Ore Processors, Research and Energy Stations

Tips, tactics, and general discussion for Evochron Legacy.
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Cargo
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Ore Processors, Research and Energy Stations

Post by Cargo »

I've read the info here but I'm still not clear on what exactly these stations do or how to use them properly.

From what I understand, placing these in a System helps the economy and in doing so boosts the technology level of the gear available at stations. I've built maybe a dozen of these stations and can't get a reliable result.
Is there a certain number or ratio I need to attain? is distance from the station or saturation a factor? should I use them to carpet the "floor" under my Trade Stations like that net thing Q caught the Enterprise-D in?

Thanks for the much needed help!

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SeeJay
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Ore Processors, Research and Energy Stations

Post by SeeJay »

Hi Automatic Jack and welcome.

When I build stations to increase tech-level/economy I always build the trade station in the center of
a sector, then I place the other 4 station types in that same sector N, E, S, and W of it.

That works to increase the economy for that system. (At least for that station) ;)
I don't know if it has to be done that way, but it works.

Hope this helps a bit.)
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Ore Processors, Research and Energy Stations

Post by Busch »

Hello A-J! Welcome aboard! What SeeJay offered is true. The player-built trade and support stations (Energy, Science, Ore Processor, and Constructor) do aid in raising the technology level in a sector, and for a system as a result. It's usually a step or two above the "base-line" for that system. Yes, there are a few tips/tricks to it. However, it will not net you a Starmaster frame in Saphire, nor the tech level associated with that frame. That's way above the base-line for Saphire, as an example. Placement of the support stations must be within the same sector box where you've built your trade station. The game engine will tell you if you're "out-of-bounds" for building. It will also tell you if your build site is "blocked" by the proximity of another station or persistant object, mostly by not permitting the build function on that spot. The "cardinal point plan" mentioned above, is a good method of placement, with your primary trade station at dead center of the sector box. Though, I usually build the energy station as far due North of my trade station as possible. Keeps the cap ship traffic away from the other traffic lanes around my other built stations. And I build the constructors and ore proc's on the same "side" (ie: ore proc - west arm; constructor - south arm, and etc.). The information on what function/benefit each station provides is available on the EM web site, and other locations, if you've not already gone through it. Good Luck and ........

Will see yaz out there sometime! :)
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Ore Processors, Research and Energy Stations

Post by Cargo »

Thanks for the help, I have not been building them all in the same sector box as my trade stations.
My goal, besides a better understanding of the game, is to have some reliable places in Fauston to buy Fuel Convertors, it's something I know they can do if they just apply themselves!

One thing, Fauston is still Hostile to me and will probably remain that way for some time, so is it unwise of me to build Capital-attracting Energy Stations around my trade centers?

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Ore Processors, Research and Energy Stations

Post by Capt_Caveman »

i have a station in fauston and the hostiles are not really a problem when you own your station (or have a licence)

you can also raise your rep there in single player,
then the reds wont bother you (very much) in multiplayer.

[Edited on 4-16-2012 by capt_cronic]
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Ore Processors, Research and Energy Stations

Post by Marvin »

From post: 135196, Topic: tid=9202, author=capt_cronic wrote:you can also raise your rep there in single player,
then the reds wont bother you (very much) in multiplayer.
:cool: Granted, you cannot change overall reputation in MP but you can build your faction rep. And that should cut down on the attacks.
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Ore Processors, Research and Energy Stations

Post by DaveK »

Spoiler:;)

To read this "select" the text


Find an uncharted system that's got several planets and is fairly friendly - build a set of stations near one of the planets and sell the license at the trade station - list the prices Go to one of the other planets and build a trade station - keep the licence - list the prices have a coffee and have a think about how to expoit what you have created - share with friends - hide the location in a puzzle and share on the thread. Find a system with a container or two and do the above - feel smug (or not :D ) I did this and I can make 50 mill per one jump run.:)
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Ore Processors, Research and Energy Stations

Post by Grimmrog »

I asked that myself too.

there are quite some things i dont understand.

I placed 1 of every station at F509? if that is the correct name ^^

And I have after maybe 15 mins access to all Ship Hulls/Weapons, with only placing a single research facility. (They may change from time to time, but i got access to all of them eccept the secret ones.
Also prices, in multiplayer seem not to be constantly fluctuating managed by server, it seems more to be managed by the local Game the user started.
Whenever I start to play, prices for Platinium are at maybe 4k, after mining some of it, the prices suddenly raise to around 12k. When I log off and in again the prices seem to be reset to a default value around 4k. Then they will increase again.

I really would like to know some data what influences the prices, of such things? Shouldn't a Trade station faaaar away from any asteroids pay much more für such materials than one close to such ressources? Shouldn't a Ore processor increase these prices too?
Or maybe there should be a Kind of Storage per Station over which they wont accept any ressources of that kind anymore. And every ore processor/construction facility would increase the consumption of specific materials. So the price of the ressources would be bound to the amount left in the storage.

Actually I cant see a real and logically system within this economy.

Sure this makes the game simple, as it should be as a sandbox game, but somehow im not getting the logic behind that.

enlight me

There should be a real kind of unit and material economy, like: energy stations provide energy cells, ore processors, need Energycells and ore to process them into products, so that these products would only be available when the local trade station will have ore and energy cells available. This would give a much deeper need of collecting different ressources than only, getting a platinium mining beam and spending time only on harvesting one ressource.

Maybe also cool, trade stations withing a plantes ring should collect water by itself, so they would be able to offer water to an always cheap selling price.

yeha just a few maybe silly ideas ^^