Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

Author Topic: Waystation and profit  (Read 922 times)

RedGoat989

  • Ensign
  • *
  • Posts: 4
    • View Profile
Waystation and profit
« on: August 07, 2024, 06:38:51 PM »

still somewhat new, only my first month playing this game and I've learned a lot but one thing still confuses me and its waystations, they say they put supplies and fuel on storage but only my colony stockpile receives these items and if i try to pull from them i lose half a million or more from the end of the month profits which defeats the whole purpose of waystations?

they don't even buff the profit margins with the excess supplies and fuel, havent built commerce yet but i plan to soon and i doubt that would change anything?

i know one use of waystations is making a colony with JUST waystations but i thought adding them to my main colony would be a good idea as well
Logged

SafariJohn

  • Admiral
  • *****
  • Posts: 3050
    • View Profile
Re: Waystation and profit
« Reply #1 on: August 07, 2024, 06:51:19 PM »

Large late game fleets can use a LOT of supplies and fuel. That is where waystations are needed. Otherwise they are just convenient.
Logged

Phenir

  • Admiral
  • *****
  • Posts: 712
    • View Profile
Re: Waystation and profit
« Reply #2 on: August 07, 2024, 07:02:11 PM »

The point of waystation is to be... a waystation. They can stock tens of thousands of supplies and fuel that you can take as much as you want at base price, no price changing because you bought too much or a shortage or whatever. Eventually, it's just way easier to go to your colony and withdraw a bunch of supplies and fuel than shop around for the best deal. The 10% access is just extra, it might not even be worth it if you already have tons of access from other sources which is pretty easy now with the colony crisis. Also, it doesn't say the supplies and fuel goes into storage, it says stockpile.
Logged

RedGoat989

  • Ensign
  • *
  • Posts: 4
    • View Profile
Re: Waystation and profit
« Reply #3 on: August 08, 2024, 03:57:12 AM »

The point of waystation is to be... a waystation. They can stock tens of thousands of supplies and fuel that you can take as much as you want at base price, no price changing because you bought too much or a shortage or whatever. Eventually, it's just way easier to go to your colony and withdraw a bunch of supplies and fuel than shop around for the best deal. The 10% access is just extra, it might not even be worth it if you already have tons of access from other sources which is pretty easy now with the colony crisis. Also, it doesn't say the supplies and fuel goes into storage, it says stockpile.

yeah thats where im at and its where im stumped with it, i understand that they generate tens of thousands of supplies and fuel but my issue is if i take more than 1k of each on the stockpile il bleed half a million on the end of month payment and its where im going "shouldn't this be free? why am i paying for this?"
Logged

TaLaR

  • Admiral
  • *****
  • Posts: 2818
    • View Profile
Re: Waystation and profit
« Reply #4 on: August 08, 2024, 04:02:29 AM »

Colony economy is weird, because Alex didn't want to make player self-sufficient. Colonies can't produce money in any way, except selling goods to external buyers, but still use money for a lot of their internal functions (shouldn't it be pure barter? I own ALL of this...).
« Last Edit: August 08, 2024, 04:05:20 AM by TaLaR »
Logged

Sandor057

  • Commander
  • ***
  • Posts: 194
    • View Profile
Re: Waystation and profit
« Reply #5 on: August 08, 2024, 04:11:38 AM »

If you want to make sense of it think of those supplies being in circulation, but you, being the colony's owner, having a right on appropriating them for your needs for base cost reimbursement.
Logged

Brainwright

  • Admiral
  • *****
  • Posts: 680
    • View Profile
Re: Waystation and profit
« Reply #6 on: August 08, 2024, 06:34:22 AM »

Yah, I'll avoid a waystation on an early colony.

You're better off building a few techmining colonies and dump them onto a world you regularly visit if you want to stock supplies.  Though the pickings are barely worthwhile
Logged

Sendrien

  • Captain
  • ****
  • Posts: 298
    • View Profile
Re: Waystation and profit
« Reply #7 on: August 08, 2024, 08:05:18 AM »

I find accessibility to be the most important stat of any colony. Therefore, anything that increases accessibility is worth building in my book.
Logged

Phenir

  • Admiral
  • *****
  • Posts: 712
    • View Profile
Re: Waystation and profit
« Reply #8 on: August 08, 2024, 10:04:24 AM »

Colony economy is weird, because Alex didn't want to make player self-sufficient. Colonies can't produce money in any way, except selling goods to external buyers
Population makes money without need of external buyers. I'm pretty sure as long as all their needs are provided in faction, a planet with just population will make money even with a really high hazard.
Quote
but still use money for a lot of their internal functions (shouldn't it be pure barter? I own ALL of this...).
bad take
Logged

Aeson

  • Admiral
  • *****
  • Posts: 544
    • View Profile
Re: Waystation and profit
« Reply #9 on: August 08, 2024, 11:00:51 AM »

Colony economy is weird, because Alex didn't want to make player self-sufficient. Colonies can't produce money in any way, except selling goods to external buyers
Population makes money without need of external buyers. I'm pretty sure as long as all their needs are provided in faction, a planet with just population will make money even with a really high hazard.
Population & Infrastructure generates 10,000 * ([size] - 2) * [colony income multiplier] - 1,500 * ([size] - 2) * [colony upkeep multiplier] credits per month, and a basic Spaceport costs 1,500 * ([size] - 2) * [colony upkeep multiplier]. As such, a colony with just Population & Infrastructure and a Spaceport is profitable out to 333% hazard while a colony with Population & Infrastructure alone is profitable out to 666% hazard even with nothing at all being supplied in-faction, as long as you're not taking income penalties due to low stability. With all demands met in-faction, the break-even points become 666% hazard for Population & Infrastructure with and 1333% hazard for Population & Infrastructure without a spaceport.

Basically, colonies with just Population & Infrastructure and a spaceport are net-profitable pretty much anywhere you put them, especially when you're meeting what few demands they have in-faction. The real question is whether or not they're profitable-enough to be worth the trouble, especially since going much beyond perhaps 3 colonies means administrators, and human administrators cost money while blue balls can be sold for the equivalent of a decade or so of income from a high-hazard colony whose only revenue comes from Population & Infrastructure.
Logged

TaLaR

  • Admiral
  • *****
  • Posts: 2818
    • View Profile
Re: Waystation and profit
« Reply #10 on: August 08, 2024, 01:18:20 PM »

But it still makes no economic sense that you could have multiple planets producing 10 of every single good with all production facilities, and they are still largely useless without money influx from outside (ok, you get a bit money from base pop) via trade with other factions or player activities.

Yet give one of these planets to a neutral faction, and you get massive profits. So there is no economic surplus for you to extract if you own all planets, but there is suddenly more if you don't.

If your internal economy doesn't use credits, you should be able to produce ships/weapons/etc without using credits (with whatever funbucks replace them in internal economy). If it does use credits, it should also be able to generate them (in significant amounts).
« Last Edit: August 08, 2024, 01:39:46 PM by TaLaR »
Logged

Goumindong

  • Admiral
  • *****
  • Posts: 1903
    • View Profile
Re: Waystation and profit
« Reply #11 on: August 09, 2024, 11:59:12 PM »

When you take fuel and supplies from a way station to pay average price with no taxes. It’s a huge cost reduction (and if you’re shipping these you can use this to personally supply anything your colony produces or stockpiles usually at a profit
Logged

Daynen

  • Captain
  • ****
  • Posts: 448
    • View Profile
Re: Waystation and profit
« Reply #12 on: August 10, 2024, 09:22:49 AM »

Don't underestimate the value of fuel and supplies at base market price.  Those tariffs can be rather rude at times, so drawing from stockpiles can actually be CHEAPER than getting stuff at most faction worlds.  Also, the waystation increases colony accessibility, which DOES act as a profit multiplier for your colony, so yes they actually DO help your profits a bit once your industries get up and running.
Logged