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AVORION – Toda economia das estações

postado em 05/29/202305/29/2023 Por gussmed 1 comentário em AVORION – Toda economia das estações
  • Título: AVORION
  • Data de lançamento:
  • Desenvolvedor:
  • Editor:
Information about Avorion is still incomplete. Por favor, ajude-nos a preencher os detalhes do jogo usando este formulário de contato.

There’s a lot of money in stations. This guide walks you through what to build, and what to expect in profits.

Choosing a location

It’s absolutely critical that you scout the local price conditions before you place a station. If the local prices are -30%, your sales are going to be terrible. If the raw materials cost +30% locally, you probably won’t turn a profit at all.

To see the local prices for a sector, you need an Orange or better Trading upgrade in your ship.

The higher the cost of the input goods, the slimmer the basic profit margin, the more the sales price matters. And the price of the materials, though it’s usually much easier to find a sector where sales are at +30% than one where all the input materials are -30%.

Por exemplo, a Small AntiGrav Unit Factory will generate about $4.3 million per hour profit in a +0% sector, mas $9.6 million in a +30% sector, over twice the profit. That’s because the sales price goes up but the materials cost stay fixed.

Mines and other stations that have no material cost are the least sensitive to local prices. +30% é +30%, since there’s no material cost eating into the basic profit in a +0% sector.

Local production of parts doesn’t matter.

If a factory requires Energy Tubes, and there are no Energy Tube factories nearby, NPC traders will sell Energy Tubes to your station anyway.

Stations allocate space for materials and products based on the cargo bay size. The larger the bay, the more products it will store, but also the more materials it will buy.

Thus it’s important to keep the size of the station’s cargo bay small. If you build a super-large cargo bay, the station may happily spend hundreds of millions on materials.

Best in class stations

Assuming you spend about Cr 5 million on building the station itself, and you keep the cargo bay down to about 100 minutes of production, your return on investment is going to be between 4% per hour and 26% por hora. Aquilo é, if you spent Cr 20 million founding an building the station, you can expect between Cr 0.8 million and Cr 4 million per hour in income.

The stations with the best return on investment in each price bracket are:

Categoria
Factory Type
Preço (millons)
Lucro / hora
ROIC / hora
Under Cr 10 milhão
Gas Collector Type 3 (H/N/O)
9
1.4
16%
Minas
Zinc Mine
19
1.6
9%
Under Cr 60 milhão
Processador
50
11
22%
Price no object
AntiGrav Generator
103
27
26%

Note that the popular Gold / Platinum mine only returns about Cr 0.82 / hour and costs Cr 14 million if you include build costs.

Most stations assume a +20% local price. Processor factory assumes a +30% local price, because that’s common.

Actual station costs

O “cost to found” for a station is only part of the picture. You still have to build the physical plant and pay for raw materials. I assume building the physical plant, including defenses, will cost at least Cr 5 milhão. Closer to the core, and at higher difficulty, you may want to spend considerably more in shields and weaponry to keep the station alive during an attack.

For stations that require raw materials, I also include the cost of 100 minutes of those materials. You want enough storage so the station doesn’t stall, and the station will attempt to keep the space it allocates for raw materials full at all times.

Por exemplo, I give the the total cost of an Ammunition Type 1 factory as Cr 27,390,000. Cr 19 million in founding fee, Cr 5 million to build the station, and Cr 3 million in materials.

Cargo Bay usage

Stations divide their cargo bays into space for products and raw materials.

Por exemplo, suppose a factory turns part A, tamanho 6, and part B, tamanho 2, into part C, tamanho 2. The station will allocate 60% of its cargo bay to buying part A, 20% to buying part B, e 20% to storing finished products.

Por isso, a station can’t stall because it’s clogged with too many raw materials, because it always reserves space for products. The only way you can stall a station this way is you use a manual transfer to fill up its cargo bay.

When I talk about sizing a cargo bay for “100 minutes of production,” I mean adding up the total size of the raw materials and the finished product, and multiplying that by 100 minutos.

Prices and the station slider

Stations sell their goods to NPC traders. If the station needs raw materials to make its products, it also purchases those raw materials from NPC traders. Isto Não importa if there are no local factories producing the raw materials, NPC traders will arrive with those materials anyway.

There’s a local price for every good in the game that varies from +30% para -30% of normal. You can see this with an Orange or better Trade Upgrade installed.

Each station has a price slider that runs from +20% para -20%. This adds to both the purchase price for raw materials, and the sales price of finished goods.

Factories have a built in +20% bonus to sales price for finished goods. Aquilo é, the sales price is:

Base price * (100% + 20% + Local Market Price + Station Slider)

The cost of raw materials is:

Preço Base * (100% + Local Market Price + Station Slider).

The station slider also affects how often NPC traders arrive to buy and sell. If it’s too high, not enough traders will arrive, and your factory won’t sell all its finished products. If it’s too low, not enough traders will sell your station raw materials, and your factory will stall.

There’s no way to determine exactly what the local market will tolerate short of trial and error. Sometimes traders won’t arrive to buy even if the slider is at -20%, though this is only really a danger with low-end goods.

Mines and other raw material stations

Mines and stations that don’t require materials, here’s what you can expect in a sector with +20% demand, from best to worst:

Factory Type
Custo (milhões)
Lucro / hora
ROIC / hora
Gas Collector type 3 (H/N/O)
9
1.5
17%
Zinc Mine
19
1.8
9%
Ore Mine
17
1.5
9%
Aluminum Mine
17
1.4
8%
Copper Mine
16
1.4
8%
Crystal Farm
16
1.4
8%
Lead Mine
17
1.4
8%
Mineral Extractor
17
1.4
8%
Silicon Mine
17
1.4
8%
Plankton Collector
16
1.3
8%
Mina de gelo / Water Collector
15
1
7%
Scrap Metal Trader
15
1
7%
Noble Metal Mine Type 1 (Ouro / Platina)
14
0.97
7%
Noble Metal Mine Type 2 (Prata / Platina)
13
0.76
6%
Noble Metal Mine Type 3 (Prata / Ouro)
12
0.65
5%
Carvão
12
0.58
5%
Oil Rig
11
0.54
5%
Gas Collectors types 1 e 2
10
0.46
4%
Gas Collector type 4
11
0.27
3%

Note that you may have a hard time finding +20% sectors for many of the types with low demand, like Plankton Collectors.With these types of stations, there’s a distinct danger that you won’t have enough NPC pilots showing up to buy the finished products. This is true even if local demand (and hence price) is high.

Cr 10 million and under

Profits assume +20% price for the finished goods, e +0% for the raw materials.

Clothes and Fish assume +0% for the finished goods, because only Trading Posts purchase those goods. Finding any local demand is going to be incredibly rare.

Factory type
Custo (milhões)
Lucro / hora
ROIC / hora
Roupas
8.5
1.7
21%
Plástico
10
1.2
12%
Cocoa farm
10
1.1
9%
Steel type 2 (minério)
10
0.83
9%
Carbon Extractor (qualquer tipo)
9
0.8
9%
Corn Farm
10
0.8
8%
Potato farm
8
0.63
8%
Metal plate
9.8
0.67
7%
Rice farm
9
0.57
6%
Vidro
8.8
0.55
6%
Wheat farm
8.9
0.55
6%
Steel tube
10
0.55
5%
Arame
10
0.54
5%
Plasma Cell
10
0.49
5%
Power unit
10
0.49
5%
Combustível
10
0.46
5%
Fungus farm
9.7
0.42
4%
Fish Farm
10
0.27
3%
Plant farm
8
0.17
2%
Livro
8.5
0.16
2%
Dairy farm
8.5
0.1
1%
Meat processor
8.3
0.09
1%

Factories from Cr 11 million to Cr 25 milhão

Jewelry and Protein assume +0% for the finished goods, because only Trading Posts purchase those goods. Finding any local demand is going to be incredibly rare.

Factory type
Custo (milhões)
Lucro / hora
ROIC / hora
Drone
20
3.5
18%
Suprimentos médicos
25
4
16%
Fusion Core
24
3.9
16%
Brewery
23
3.5
16%
Destilaria
23
3.5
16%
Mostrar
22
3
14%
Painel solar
19
2.6
14%
Nanobot
18
2.5
14%
Comida de luxo
18
2.4
13%
Laser Compressor
18
2.3
13%
Pistola
17
2
12%
High Capacity Lens
16
1.9
12%
Laser head
16
1.8
12%
Solar cell
15
1.7
12%
Plástico
10
1.2
12%
Winery
15
1.7
11%
Cattle Ranch Type 1
15
1.6
11%
Chemical
13
1.4
11%
Borracha
11
1.2
11%
High Pressure Tube
14
1.5
10%
Explosive Charge
18
1.7
10%
Cattle Range type 2
13
1.3
10%
Sheep ranch type 2
13
1.3
10%
Coffee farm
13
1.2
10%
Conductor
13
1.2
10%
Tea farm
11
1.1
10%
Sheep ranch type 1
16
1.4
9%
Energy container
13
1.2
9%
Spice farm
13
1.2
9%
Microchip
11
1
9%
Energy Tube
12
1
9%
Fruit farm
11
0.98
9%
Refinaria de petróleo
12
0.92
9%
Joia (either type)
16
1.3
8%
Paint
12
0.84
7%
Servo
11
0.78
7%
Transformator
11
0.76
7%
Semiconductor
11
0.71
7%
Papel
11
0.7
6%
Electro Magnet
11
0.6
6%
Steel factory type 1 (sucata)
12
0.67
5%
Protein
20
0.87
4%

Factories from Cr 26 million to Cr 50 milhão

Factory type
Custo (milhões)
Lucro / hora
ROIC / hora
Tesla Coil
37
7.8
21%
Targeting system
48
9.7
20%
Targeting card
45
9
20%
AntiGrav Unit
43
8.3
19%
Ammunition type 3 (“munição”)
35
6.5
19%
Laser modulator
30
5.3
18%
Turbina
34
6
17%
Foguete
26
4.2
17%
Drill
48
7.7
16%
Tipo de munição 1/2 (S/M/L)
27
4
15%
Fertilizer Type 2
30
3.7
13%
Warhead
25
2.1
8%

Factories from $50 million to $100 milhão

Factory Type
Preço (milhões)
Lucro / hora
ROIC / hora
Force Generator
86
19
22%
Fusion generator
70
15
21%
Teletransportador
63
13
21%
Electromagnetic charge
51
11
20%
Processador
51
9.5
19%
Computer Components
62
10
16%

Note that I rated the Processor factory higher in the “best in class” summary, because Processors are quite often at +30% demand. Lots and lots of factories use them.

Factories over $100 milhão

Factory Type
Preço (milhões)
Lucro / hora
ROIC / hora
AntiGrav Generator
103
27
26%
War Robot
140
35
25%
Accelerator
540
128
24%
Veículo
130
31
24%
Satélite
103
25
24%
Armadura corporal
140
32
23%
Mining Robot
250
55
22%

Note that it’s often difficult to find +20% sectors for many of these, because the number of consumers is low. Em particular, only Research Stations by Accelerators, so it’s pretty common to see +10% no máximo.

Mining Robots are probably the worst in this respect, because they’re only consumed by Planetary Trading Posts, and those are few and far between.

The AntiGrav Generator Factory is probably the best in this regard, since a number of factories consume these.

Production Chains

Factories which are part of the same production chain have unexpected synergies, because of the mechanics of prices.

If Factory A produces AntiGrav Generators, and Factory B consumes those, the obvious thing is to ship AntiGrav Generators from A to B. Não. You’re better off letting NPC traders buy and sell those goods.

Stations ignore their own effect on the Local Price. If the Local Price is 100% in a region, and you build a Processor factory, this might cause the Local Price to drop to -10% (90% of normal), because of the increased supply of Processors. Yet the factory sells to NPC traders as if the local price were still 100%. The Processor Factory drives up the Local Price for Microchips, but it still pays the Local Price before you built the factory.

It’s an important mechanic. It’s not realistic, but it’d be kind of awful, building factories, if factories immediately reduced their own profitability the moment you built them, by lowering the prices on their products and driving up costs for the parts they need.

If you build a production chain, where Factory A supplies goods demanded by Factory B, this effect gives you a significant extra boost. Factory A lowers the cost of parts at Factory B, and Factory B increases the value of sales at Factory A.

The AntiGrav Generator Factory has the highest return on investment in the game. I built one near the Core. To support it, I built an AntiGrav Unit Factory, which supplies the single most expensive part for the Generator factory. Before either factory, the Local Price was +0% (100% of normal). After both factories, the Local Price is still +0%, because supply and demand are exactly the same.

The factories didn’t use 0%. The Unit Factory sees the Local Price as +13%, increased by the demand from the Generator Factory. The Generator Factory sees the Local Price for AntiGrav Units as -12%, depressed by the supply from the Unit Factory.

By letting NPC traders buy and sell those generators, I get a 25% profit compared to shipping the generators from the Generator factory to the AnitGrav Unit factory. This added Cr 1 milhão / hour to my profits.

The effect on local prices is the real benefit from building consumer stations like Shipyards and Habitats. They increase the Local Price for the goods they consume. A Shipyard in this sector added Cr 1.3 milhão / hour profit to AntiGrav Generator Factory, even though I never ship Generators to the shipyard.

The benefit of a supply chain is much smaller if you transport the parts from the support factory the consumer factory, since you don’t get the +20% NPC trader bonus, and you don’t get the Local Price modifiers.

There are cases where you might want to do it anyway. The cheapest part the AntiGrav Generator factory consumes is 10 x Fio, for a total of Cr 990 / ciclo. Suppose that the NPC traders rarely showed up to supply wire. It happens, I had a Laser Compressor factory that was chronically short of wire. It’s worth forgoing the trade bonuses to directly supply wire from a Wire Factory if the AntiGrav Generator factory regularly stalls from lack of wire.

Isso é tudo o que estamos compartilhando hoje para isso AVORION guia. Este guia foi originalmente criado e escrito por gussmed. Caso não atualizemos este guia, você pode encontrar a atualização mais recente seguindo este link.

Se você acredita que algum conteúdo deste site viola seus direitos, incluindo seus direitos de propriedade intelectual, entre em contato conosco imediatamente usando nosso formulário de contato.
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Comentário (1) on “Avorion – Toda economia das estações”

  1. DKAries diz:
    12/22/2023 às 4:13 PM

    Is Solar Cell same as Energy Cell or they are both different as I couldn’t find information for Solar Power Plant only one missing from the list

    Responder

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  • Título: AVORION
  • Data de lançamento:
  • Desenvolvedor:
  • Editor:
Information about Avorion is still incomplete. Por favor, ajude-nos a preencher os detalhes do jogo usando este formulário de contato.

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