Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.98a is out! (03/27/25)

Author Topic: Increase demand value of Fuel  (Read 283 times)

Antelope Syrup

  • Commander
  • ***
  • Posts: 122
    • View Profile
Increase demand value of Fuel
« on: March 06, 2025, 11:52:45 AM »

It always struck me as odd that the fuel market is rather unprofitable compared to other industries (mainly farming and light industry) which require less investment to get going. Fuel production requires a volatiles input, a 450,000 construction cost and a 5,000 credit upkeep, aswell as producing a pitifully small amount without a synchrotron core. However the total market size of fuel is much smaller than farming and drugs, because one unit of demand for fuel is only 750 credits. Isn't that odd? The fuel industry in game is described as vitally important, and is capable of propping an entire major political entity. I think the demand unit cost of fuel should be raised to 1000 credits per unit to make it a more worthwhile investment.
Logged
:)

Phenir

  • Admiral
  • *****
  • Posts: 1444
    • View Profile
Re: Increase demand value of Fuel
« Reply #1 on: March 06, 2025, 12:15:20 PM »

The fuel market is controlled by only a few entities so it's relatively easy to cause disruptions and make your own fuel market share really high. Unlike food for example, which has a higher total market value but many many producers.
Logged

Killer of Fate

  • Admiral
  • *****
  • Posts: 3397
    • View Profile
Re: Increase demand value of Fuel
« Reply #2 on: March 06, 2025, 12:19:11 PM »

The fuel market is controlled by only a few entities so it's relatively easy to cause disruptions and make your own fuel market share really high. Unlike food for example, which has a higher total market value but many many producers.
this is very funny, considering if you look at the entity that supposedly controls the fuel market
Sindria. You'll find out that it makes no money at all and is losing like 200k credits a month (nvm, I just checked. They make 80k a month (I mixed up that number with 100% upkeep number (vanilla default is 50%))). Though admittedly that is through viewing them in dev mode. And core world colonies just straight up don't respect the rules of the game in terms of their economy design.

Eventide not having a battlestation or a space fortress is truly a le funny moment

Reminds me of how someone, a new player I assume, on the forums was describing how they got bored and sat bomb most of the Core Worlds in the game, because none of them had any proper defences

I get that we will receive ultra mega defense fleets next update. Which will fix this issue. But... I dunno... Feels like... Kind of a shortcut tbh

I mean, I'm now gonna yap about my mod...

Spoiler
But in my mod I just fixed the economy (lol, easier said than done) and then gave those planets proper industries and populations. Sure, it rewrote the lore a bit. Not too egregiously
Spoiler
[close]

(lack of very hot is caused by the procgen removing temperature and light level related conditions if there is no atmosphere or thin atmosphere about)

I mean... To each their own. But I just found out being able to see a colony's power at first glance. And not have it simply be implied by lore and nothing else. Makes... Well, it's easier to convince the player that way
[close]

But then again. The game in general doesn't really like high industries making a lot of money. I think Heavy Industry, Light Industry suffer from the same issue. In general the main source of income in the game is mining, refining and farming

I wouldn't mind that flipping around, and i did do that. But I'm not sure if we will ever get such an update for vanilla.

But all it would take is doubling the price of exports for Fuel Industry, Heavy Industry and Light Industry items. That wouldn't be so bad, would it?
« Last Edit: March 06, 2025, 12:32:23 PM by Killer of Fate »
Logged
years ago, I was Mairaathaneese
Now, I'm a naturalised Kazeroneese

Antelope Syrup

  • Commander
  • ***
  • Posts: 122
    • View Profile
Re: Increase demand value of Fuel
« Reply #3 on: March 06, 2025, 01:54:33 PM »

The fuel market is controlled by only a few entities so it's relatively easy to cause disruptions and make your own fuel market share really high. Unlike food for example, which has a higher total market value but many many producers.
this is very funny, considering if you look at the entity that supposedly controls the fuel market
Sindria. You'll find out that it makes no money at all and is losing like 200k credits a month (nvm, I just checked. They make 80k a month (I mixed up that number with 100% upkeep number (vanilla default is 50%))). Though admittedly that is through viewing them in dev mode. And core world colonies just straight up don't respect the rules of the game in terms of their economy design.

Eventide not having a battlestation or a space fortress is truly a le funny moment

Reminds me of how someone, a new player I assume, on the forums was describing how they got bored and sat bomb most of the Core Worlds in the game, because none of them had any proper defences

I get that we will receive ultra mega defense fleets next update. Which will fix this issue. But... I dunno... Feels like... Kind of a shortcut tbh

I mean, I'm now gonna yap about my mod...

Spoiler
But in my mod I just fixed the economy (lol, easier said than done) and then gave those planets proper industries and populations. Sure, it rewrote the lore a bit. Not too egregiously
Spoiler
[close]

(lack of very hot is caused by the procgen removing temperature and light level related conditions if there is no atmosphere or thin atmosphere about)

I mean... To each their own. But I just found out being able to see a colony's power at first glance. And not have it simply be implied by lore and nothing else. Makes... Well, it's easier to convince the player that way
[close]

But then again. The game in general doesn't really like high industries making a lot of money. I think Heavy Industry, Light Industry suffer from the same issue. In general the main source of income in the game is mining, refining and farming

I wouldn't mind that flipping around, and i did do that. But I'm not sure if we will ever get such an update for vanilla.

But all it would take is doubling the price of exports for Fuel Industry, Heavy Industry and Light Industry items. That wouldn't be so bad, would it?

Light industry actually DOES make a very respectable profit and return on investment, but becomes probably the most profitable industry with a free port enabled (This is because the drug market is insane). Heavy industry isn't very profitable, but thats ok because it provides a lot of value in the other industries it supports and the ability to domestically manufacture mostly whatever you want. The fuel production industry remains an outlier.

Yes there are fewer competitors in the fuel industry but I think that hardly makes up for all of the other negative aspects of fuel production. It's much easier to make a much larger amount of food, and while accessibility is a rate limiter for both industries, (as it is for everything colony related) it still means it's relatively cheap and easy to get a colony churning out 10 units of food. That translates to roughly a little less than a fifth of the market usually, depending on other circumstantial factors. This is all just a huge nitpick about a relatively minor part of the game anyways.
Logged
:)