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Author Topic: do imports have an associated cost?  (Read 789 times)

justnewaccount3131

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do imports have an associated cost?
« on: July 18, 2023, 11:33:16 AM »

I'd likely do it just for RP reasons, but it seems like having to imports things costs nothing. which, if true, would kinda take me out of the game a bit.

I understand that it's probably like that cause otherwise a whole lot of the simulated economy would need completely new balancing and an insane amount of work and I am not asking for anyone to do that. (I'm always up for deeper economy models in games, but that's not the topic of this post)

I just wanna know if there is a hidden penalty or anything that makes it better if you supply goods you need yourself.

thanks!
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Hiruma Kai

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Re: do imports have an associated cost?
« Reply #1 on: July 18, 2023, 11:40:07 AM »

Upkeep credit costs at colonies are reduced in proportion the amount of required trade items that are supplied in faction, scaling from 100% to 50%.  So if you are importing everything, then you pay full upkeep.  If you import 50% of your required inputs, then your upkeep is 75% of what it would otherwise be.  If you supply everything in faction, then your upkeep is only 50% of what it would be otherwise.

It is a more noticeable effect on high hazard worlds, since hazard rating multiplies into upkeep costs as well.

You can look at this by I think by hovering your mouse cursor over either Hazard Rating or Credits/month and hitting F1.  I forget which one exactly.

So if you want to think of the upkeep costs as partially buying the materials, then yes, you get them "cheaper" in faction.
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Aeson

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Re: do imports have an associated cost?
« Reply #2 on: July 18, 2023, 11:48:41 AM »

You also get a bonus to faction ship quality (i.e. your faction's patrol and trade fleets will contain ships with fewer d-mods on average) if you have your own heavy industry or orbital works, further improved by providing any heavy industry or orbital works you have with a Corrupted or, preferably, a Pristine Nanoforge.

Additionally, there are a couple of items and a structure that are basically impossible to (fully) activate with out-of-faction imports due to the quantities required.
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justnewaccount3131

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Re: do imports have an associated cost?
« Reply #3 on: July 18, 2023, 12:26:55 PM »

Upkeep credit costs at colonies are reduced in proportion the amount of required trade items that are supplied in faction, scaling from 100% to 50%.  So if you are importing everything, then you pay full upkeep.  If you import 50% of your required inputs, then your upkeep is 75% of what it would otherwise be.  If you supply everything in faction, then your upkeep is only 50% of what it would be otherwise.

It is a more noticeable effect on high hazard worlds, since hazard rating multiplies into upkeep costs as well.

You can look at this by I think by hovering your mouse cursor over either Hazard Rating or Credits/month and hitting F1.  I forget which one exactly.

So if you want to think of the upkeep costs as partially buying the materials, then yes, you get them "cheaper" in faction.

that's really helpful. I got a colony that's kinda expensive to run

thanks Aeson for the reply too!
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Thaago

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Re: do imports have an associated cost?
« Reply #4 on: July 18, 2023, 01:17:48 PM »

I really like that starting with a nice low hazard world, then branching out to the high-hazard mining hell-world actually makes money sense! Its a nice bit of emergent storytelling.
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Aeson

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Re: do imports have an associated cost?
« Reply #5 on: July 18, 2023, 04:54:10 PM »

I really like that starting with a nice low hazard world, then branching out to the high-hazard mining hell-world actually makes money sense!
I'd actually say that the opposite often makes most sense, especially if you're not yet ready to pick a permanent place to settle down and so don't particularly want the colony to grow. Setup costs aren't really affected by hazard rating, secondary industries mostly don't have very good return-on-investment (especially if you for whatever reason don't want to make your Light Industry colony a Free Port and thus aren't profiting from the drug trade, which could easily represent half or more of Light Industry's potential income), Mining's quite possibly the highest-grossing industry you can put on a size-3 colony - even with only decent deposits, you can probably get 12-15k from Mining exports without using items whereas Farming probably won't clear 10k even with Bountiful Farmland, and Autonomous Mantle Bores make a relatively greater difference in production than Soil Nanites do while also being much more commonly compatible with mining colonies than Soil Nanites are with farming colonies - and at only 1000 credits base upkeep the Mining Industry is not that strongly affected by upkeep modifiers. On top of that, between the three uninhabited Core systems, there's usually at least one potential mining site with decent or better resources and it's hard to find a spot with better accessibility without annoying a major faction.

The two big issues with setting up a mining operation on a high-hazard world for your first colony are what you're going to do about Hostile Activity - you can certainly build a Patrol HQ to more or less counteract it passively, but at 4k base upkeep that's going to wipe out a significant chunk of colony income on a high-hazard world even if it's a very good mining site - and how much it'll cost you to make the colony grow if you decide you want it to be anything more than a small mining operation.
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justnewaccount3131

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Re: do imports have an associated cost?
« Reply #6 on: July 19, 2023, 11:34:47 AM »

I really like that starting with a nice low hazard world, then branching out to the high-hazard mining hell-world actually makes money sense! Its a nice bit of emergent storytelling.

I think it may make sense if you know what you're doing... I don't really :D 

but I chose the only second planet in system for a military base... but since I play horribly, I almost went broke -- hadn't played in 2 years or so and forgot a lot of the basics

@Aeson
well, I play Nexerelin, and it seems at least that having many colonies is pretty alright
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