined Metals
      • 960 Silicon Wafers
      • 380 Spacefuel (secondary)
  20. URV Integration:
    • Production Modules:
      • URV Wharf x2
      • Fusion Core Fac x1
      • Podkletnov Fab x1
      • Plasma Tech x1
      • Plate Foundry x1
    • Ware Production (per hour):
      • 4.17 Assault URV (3.08 @ 135.5%)
      • 9.24 Cargolifter URV (9.24 @ 135.5%)
      • 12.52 Construction URV (4.92 @ 135.5%)
      • 10 Interceptor URV Mk1 (7.38 @ 135.5%)
      • 2.93 Interceptor URV Mk2 (2.16 @ 135.5%)
      • 7.51 Intrepid URV Mk1 (5.54 @ 135.5%)
      • 2.09 Intrepid URV Mk2 (1.54 @ 135.5%)
      • 5.83 Overrun URV Mk1 (4.3 @ 135.5%)
      • 1.68 Overrun URV Mk2 (1.24 @ 135.5%)
      • 10.84 Scoop Collector URV Mk1 (8 @ 135.5%)
      • 3.33 Scoop Collector URV Mk2 (2.46 @ 135.5%)
      • 11.68 Surface Miner URV Mk1 (8.62 @ 135.5%)
      • 3.33 Surface Miner URV Mk2 (2.46 @ 135.5%)
      • 189.6 Fusion Reactors (120 @ 158%)
      • 113.76 Podkletnov Generators (72 @ 158%)
      • 63.2 Plasma Flow Regulators (40 @ 158%)
      • 579.6 Reinforced Metal Plating (360 @ 161%)
    • Ware Consumption (per hour):
      • 2736 Antimatter Cells
      • 684 Bio-Electric Neuron Gel
      • 1658 BoFu
      • 240 Chemical Compounds
      • 89 EM-Spectrometer
      • 6927 Energy Cells
      • 11 Fusion Reactors (+178.6)
      • 768 Ion Cells
      • 1156 Medical Supplies (secondary)
      • 380 Narcotics (secondary)
      • 2032 Nividium Cubes
      • 17 Podkletnov Generators (+96.76)
      • 18 Plasma Flow Regulators (+45.2)
      • 150 Plasma Pumps
      • 426 Quantum Tubes
      • 2680 Refined Metals
      • 31 Reinforced Metal Plating (+548.6)
      • 1488 Silicon Wafers
      • 1714 Spacefuel (secondary)
  21. URV Mass Line:
    • Production Modules:
      • URV Wharf x4
    • Ware Production (per hour):
      • 7.18 Assault URV (6.16 @ 116.5%)
      • 21.53 Cargolifter URV (18.48 @ 116.5%)
      • 11.46 Construction URV (9.84 @ 116.5%)
      • 17.20 Interceptor URV Mk1 (14.76 @ 116.5%)
      • 5.03 Interceptor URV Mk2 (4.32 @ 116.5%)
      • 12.91 Intrepid URV Mk1 (11.08 @ 116.5%)
      • 3.59 Intrepid URV Mk2 (3.08 @ 116.5%)
      • 10.02 Overrun URV Mk1 (8.6 @ 116.5%)
      • 2.89 Overrun URV Mk2 (2.48 @ 116.5%)
      • 18.64 Scoop Collector URV Mk1 (16 @ 116.5%)
      • 5.73 Scoop Collector URV Mk2 (4.92 @ 116.5%)
      • 20.08 Surface Miner URV Mk1 (17.24 @ 116.5%)
      • 5.73 Surface Miner URV Mk2 (4.92 @ 116.5%)
    • Ware Consumption (per hour):
      • 397 Bio-Electric Neuron Gel
      • 532 BoFu
      • 178 EM-Spectrometer
      • 1534 Energy Cells
      • 22 Fusion Reactors
      • 33 Podkletnov Generators
      • 35 Plasma Flow Regulators
      • 300 Plasma Pumps
      • 62 Reinforced Metal Plating
  22. Water Prep Plant:
    • Production Modules:
      • Condenser Still x4
    • Ware Production (per hour):
      • 69120 Water (48000 @ 144%)
    • Ware Consumption (per hour):
      • 9600 Energy Cells
      • 38400 Ice
Fields of Opportunity (Teladi)
I didn't realize this since I took a long break from XR... but apparently the Teladi has their own production chain! And you can build their factories now.
  1. Foundry:
    • Production Modules:
      • Cube Plant x1
      • Teladianium Production Module x1
    • Ware Production (per hour):
      • 2640 Nividium Cubes (bonus unknown)
      • 2880 Teladianium (bonus unknown)
    • Ware Consumption (per hour):
      • 6720 Energy Cells
      • 8640 Food Rations
      • 4800 Hydrogen
      • 2400 Nividium
      • 960 Nividium Cubes (+1680)
      • 9600 Ore
      • 9600 Silicon
      • 1296 Spacefuel (secondary)
      • 9600 Water
  2. Haunt:
    • Production Modules:
      • Herb Garden x2
      • Liquor Still x2
    • Ware Production (per hour):
      • 2400 Spaceweed (bonus unknown)
      • 3840 Spacefuel (bonus unknown)
    • Ware Consumption (per hour):
      • 2160 Energy Cells
      • 1440 Food Rations
      • 720 Spacefuel (+3120)
      • 5040 Water
  3. Water Collector:
    • Production Modules:
      • Condenser Still x4
    • Ware Production (per hour):
      • 57600 Water (bonus unknown)
    • Ware Consumption (per hour):
      • 9600 Energy Cells
      • 48000 Ice
=============================================

Chapter III - Miscellaneous Technical Info

The Mathematics of this Guide
  1. Production Rate: Instead of listing ware production/consumption by cycle time like in ZonedOut's raw spreadsheet (which is different for each ware and hence very hard to follow), I have standardized them all to an hourly rate.
  2. Production Bonuses: This guide presumes all bonuses are applied in full - meaning all bonuses from station perks, secondary resources, and 5-star specialists.

    The calculation of the bonuses was a tedious process, as oftentimes modules of the same type on the same station would actually have different amount of bonuses (each module has its own perks, such as administrative structures). In such cases, the varying bonus values of the same type of module are added up, then divided evenly by the total number of this module type.

    Example:

    Code: Select all

    Module 1 - 52% Bonus
    Module 2 - 48% Bonus
    ---
    Average - 50% Bonus
  3. Alternating Production Modules: Many end product factories have "alternating production", meaning each production cycle produces a different product (often with different cycle time, product quantity, and ware consumption - the URV Wharf is a good example). Obviously, this complicates calculation greatly.

    What I have done is tally up the total amount of time it would take such a module to cycle through all of its products, then divide the total amount of production and consumption over that period into an hourly value. The math gets a bit fuzzy here as the result is not always whole numbers. For the station statistics, I rounded up most raw values to whole numbers (unless the value is low enough for the decimals to be statistically significant).

    If you prefer to be exact, here's the list of alternating production modules with their hourly values (precise to two decimal points):
    1. Missile Forge - Albion (full cycle 3.5 hours)
      • Production:
        • 169.14 Newtonian V Crushers
        • 11.42 Novadrones
        • 57.14 Sunstalker Missiles
        • 28.57 Astrobee Swarmkillers
      • Consumption:
        • 14.29 Bio-Optic Wiring
        • 480 Energy Cells
        • 360 Food Rations
        • 171.43 Medical Supplies (secondary)
        • 25.71 Microchips
        • 274.29 Narcotics (secondary)
        • 11.43 Quantum Tubes
        • 8.57 Scanning Array
        • 31.43 Warhead Components
    2. Missile Forge - Omicron Lyrae (full cycle 3.5 hours)
      • Production:
        • 169.14 Newtonian V Crushers
        • 11.42 Novadrones
        • 57.14 Sunstalker Missiles
        • 28.57 Astrobee Swarmkillers
      • Consumption:
        • 25.71 Bio-Electric Neuron Gel
        • 151.43 BoFu
        • 8.57 EM-Spectrometer
        • 480 Energy Cells
        • 188.57 Medical Supplies (secondary)
        • 291.43 Narcotics (secondary)
        • 14.29 Plasma Pumps
        • 11.43 Quantum Tubes
        • 31.43 Warhead Components
    3. Turret Forge - Albion (full cycle 2.5 hours)
      • Production:
        • 32 HIT/MA Turret
        • 24 Plasma/MA Turret
        • 8 V Launcher
        • 24 Hailstorm/MA Turret
        • 12 Plasma/JET LR Turret
        • 4 Astrobee Launcher
      • Consumption:
        • 588 Bio-Optic Wiring
        • 808 Energy Cells
        • 140 Fusion Reactors
        • 592 Reinforced Metal Plating
    4. Turret Forge - Omicron Lyrae (full cycle 2.5 hours)
      • Production:
        • 32 HIT/MA Turret
        • 24 Plasma/MA Turret
        • 8 V Launcher
        • 24 Hailstorm/MA Turret
        • 12 Plasma/JET LR Turret
        • 4 Astrobee Launcher
      • Consumption:
        • 808 Energy Cells
        • 140 Fusion Reactors
        • 440.8 Plasma Pumps
        • 592 Reinforced Metal Plating
    5. URV Wharf - DeVries (full cycle 1.5 hours)
      • Production:
        • 2.67 Interceptor URV Mk1
        • 4.67 Cargolifter URV
        • 2 Construction URV
        • 2 Scoop Collector URV Mk1
        • 2.67 Surface Miner URV Mk1
      • Consumption:
        • 3482 Crystals
        • 719 Energy Cells
        • 493 Food Rations
        • 3255 Nividium
        • 6131 Ore
        • 5450 Silicon
    6. URV Wharf - Albion (full cycle 6.5 hours)
      • Production:
        • 1.54 Assault URV
        • 4.62 Cargolifter URV
        • 2.46 Construction URV
        • 3.69 Interceptor URV Mk1
        • 1.08 Interceptor URV Mk2
        • 2.77 Intrepid URV Mk1
        • 0.77 Intrepid URV Mk2
        • 2.15 Overrun URV Mk1
        • 0.62 Overrun URV Mk2
        • 4 Scoop Collector URV Mk1
        • 1.23 Scoop Collector URV Mk2
        • 4.31 Surface Miner URV Mk1
        • 1.23 Surface Miner URV Mk2
      • Consumption:
        • 124.77 Bio-Optic Wiring
        • 386.15 Energy Cells
        • 264.92 Food Rations
        • 5.54 Fusion Reactors
        • 8.31 Podkletnov Generators
        • 23.69 Microchips
        • 8.77 Plasma Flow Regulators
        • 15.85 Reinforced Metal Plating
        • 40.62 Scanning Array
    7. URV Wharf - Omicron Lyrae (full cycle 6.5 hours)
      • Production:
        • 1.54 Assault URV
        • 4.62 Cargolifter URV
        • 2.46 Construction URV
        • 3.69 Interceptor URV Mk1
        • 1.08 Interceptor URV Mk2
        • 2.77 Intrepid URV Mk1
        • 0.77 Intrepid URV Mk2
        • 2.15 Overrun URV Mk1
        • 0.62 Overrun URV Mk2
        • 4 Scoop Collector URV Mk1
        • 1.23 Scoop Collector URV Mk2
        • 4.31 Surface Miner URV Mk1
        • 1.23 Surface Miner URV Mk2
      • Consumption:
        • 99.23 Bio-Electric Neuron Gel
        • 132.92 BoFu
        • 44.62 EM-Spectrometer
        • 383.38 Energy Cells
        • 5.54 Fusion Reactors
        • 8.31 Podkletnov Generators
        • 8.77 Plasma Flow Regulators
        • 75.08 Plasma Pumps
        • 15.54 Reinforced Metal Plating
Planning a Production Chain
For my production planning, I divide wares in X Rebirth into 4 categories based on their location in the production chain:
  1. End Products - These wares are not used by the production of any other ware. They are installed and/or used directly by ships and stations. These include:
    • Drones
    • Missiles
    • Turrets/Missile Launchers
    • Force Field Projectors
  2. High-End Intermediates - These wares are used directly in the production of end products. Additionally, most of them are used as materials for ship and station construction (so overproduction is desired). These include:
    • Fusion Reactors
    • Plasma Flow Regulators
    • Podkletnov Generators
    • Quantum Tubes
    • Reinforced Metal Plating
    • Warhead Components
    • Microchips / Bio-Electric Neuron Gel
    • Scanning Array / EM-Spectrometer
    • Bio-Optic Wiring / Plasma Pumps
  3. Low-End Intermediates - These wares are made with either basic wares or raw materials, and are used in the production of many high-end intermediates. These include:
    • Chemical Compounds
    • Cut Crystals
    • Nividium Cubes
    • Refined Metals
    • Silicon Wafers
    • Antimatter / Ion / Plasma Cells
  4. Basic Products - These wares are located on the very bottom of the production chain, and are used by the vast majority of stations. They include:
    • Energy Cells
    • Crystals / Ice / Nividium / Ore / Silicon
    • Food Rations / BoFu
    • Hydrogen / Ion / Plasma
    • Soy Beans / Spices / Meat / Plankton / Spaceweed / Wheat
    • Medical Supplies / Narcotics / Spacefuel
    • Water
When planning the production chain, it is easiest to start with the end product station, and work your way down. I have made a companion article to this guide (I figured this one's gotten a bit long) for anyone interested in seeing some example production chains.

Albion or Omicron Stations?
Albion and Omicron Lyrae stations run on several different types of wares, meaning their production chains are incompatible with one another. Here's the list of said wares (Albion / Olmicron):
  • Food Rations / BoFu
  • Microchips / Bio-Electric Neuron Gel
  • Scanning Array / EM-Spectrometer
  • Bio-Optic Wiring / Plasma Pumps
Knowing this, which one should you go with? Well, in general Omicron stations are simply more productive than their Albion counterparts (even if the number of modules are the same, oftentimes the Omicron stations have better production bonus. Most notably, Omicron's end product stations are significantly better). Furthermore, a number of Omicron stations have significantly more production modules than the Albion ones:
  • Mega Cellfab: 2x more productive than Cell Fab Matrix.
  • Metalframes Fab: 1.33x more productive than Metalworks Yard.
  • URV Integration: Has one more URV Wharf than URV Parts Supply.
  • Pharma Lab: 2x more productive than Med Dispensary.
  • Pharma-Spice Farm: 1.5x more productive than Spice Plantation.
Albion does have two stations which are more productive than the Omicron ones, but they are not nearly as impactful to production or space efficiency:
  • Construction Shop: 1 more plate foundry than Hardware Supplier.
  • H2O Additives Fac: 1.2x more productive than Water Prep Plant, and produces some of its own ice.
That said, Albion stations do have one key advantage: The wares they run on are far more universal (used by Albion, DeVries, and Home of Light production chains), whereas Omicron wares are used by Omicron stations exclusively.

This means if you build an Omicron production chain outside of Omicron Lyrae, you have to be self-sufficient, as the NPC won't be able to supply you (nor can they help you get rid of excess intermediate wares). Modding to allow for inter-gate trading solves this problem, of course...

=============================================

I will continue improving this guide with your help and suggestions. Thank you for reading and happy building! :)
Last edited by Simoom on Sun, 27. Mar 16, 01:24, edited 41 times in total.

aksele9
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Post by aksele9 » Sun, 16. Feb 14, 16:27

Thank you. Will check this topic regularly for Section 2 update.

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Post by YorrickVander » Sun, 16. Feb 14, 16:33

Nice work Simoom
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Post by Santi » Sun, 16. Feb 14, 18:42

Very useful please keep at it, and many thanks for the work.
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Post by jasonbarron » Sun, 16. Feb 14, 18:58

*SIMOOM YOU HAVE GAINED RECOGNITION*
Ayn Rand was correct.

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Post by Simoom » Mon, 17. Feb 14, 11:34

Update: Added Omicron Lyrae Construction Vessel blueprints.

Will work on the study of the economy soon - thanks to everyone who commented thus far!

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Post by Ketraar » Mon, 17. Feb 14, 12:19

Albion's Construction Vessels can be purchased from Albion » Ascendancy » Shady Vault. They are capable of building an extensive variety of stations, and they utilize Food Rations.
There is a second Shipyard in Gemstone Manufacture (if memory does not fail me) owned by HoA for those not on friendly terms with Plutarch.

As for the info about CV, if you read the CVs description it says that they only build things based on predefined blueprints, might not be the best documented game, but the info is there in this case.

Good guide though, keep it up.

MFG

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Simoom
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Post by Simoom » Mon, 17. Feb 14, 12:58

Ketraar wrote:
Albion's Construction Vessels can be purchased from Albion » Ascendancy » Shady Vault. They are capable of building an extensive variety of stations, and they utilize Food Rations.
There is a second Shipyard in Gemstone Manufacture (if memory does not fail me) owned by HoA for those not on friendly terms with Plutarch.

As for the info about CV, if you read the CVs description it says that they only build things based on predefined blueprints, might not be the best documented game, but the info is there in this case.

Good guide though, keep it up.

MFG

Ketraar
Added the Gemstone Manufacture shipyard info - thanks Ketraar! :)

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Post by graphicboy » Mon, 17. Feb 14, 14:02

"since DeVries has no ice asteroids"

I don't think this is correct unless they removed the ice in one of the patches post 1.20. If memory serves I was mining ice in Lava Flow and setting up my core stations there because of the number of build locations available.

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Post by Snafu_X3 » Tue, 18. Feb 14, 00:50

There's Ice in Molten Lava: Lava Flow, Vapour Stream in my v1.24HF (started v1.22) game. None in Glaring Truth though :(
Wiki X:R 1st Tit capping
Wiki X3:TC vanilla: Guide to generic missions, Guide to finding & capping Aran
Never played AP; all X3 advice is based on vanilla+bonus pack TC or before: AP has not changed much WRT general advice.

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Post by Simoom » Tue, 18. Feb 14, 02:47

Snafu_X3 wrote:There's Ice in Molten Lava: Lava Flow, Vapour Stream in my v1.24HF (started v1.22) game. None in Glaring Truth though :(
Thanks for the correction guys! :) I'll update the info right away.

I guess NPCs just aren't very good at keeping their stations supplied then!

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Post by white_avatar » Thu, 20. Feb 14, 05:20

I did what you suggested but I have issue on stage 3 module of my floating meadows. After 100% building it went back again to 0% but the module showed up in the production menu. I don't know if you've expreienced this type of bug

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Post by Snafu_X3 » Thu, 20. Feb 14, 21:56

Have you tried the latest patch (v1.25b?) One of the things it tries to fix is just this sort of thing..
Wiki X:R 1st Tit capping
Wiki X3:TC vanilla: Guide to generic missions, Guide to finding & capping Aran
Never played AP; all X3 advice is based on vanilla+bonus pack TC or before: AP has not changed much WRT general advice.

I know how to spell teladiuminumiumium, I just don't know when to stop!

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Post by YorrickVander » Thu, 20. Feb 14, 23:10

+1 for great guide. Sticky please mods.
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Post by jeroll3d » Sun, 6. Jul 14, 08:27

+1 for great guide. :) :) :)
Entusiasta da série X3! The best game.

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Post by pirke123 » Sun, 6. Jul 14, 13:09

Playing version 2.20 but there doesn't seem to be a lack of food (yet?) in DV. I built about 9 stations so far but there's plenty of food without me building any food supply.

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Post by spankahontis » Wed, 9. Jul 14, 21:40

Sector Bleak Pebble has everything you need to mine, Ion's, Plasma, Hydrogen, Ore, Silicon, Crystals and Nvidium.. Ice is the only resource it doesn't have, only Molten Archon has Ice.
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My most annoying Bugs list 6.0 Beta 4 + [All DLC]
--------------------------------
Nvidium Worshop Animation Enlarge Broken :(
Building Modules causes low frame rate :o
Massive Framerate drops freezing game! :doh:
Save Corrupted Fixed the Crash! :-D

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Post by Pimpace » Wed, 16. Jul 14, 00:38

Useful tips.

I'm doing plot, just started the station build. And it's ok, you just saying, "you can build this factory to supply that factory here and there"...

BUT HOW CAN YOU GET THE MONEY for it? I mean, I didn't do boarding and selling "pirated" ships, nor doing megatons of missions. I'd like trading, but I have only a Rahanas, and about 200K credit, rest of my money at the Architect for building plot station.

So how could I start trading for good? I tried with energy cells and foods, but fast I got low demand on them. Also I hate that I always need to refresh the database of needs/demands. So can any of you show me where I can find answers how would I make money with trading in DeVries?
I see in all videos and description millions credit. But how?!?!

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Post by wysiwyg » Wed, 16. Jul 14, 16:07

Spoiler
Show
If you're doing the plot and you're at the stage of building the station you should already have a Taranis that was given to you. Go to Darned Hot Air and sell it!
Also see my answer to your post in the stickied thread.
Cheers
Wysi :)

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x4

Post by pref » Wed, 16. Jul 14, 16:23

I think you need to board and sell ships to get an income that makes station building profitable (time and resource wise).
Don't think current economy can present you with enough income.
1 Tara's price is not much compared to station building costs.

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