![]() As self sustaining complexes do not require an expenditure of credits to operate they can act as a constant and reliable income or be used to avoid large expenditures on missiles. The productivity of mines is 0.04x and +Crystals>Energy Cells loop and enough spare Energy Cells to produce other products meaning only a single ship is needed to handle the end product. In general try to produce a surplus of Crystals. Every 50% Sun Strength changes the productivity of Solar Power Plants by 1/9th centred on 100% (for example a Medium Solar Power Plant in LooManckStrat's Legacy with 0% Sun Strength would only have 7/9x productivity while in Megnir with 300% the productivity would be 13/9x) however this also increases the number Crystals needed to keep them operational. The productivity of Solar Power Plants is determined by the Sun Strength in the sector it is built in. ![]() L = 2.5x (4500 Energy Cells/187.5 Silicon Wafers consumed per hour) M = 1x (1800 Energy Cells/75 Silicon Wafers consumed per hour) ![]() S = 0.5x (900 Energy Cells/37.5 Silicon Wafers/150 Ore consumed per hour) The exception to this rule is Solar Power Plants where 1x productivity consumes 0.5 per hour over 1x production of Crystals but produces enough Energy Cells to supply 9.25x productivity of other stations. The size of station built affects the relative ratio of wares consumed and produced per hour so a medium size station can consume the full production of another medium size station while it would take two small stations to do so. ![]() A well planned complex can produce final products using only Energy Cells as an input or even be completely self sustaining producing wares for free. The Complex Construction Kit enables the player to link player owned stations together eliminating the need for ships to ferry wares between stations. ![]()
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