Idea of separated complexes:
One problem of an all-in-one complex
The most self-supplying complex models in X3 The Threat are fixed on
building one huge complex, where all intermediate and final products
are thrown together. But in this constellation you have one problem:
if you want to sell intermediate products to AI ships and stations,
you can't control how much wares can be sold without breaking the
self-supplying cycle.
Example 1, simple closed cycle complex
This example complex is self-supplying and overproducing some wares,
like the Meatsteak Cahoonas which you would like to sell. But if
suddenly all Meatsteak Cahoonas are sold, the cycle will collapse and
the complex will start blinking yellow - it's a very unstable cycle and
frustrating to watch.
Separate the complex
So what to do, to be able to sell an intermediate product without
breaking the cycle? Simple, just separate the complex and produce
the intermediate product in an another complex as a final product.
In this way you can sell as much as you want and no station will
complain about low resource, because it's not intermediate anymore.
Example 2,
the 1st "supplying complex": closed cycle, only ECell as overproduction,
no trading with AI
the 2nd "consuming complex": consuming ECells, Meatsteak Cahoonas as
final product for sale
Of course the 2nd complex shouldn't require more ECells than as
overproduced in the 1st complex. For the transport of ECells, just use
a TS with
Commodity Logistics Software
(CLS) MK1: assign the 1st complex as homebase, add the 2nd complex as
additional station for CLS, add ECell as ware to transport and start
the internal CLS.
In this rock-stable constellation, you can sell as many Meatsteak
Cahoonas as you want to AI ships without breaking any cycle.
Of course this is just a simple example, there are many possibilities how
to use this model:
- attach a Teladianium Foundry to the 2nd complex for an additional ware
- overproduce Crystals in the 1st complex and supply a Solar Power Plant
- supply any single silicon/ore mine with the overproduced ECells
- etc.
Example 3, a real in-game setup:
You'll need more precise calculations to plan such complexes than
for a single one. But trust me, it's definitely worth doing that.
Tips:
- It's recommended to build the complex hubs within the range
of 5-10km. In that way the supplying CLS TS will have a short way.
- If you are selling with the Commercial Agent (CA), build your
complex hub near the centre of the sector, where CA pilots are spawning
after each jump.
- You can attach a consuming complex to another complex, if they
are producing different wares.
(See example 3:) You can build a consuming complex "Wheat Farm + Space Fuel
Distillery". Both products are not used in the supplying complex in
the example above, so you can just connect them directly instead of
using a TS to transport ECells.
- If you want to make easy money using this model, produce these
final products and sell with the
Freigh Pilot level CA.
If the station trading range is set to 50 sectors and the CA has access to
all sectors, everything will be permanently sold out:
Energy Cells, Ore, Silicon Wafers, Crystals
Argnu Beef, Meatsteak Cahoonas, Delexian Wheat
BoGas, BoFu, Plankton, Stott Spices
Soja Beans, Soja Husk
Chelt Meat, Rastar Oil, Scruffin Fruits
Sunrise Flowers, Nostrop Oil, Teladianium
Cheeseburger recently used this model
in his savegames.
He's calling this model "primary and sub complex", to watch his
setup in action check out the last savegame (34).
|