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 SB Caretaker Tutorial!

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Firebabe
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Number of posts : 443
Age : 38
Location : NE Ohio, USA
Registration date : 2008-11-16

SB Caretaker Tutorial! Empty
PostSubject: SB Caretaker Tutorial!   SB Caretaker Tutorial! EmptySun Nov 08, 2009 7:02 pm

Firebabe's SB Caretaker Tutorial
So, you want to own a SB? Great! Just click on a link below to get started!
If you would like me to add something to this, or correct me on something, you can contact me on Orion, Artemis, firebabe103@yahoo.com, firebabe.103@gmail.com or leave me a message on the forum here. Firebabe

1.0 Introduction
2.0 SB Construction
3.0 Preconstructed SB Buildings
4.0 Constructable SB Buildings
___4.1 Special Buildings
___4.2 Shipyards
___4.3 Factories
___4.4 Defenses
5.0 Standard SB Building Layout
6.0 SB Menus Explained
___6.1 SB Welcome Menu
___6.2 Schedule Resource Drop
___6.3 Miscellaneous Settings
___6.4 SB Welcome Message
___6.5 Overview SB Menu
______6.5.1 Overview
______6.5.2 Ship Construction
______6.5.3 Equipment Construction
______6.5.4 Name Change
______6.5.5 Transfer Ownership/Self-Destruct
7.0 Population
8.0 Finances
___8.1 Setting Prices
___8.2 Suggested Prices
______8.2.1 Commodities Prices
______8.2.2 Standard Ships
______8.2.3 Federation Ships
______8.2.4 Empire Ships
Coming Soon!
______8.2.5 Union Ships
______8.2.6 Lasers
______8.2.7 Missiles
______8.2.8 Drives
______8.2.9 Armors
______8.2.10 Shields
______8.2.11 Specials
9.0 The Blackmarket
10.0 SB Combat
11.0 Sector Maintenance
___11.1 FWE Runs
___11.2 Sector Building Support
___11.3 Sector Planets/SB Trading
12.0 Helpful Links
Index

Introduction

It's no easy task though, I'll warn you. A lot of pilots who take on the task to taking care of a SB don't want the hard work that comes with it. It IS a lot of hard work and it takes up a lot of your AP, unless you're blessed with some pilots who'll help with doing upkeep or such, but most of the time, you're not...

Now, this tutorial will be taking a lot of material from the manual, but it'll also have notes and comments from various pilots from Pardus. It'll also include credits suggested prices, tip tips and tricks of the trade, links to helpful materials, question questions from pilots with answers, also credit where it's due, i don't take credit for other people's work.

tipLady Stardust, United Traders Corporation, Orion:
Being a SB owner isn't supposed to be easy. You do what you have to do to get that water and food, that's all there is to it. You have a great alliance that helps you, you are gonna have a good SB. You go it alone, you gonna work hard for it. And if that means giving up a couple days of APs to fill your magscoop with food/water from class M/I planets once or twice a week (PS don't forget to stuff it with energy keep it healthy smile.gif ), you plan accordingly. Most SB owners I know have a schedule they run week to week. We pretty much know what day we are going to do what, including FW runs to nearby planets.
Index

SB Construction
trade outpost SB

You can own only 1 SB at a time. It will take up 1 building slot so make sure that you have a free building slot before accepting a SB or else the SB transfer/construction can't go through. If you're building a brand new SB, it has to be upgraded from a TO. Now, you can't just build it anywhere, but it can be built on space, energy, or nebula (not asteroids or exotic matter) and meet certain distance requirements to terrain features:

stage 1 SB stage 2 SB stage 3 SB stage 4 SB
gaia planet, class A class D class G class I class M class R
15 fields away from any SB (be it faction or player owned) or planet
wormhole xhole yhole
5 fields away from WH, XH, or YH
Faction MO Lucidi MO
5 fields away from Faction MOs and Lucidi MOs.


After that, you can upgrade the TO to a SB, but it goes in stages and it has to be started manually by clicking on a link at the bottom of the building screen(when you enter the TO).

Pardus Manual: The upgrade stage is shown at the bottom of the building screen. At a set time each day, 75 tons of metal, 50 tons of electronics, and 25 tons of battleweapon parts will be consumed and the stage increased by one. After a total of 525 tons of metal, 350 tons of electronics, and 175 tons of battleweapon parts have been consumed this way, the stage shows Waiting for completion instead of stage 8. There will now be a Complete upgrade link among the building links. Clicking this link will finalize the upgrade and a name for the starbase must be entered.

questionWhen upgrading from TO to SB, if you miss an upgrade, does the upgrades start over, or keep going when you collect enough resources for the next stage?
Lord Quintus, Federal Navy, Orion: you only upgrade 1 step at a time: from 1 to 2, from 2 to 3 ,....It doesn't matter how long in between. - when you press the upgrade botton and at the time of the upgrade tick enough material is available the TO upgrades 1 stage.
questionCorbeau, The Commune, Orion: So, if you are building a SB, the minimum distance to any existing SB or planet is 15 tiles. Does this mean 15 tiles on the map (direct "straight-line" distance, regardless of the obstacles) or 15 tiles TRAVELING distance (that means, if you have to go around an obstacle then the detour also counts)
Dagobert, The Order of the Don, Orion: The straight line distance requirement applies.
questionJoeveshk Easthur, A.O.L., Orion: if a base has to be 5 tiles away from a wormhole, does that mean the base can be at the 5th tile from the wormhole, or does it have to be 5 tiles between the base and the wormhole?
I believe that it's 4 tiles inbetween the two, 5 clicks away. http://pardus.butterfat.net/pardusmapper/maps/orion/PassFED-06.html
Index

Preconstructed SB Buildings
There are some structures that are already built when you upgrade to a SB. The Command Center, Habitat rings, Pylons, 4 SDA (invisible).
habitat ring habitat ring habitat ring
habitat ring command center habitat ring
habitat ring habitat ring habitat ring


The Command Center has the most HP of all buildings on the SB. During SB combat, it must be destroyed or occupied to destroy or conquer the SB. There are 8 Habitat rings surrounding the Command Center. These prevent anyone but the SB owner from entering the Command Center, in a way, they work like MOs.

SB pylonSB pylon

Pylons are what holds the buildings for your SB. There is one in each of the 4 cardinal directions, North, East, South, West (or Never Eat Soggy Waffles, how ever you learned them in grade school :P). They can not be damaged, however the buildings on them can. As the SB grows in population, more pylon slots will become available. 1 in each direction will be gained after a certain point. If population is lost, so will the pylon slots.
*SB construction: 1 slot (4 total)
*5K+: 2 slots each (8 total)
*15k+: 3 slots each (12 total)
*30k+: 4 slots each (16 total)

SDASDASDASDA

4 Standard Defense Artilleries come standard on every SB, however, they are invisible. This way, it doesn't leave the SB completely defenseless.
questionJoeveshk Easthur, A.O.L., Orion: The 4 SDAs all SBs start with, can they be upgraded to HDAs?
No they can not be upgraded as they are invisible and preinstalled. If you can't see it, you can't upgrade it.
Index


Constructable SB Buildings
Pardus Manual: The following structures are available for construction. To build, you must fly to the pylon field on wants to build on and build the structure at the usual building cost of 500AP. The required commodities must be on the ship, not in the starbase. These buildings do NOT cost money to construct, whereas regular buildings do.
Index


Special Buildings
repair facilityRepair Facility: needed if you want your SB to offer ship and equipment repairs. This is highly recommended as it can bring in extra income to your SB.25 energy, 15 metal, 20 radioactive cells, 30 robots
warehouseWarehouse: used to expand the SB's basic capacity. It can add an additional 10k capacity. Normal SB capacity is 20k.25 energy, 60 metal, 10 robots
short range scannerThe Short Range Scanner will show all objects that are flying close to your SB. It will show on the SB overview screen and the SB welcome screen. This is HIGHLY recommended!15 energy, 15 metal, 50 electronics, 10 radioactive cells
Index


Shipyards

Shipyards are needed to build ships. Small for Small, Medium for Medium, Large for Large. Large Shipyard can not build small ships, no way around it. Every player-owned SB can build standard ships, and also faction ships if you belong to that faction. If you're union, you can't build federation ships, simple as that. Syndicate-only ships cannot be builts on player-owned SBs.
small shipyardSmall Shipyard: build ships with size 0 - 30 15 energy, 20 metal, 6 electronics, 20 robots
medium shipyardMedium Shipyard: builds ships with size 31 - 80 20 energy, 35 metal, 10 electronics, 25 robots
huge shipyard Huge Shipyard: builds ships with size 81 and bigger 25 energy, 45 metal, 16 electronics, 35 robots
Index


Factories
These factories are needed to construct various types of equipment. Armor, Shield, Engine, Weapon, and Special Equipments.
armor factory Armor Factory: can only build conventional armor
unions can build x6 armor
30 energy, 55 metal, 25 robots
shield factoryShield Factory: can only build small, standard, medium & large shields
unions can build additional shields
50 energy, 25 metal, 20 electronics, 10 robots
engine factoryEngines Factory: federation can build the enhanced drives 40 energy, 40 metal, 10 electronics, 15 robots
weapon factoryWeapons Factory: can only build conventional weapons
empire an build additional weapons
30 energy, 35 metal, 15 electronics, 25 robots
special equipment factorySpecial Equipment Factory: can build both robust & sensitive equipment
unions can build additional special equipment
equipment for TSS cannot be built by player-owned SBs
20 energy, 25 metal, 25 electronics, 10 robots

tipIf you want to go for building weapons, i suggest building 2 weapon factories, one to concentrate on lasers and the other to concentrate on missiles. The Weapons factory is really the only building that you need 2 of, if you build a second factory of another, it's just a waste of space.
Index


Defenses

Artillery make it harder for the SB to be attacked. Light must be built first then later upgraded to Medium, then Heavy. HDAs are highly recommended for SB defenses.
LDALight Defense Artillery1500HP; 1500X3 armor; 1500 shields; 55 skills; 30 size; 180X8 firepower20 energy, 5 metal, 40 battleweapon parts
SDAStandard Defense Artillery2000HP; 2500X3 armor; 1500 shields; 70 skills; 45 size; 240X24 firepower+ 5energy, 55 battleweapon parts
HDAHeavy Defense Artillery2500HP; 3000X3 armor; 2500 shields; 90 skills; 60 size; 180X16 + 240X24 firepower+ 5 energy, 70 battleweapon parts


Wrath, Scorpion Guard, Orion wrote:
It depends on your SB, it's location(safety-wise and sustainable pop-wise) and your customers:

  • Large Shipyards (for imps and feds mostly ) - an SB selling a lot of ships of all sizes + rank 13 Imperial or Federal Ships as an often supplemental, will very likely need 2 large shipyards.
    I didn't miss to sell vast amount of large ships + equipment for them, while constructing Doomstars, only because I had 2 Large Shipyards.
  • Wep factories (imps might have special case in that regard)- it is completely reasonable to have 3 such or even more, if you sell a lot of guns / or need to stockpile vast amount of missiles.
    Of course this may be advised mostly for SBs in MOed home-cores / Pardus Contingent nooks. People who make big turnovers on imperial guns may also want to go for 3-4 Wep factories, dependent on the market.
  • Special Equipment factories - 2 might be needed in certain cases, ie, home-world SB selling large amount of pods + other equipment. Union SB.
  • Warehouses - in certain cases you might need 2 or in even rarer cases even more of those.
    When you'll need 2, though, you will know it for sure.
Conclusion:
Choosing what buildings to have is really dependent on the market and your ability to sell, antagonized by the availability of pylon-building slots.
Index


Standard SB Building Layout

Every SB layout is different. Though, there is a standard SB layout for your buildings if you want to use it. This helps eliminate loses from SB population droping, which, often than not, will happen.
HDA
habitat ring habitat ring habitat ring
repair facilityHDAhabitat ring command center habitat ring HDAshort range scanner
habitat ring habitat ring habitat ring
HDA


Tips for SB building placements:

1. The 4 HDA's on the first inner pylon from the habital rings are essential to SB defenses, especially in this war-wracked universe of ours. When your SB if newly constructed, you will get just 4 pylons available (one in each coordinate direction N,S,E,W).

2. The Short range scanner is another essential for SB protection where it'll let you see any pilots floating inside of your SB space. This comes in handy when you are watching for bombers/pilots looking to destroy/take over your SB during SB combat.

3. The Repair Facility isn't really essential, but it's recommended for your SB. It can bring in guarunteed extra income to your SB, depending on what you set the price at. It is always good to set it in the negative %, where the % is how much above or under the standard prices of what planets and NPC bases charge. You are offering your services to the pilot at a discount price, yet you still get a profit from it.

4. From here, you can place a couple of warehouses on the second tier pylons if you think that you'll be needing the extra space. BUT, it's okay if you don't, since we have this lovely dump commodities option now (we'll go into that later). I recommend that you place them on the second tier pylons because if you lost a warehouse off of a 3rd or 4th tier pylon due to population loss, those commodities that were stored in those warehouses are gone, and you can cut a big loss since the commodities won't come back, and you never know which commodities will go, it's random.

5. Now you can place your factories and shipyards however you please. Don't fret if you lose a factory or shipyard from population loss, when you rebuild, all of your products will still be there. HOWEVER!!! If you leave a faction, the faction equipment/ships that you had stored at your SB will be lost forever! Even if you rejoin the faction, it will still be gone.
Index


SB Menus Explained

SB menus can be confusing at first for new SB owners. Here, i'll show you screenshots of the SB menus and will explain to you what they do and how they work. After about a week of messing around with the menus, you'll quickly get used to it.
SB Welcome Menu


SB welcome menuHere you have the typical menu when you enter the SB, and since you're the SB owner, you get a few extra options added into the mix.
1. typical menu: Even being the SB owner, you still have the same menu options as everyone else.
2. Pilots: Under the Commanded section, assuming you have a Short Range Scanner installed, you'll be able to see any ships and squadrons that are floating around your SB inner space.
3. The Workers are the life of your SB, take care of them, and they'll take care of you. Your Workers are you Population. The number of pylons on your SB depends on your population. Be careful of who you friendlist because whoever you friendlist will have the option to Hire squadrons. SB Combat
4. Transfering Resources between your SB and your ship no longer costs you credits!
You can now Transfer Credits between you and your SB. This helps out when your SB is running out of funds, or if you want to shave off some of those lovely SB taxes for yourself ;)
Set Resource, Ship, & Equipment Prices: here's where you can change the prices on your resources, ships, & equipment in you SB. Will go into detail in the Finances section.
Index

Schedule Resource Drop


SB resource drop menu This is not recommended unless you have an excess of energy or such in the 10k range that you just CANNOT get rid of in any way. It will help lower the clutter in you SB and give you more room. Type in the amount of what you want dropped then click schedule drop, and those resources will be dropped at the next SB tick. If for some reason, you made a mistake, you can type in '0' to cancel the drop and start over. Just be sure to do it BEFORE the next SB tick.
Index

Miscellaneous Settings


SB Miscellaneous menu Here you can set your Maximum Workers, Starbase Unreachable status, and you SB Repair Surcharge.
When you set the Maximum Workers, you have the option to set it anywhere between 50,000 to 1,000,000. The changes that you make will take effect after the next SB tick. More details in the Population section.
If you mark your SB as Unreachable, on the Mission board, missions to your SB will give a warning to the pilots stating that you SB is Unreachable and not to accept the mission unless they're sure they have access. This is normally used for SBs that are in Nooks with limited access for the public.
The Repair Surcharge, assuming you installed a Repair Facility, is what determines how much you charge for repairs. It can go anywhere between -10% to 10% in increments of 1%. The default is 0%, that is what NPC SBs and planets charge. If you were to set it to 0 %, you'll get 11% of the repair money drafted into the SB funds. -10% = 1% of repair money 10% = 21% of repair money. Either way, you make a profit from it. Although it's frowned upon if you charge more than Planets and NPC SBs.
Index

SB Welcome Message


SB edit message Here is where you can edit the lovely message that everyone sees when they enter your SB. BB code works in the buildings messages. (don't mind my typo :blush: ) If you have a message that you want to get out, here's the place to do it. Most SB owners will use this space to advertise the different services that they offer, such as repairs, new equipment and such. If you need more people to help with FWE (Food/water/energy) runs for your base, you can post a message here asking for help. Most times when a friendly trader passes by they'll help with a couple loads of each.
Here you can go to get help with the basic coding needed for Pardus. If you want to get all fancy with your message and need help, you can always ask in the Pardus Forum.
Index

Overview SB Menu


Overview SB MenuIn this overview menu for the SB, you have almost the same options as when your on your SB. BUT, here, you have the additional options to build your equipment and ships. You can also change the name of the SB and do a transfer/SB destruction.
Index

Ship Construction


ship constructionThis menu, from the SB overview tab, is where you can construct you ships. Make sure you have your shipyards built or else you can't build ships. You can only build ship according to their size so if you want to build a doomstar, have a huge shipyard, if you want a sabre, have a small shipyard. Building ships is not free, everything comes at a price. If you don't have enough commodities in the SB to support the production, it'll simply stop production, but will continue when the commodities are provided. You never want to stop production manually, because that's just a waste of resources and credits.
Pardus Manual Ship/Equipment Construction
Index

Equipment Construction


equipment constructionEquipment is build in the various different factories that you can build on your pylons. Shield Factory, Armor Factory, Weapons Factory, Special Equipment Factory, and Engines Factory.

Building ships and equipment is not free, everything comes at a price. If you don't have enough commodities in the SB to support the production, it'll simply stop production, but will continue when the commodities are provided. You never want to stop production manually, because that's just a waste of resources and credits. If during population loss you lose a factory or shipyard, don't fret, because your equipment and ships are still there, you just need to rebuild the lost buildings to access them again. Faction equipment and ships, if the SB is transfered to another player, will become lost if the new owner is of a different faction.
Index

Name Change


SB name changeYou may change your starbase's name for 5000 APs. There is a GNN news entry to every namechange.
Index

Transfer Ownership/Self-Destruct


SB name changeTo self-destruct your starbase, you need to initiate the self-destruct sequence first for 1000 APs. 24 to 25 hours after you have done so, your starbase will self-destruct and cease to exist. Cancelling the self-destruct sequence is not possible, unless your starbase gets captured! While the self-destruct sequence is running, you cannot initiate the transfer sequence, and vice versa.

You may transfer it to another player for 4000 APs. The other player needs to have one free building slot. To transfer ownership of your starbase, you need to initiate the transfer sequence first. 24 to 25 hours after you have done so, your starbase will be transfered to the specified person. Cancelling the transfer sequence is not possible, unless your starbase gets captured! If the chosen recipient constructs a building during the transfer sequence and has then too little experience for maintaining the starbase, the transfer will fail - so make sure to inform him/her.
Index


Population

As i have said before, you population/workers are the life of your SB. Take care of them and they'll take care of you.

Pardus Manual: The starting population is 1000 workers. It increases or decreases at usual rates depending if the food and water upkeep is met or not met. Note that player starbases do NOT consume other commodities, so these cannot be used to increase population growth - they can be safely stored in the starbase instead.
If the population ever drops below 500 workers, the starbase downgrades back to a trade outpost, losing all structures and stored commodities in the process.
* Stage 1 - 500 = workers < 5,000
* Stage 2 - 5,000 = workers < 15,000: Ship equipment becomes available
* Stage 3 - 15,000 = workers < 30,000: Shipyard becomes available
* Stage 4 - 30,000 = workers: Black market becomes available

Your SB is at stage 1 if you have between 500-5,000 workers. At stage 2, you have between 5,000-15,000 workers and the ship equipment menu is available. At stage 3, with between 15,000-30,000 workers, the Shipyard menu becomes available And finally at stage 4, with over 30,000 workers, the Black Market is available. Some SB owners purposely keep their population below stage 4 to keep people from trading illegals on the black market.

The higher your population is, more missions become available to rankers.
tip Lysin, E.R.A., Orion: Larger bases also breed more missions and mission income is one of those things that some star base commanders don't factor in when computing profit. If your star base is in faction territory, the mission income is not something to ignore.

tip Snake Shadow, A.O.L., Orion: for a SB of 60,000 pop, 12,000 in taxes are made, to make the tax collection 12,001 a pop of 60,006 is needed. Increasing the pop to this level doesn't alter the FW consumption of the SB either. it makes the food and water numbers even so I can do calculations faster, also since it is one of the hubs for mission runners the extra 10k pop brings in more missions.

question Hasaf, The Crazy Peacemakers, Orion: How do I best reduce population without interfering with ship and equipment production?
Illarion, E.R.A., Orion: All you can do is controlled starvation. Keep water in excess, and deliberately miss some food ticks. If you rely on other people to run FWE, you may be able to encourage the behaviour you desire by altering your food price based on the current population.
tipWhat this does is ensures that you have some consumption to keep your production going, but population will drop still. To keep the population from dropping too much, every few ticks feed them.
Index


Finances

SB's have their own credit pool. The owner can withdraw/deposit credits from their own ships to the base under the Transfer Credits menu. It's the only place you can. Everything that the SB sells/purchases goes into the SB credits, not the owner's credits. Remember, SBs are NOT ment to be profitable. You can make it profitable, but you have to WORK for it, something that some SB owners don't understand. There are several ways to fill up your SB credits:

*At each SB tick, your SB Taxes are added to your SB credits. The amount of the taxes is determined by how large your population is. You get 20% of your population's # in taxes.
EX: 50k pop. = 10K taxes/tick
8SB ticks X 10k = 80k taxes for 1 day


*For any successful mission that was taken at your SB, you'll recieve 10% of the reward credits that will go into you SB funds. Note: mission payment is not reduced for the pilot who accepted the mission.
Pardus Manual: The amount of acceptable missions depends on the planet's/starbase's size, on the player's competency/faction rank, and on the amount of jobs already taken on that board. Missions refresh once accepted ones have been accomplished or failed, and additionally every 12 hours.

*Ship repairs is another way to earn some income for your SB. As i said before, your SB will be paid a certain % of the repair charge, depending on how high/low you set the repair surcharges at. Ship Hull and Armor and Equipment can be repaired, with the exception of Sensitive Equipment.

*The use of most commodities lies in trade = Commodity trading. The most simple way of earning credits by trade is to collect and sell resources to planets or starbases. Since class M planets consume energy, it is often easy to make a decent amount of credits by selling collected energy there. However, please note that harvesting on fields with only few resources left (commonly referred to as "stripmining") is not lucrative and often scorned upon, as the less there is left, the slower fields will regenerate.

*Sale of ships and Equipment is a more complex but are sometimes a more dependent income, depending on your SBs location and your sector setup.
Index


Setting Prices

Commodity Prices


resource price changeChanging prices can have a big impact on your sector, depending on what prices you change them to. Be mindful of the prices around you, you want to make trading look profitable yet you still earn a profit from it.
Golden Rule: Buy low, Sell high Its simple as that.

When setting prices for resources, you can set the min/max also. The Minimum is the number of commodities that have be to in the SB before you can sell any to the public. In the picture here, i have the min on handweapons set to 1000. If i have anymore Handweapons over 1000, i'll beable to sell the extra to the public. The Maximum is the maximum amount of resources that you will accept from traders. If you have the min set to the same as the max or above, as i have with the Handweapons, it's called locking in the resource. The traders can sell you the resource, but can't buy it. Most SB owners take advantage of this when building equipment or ships. This helps eleminate the possiblity of a trader stopping production of the ship construction if they buy too many electronics or metal that is needed in the construction.
When setting prices, there is a Buy and a Sell column. The Sell column is the price that your SB will sell the resource at and the Buy is the price that you will pay for the resources. Remember to keep in mind the prices of the resources in the surrounding buildings, try to keep the prices fair for traders.
Equipment and Ship Prices


When building ships and equipment, be mindful of the prices of the resources that you bought to build your ships/equipment. You want to add up the total for all the resources needed and credits to completely build the ship/equipment, and make sure you have that on hand so that you don't miss any production ticks. Here is a Hawk and what's needed to complete production on it.
You don't have to set your prices to match mine, it was used as an example only. The same goes for when your building equipment, always keep in mind what you're buying your supplies at so you can sell your products at a profit. Don't forget the Golden Rule.
Index


Last edited by Firebabe on Fri Dec 11, 2009 2:14 pm; edited 2 times in total
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Firebabe
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Female
Number of posts : 443
Age : 38
Location : NE Ohio, USA
Registration date : 2008-11-16

SB Caretaker Tutorial! Empty
PostSubject: Re: SB Caretaker Tutorial!   SB Caretaker Tutorial! EmptySun Dec 06, 2009 12:23 pm

Index

Suggested Prices

Some SB owners will sell all their products at 10% off of the Planet prices. This is a bad idea in some cases where after building the product, it comes up to 95% of the planet price, and you sell at 10% off, you end up losing credits. Prices should be set according to either your alliances' standards or to your sector demands.
Note: The Planet prices are based off of the fact of there being no commodities on the planet to begin with. Also, the 'Buy' price is the price of the product that you, as a SB owner, will buy it at. The 'Sell' price is how much the product will sell for. My prices will definately be different from yours. It all depends on your supply/demand for the commodities or your sectors' supply/demand. This is ment only to give a rough idea of the average prices.

Commodities Prices
CommodityPlanet pricesMy SB prices
Sell PriceBuy PriceSell PriceBuy Price
food250200150100
energy1501203020
water2001606040
animal embryos75606050
ore15012010080
metal600480600500
electronics1,2501,000900800
robots4,0003,2003,2002,800
heavy plastics750600550500
hand weapons6,0004,8004,8004,000
medicines1,000800750700
nebula gas1501208050
Commodities Prices
CommodityPlanet pricesMy SB prices
Sell PriceBuy PriceSell PriceBuy Price
chemical supplies250200220200
gem stones25020010080
liquor1,000800800750
hydrogen fuel100805025
exotic matter500400500400
optical components300240200150
radioactive cells375300300250
droid modules15,00012,0008,0007,000
bio-waste30242510
nutrient clods750600600550
battleweapon parts6,0004,8005,0004,000

Index


The My prices are set to 10% off of the Planet price that would be found at Planets and are based off of the My Buy Prices from up above. The Conventional Prices are based off of the Planet prices from up above.
Note: If you hover your mouse over the prices, it'll show you the formula of how i came up with the figures.
Here is an example of what you'll see:
sabre: 2 ticks
1,000cr x 2 ticks=2,000cr
4 energy x 2 ticks=8 energy x 20cr=160cr
4 metal x 2 ticks=8 metal x 500cr=4,000cr
2 electronics x 2 ticks=4 electronics x 800cr=3,200cr
3 plastics x 2 ticks=6 plactics x 500cr=3,000cr
total cost:12,360cr
15,000cr (conv price)/10%=1,500cr
15,000cr - 1,500cr=13,500cr (10% off price)
13,500cr - 12,360cr= +1,140 profit
Standard ShipsShipyardBuild
Cycles
Cost/CycleUpkeep/CycleConventional
Price
My Price
sabresmall shipyard21,000energy:4 metal:4
electronics:2 heavy plastics:3
15,000
+ 600 profit
13,500
+ 1,140 profit
rustclawmedium shipyard31,000energy:3 metal:9
electronics:1
21,500
+ 1,460 profit
19,080
+ 270 profit
interceptor'small shipyard44,000energy:4 metal:2
electronics:10 heavy plastics:3
74,000
+ 5,040 profit
66,600
+ 8,280 profit
lanner minimedium shipyard1025,000energy:5 metal:5
electronics:5 heavy plastics:6
382,000
+ 16,000 profit
343,800
- 2,200 profit
harriermedium shipyard840,000energy:5 metal:10
electronics:5 heavy plastics:1
420,000
+ 12,000 profit
396,800
- 18,800 profit
mercurysmall shipyard650,000energy:4 metal:4
electronics:14 heavy plastics:5
426,000
+ 9,600 profit
383,400
- 11,280 profit
herculesmedium shipyard2435,000energy:8 metal:14
electronics:8 heavy plastics:2
1,320,000
+ 74,880 profit
1,188,000
- 1,440 profit
lannerhuge shipyard3625,000energy:4 metal:4
electronics:8 heavy plastics:6
1,575,000
+ 101,880 profit
1,417,500
+ 32,220 profit
hawkmedium shipyard3235,000energy:4 metal:1
electronics:10 heavy plastics:4
1,700,000
+ 152,480 profit
1,530,000
+ 71,440 profit
gargantuamedium shipyard4830,000energy:4 metal:12
electronics:8 heavy plastics:6
robots:1
2,950,000
+ 500,080 profit
2,655,000
+ 337,560 profit
behemothhuge shipyard6040,000energy:8 metal:20
electronics:8 heavy plastics:1
robots:2 ore:2
4,995,000
+ 1,047,000 profit
4,495,500
+ 726,300 profit
liberatorhuge shipyard80125,000energy:8 metal:10
electronics:12 heavy plastics:4
robots:4 radioactive cells:4
16,995,000
+ 4,262,200 profit
15,295,500
+ 2,978,700 profit
Index

Federation Ships
federation
ShipyardBuild
Cycles
Cost/CycleUpkeep/CycleConventional
Price
My Price
waspsmall shipyard12,500energy:10 metal:8
electronics:6 heavy plastics:8
20,000
+ 1,660 profit
18,000
+ 2,500 profit
addersmall shipyard22,500energy:4 metal:6
electronics:8 heavy plastics:3
35,000
+ 3,680 profit
31,500
+ 9,340 profit
thunder-birdsmall shipyard412,500energy:4 metal:10
electronics:8 heavy plastics:3
121,000
+ 8,280 profit
108,900
+ 4,980 profit
viper defence craftsmall shipyard422,500energy:8 metal:3
electronics:16 heavy plastics:4
183,000
+ 9,800 profit
164,700
+ 8,860 profit
babel transporterhuge shipyard842,500energy:8 metal:20
electronics:8 heavy plastics:2
532,000
+ 33,920 profit
478,800
- 1,680 profit
piranhasmall shipyard660,000energy:8 metal:4
electronics:20 heavy plastics:12
566,000
+ 25,520 profit
509,400
+ 4,440 profit
nighthawksmall shipyard2055,000energy:8 metal:4
electronics:22 heavy plastics:8
2,000,000; + 306,400 profit1,800,000
+ 224,800 profit
nighthawk deluxemedium shipyard2470,000energy:8 metal:4
electronics:26 heavy plastics:10
3,000,000
+ 482,880 profit
2,700,000
+ 348,960 profit
mantishuge shipyard3255,000energy:8 metal:12
electronics:12 heavy plastics:2
robots:1
3,300,000
+ 736,160 profit
2,970,000
+ 532,880 profit
extenderhuge shipyard4050,000energy:4 metal:16
electronics:10 heavy plastics:2
robots:2
4,100,000
+ 1,069,600 profit
3,690,000
+ 782,800 profit
gauntletmedium shipyard5675,000energy:4 metal:18
electronics:14 heavy plastics:4
robots:2 radioactive cells:4
8,900,000
+ 2,845,280 profit
8,010,000
+ 2,192,720 profit
doomstarhuge shipyard80275,000energy:8 metal:30
electronics:34 heavy plastics:6
robots:2 radioactive cells:6
34,750,000
+ 7,857,200 profit
31,275,000
+ 5,078,200 profit
war novahuge shipyard150500,000energy:12 metal:40
electronics:50 heavy plastics:8
robots:4 radioactive cells:8
105,000,000
+ 16,404,000 profit
94,500,000
+ 7,884,000 profit
Index

Empire Ships
empire
ShipyardBuild
Cycles
Cost/CycleUpkeep/CycleConventional
Price
My Price
ficonsmall shipyard31,000energy:4 metal:2
electronics:2 heavy plastics:3
21,000
+ 2,280 profit
18,900
+ 3,360 profit
tyrantmedium shipyard51,250energy:2 metal:1138,500
+ 4,650 profit
34,650
+ 700 profit
spectremedium shipyard815,000energy:4 metal:8
electronics:2 heavy plastics:2
190,000
+ 9,840 profit
171,000
- 1,800 profit
shadow stealth craftsmall shipyard1215,000energy:4 metal:1
electronics:7 heavy plastics:1
310,000
+ 27,280 profit
279,000
+ 19,224 profit
venommedium shipyard2030,000energy:6 metal:10
electronics:8 heavy plastics:1
964,000
+ 81,600 profit
867,600
+ 27,600 profit
constrictorhuge shipyard3225,000energy:4 metal:16
electronics:4 heavy plastics:2
1,500,000
+ 272,480 profit
1,350,000
+ 157,040 profit
pascsmall shipyard4830,000energy:8 metal:1
electronics:14 heavy plastics:2
2,720,000
+ 481,280 profit
2,448,000
+ 390,720 profit
dominatorhuge shipyard5230,000energy:4 metal:8
electronics:14 heavy plastics:3
robots:1 radioactive cells:2
3,650,000
+ 846,160 profit
3,285,000
+ 680,840 profit
boahuge shipyard6860,000energy:4 metal:14
electronics:12 heavy plastics:4
robots:2 radioactive cells:2
8,250,000
+ 2,225,200 profit
7,425,000
+ 1,660,760 profit
mooncrusherhuge shipyard84300,000energy:10 metal:64
electronics:20 heavy plastics:4
robots:4 radioactive cells:6
37,900,000
+ 6,910,720 profit
34,110,000
+ 3,626,400 profit
Index
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Union Ships
union
ShipyardBuild
Cycles
Cost/CycleUpkeep/CycleConventional
Price
My Price
rustfiremedium shipyard52,000energy:3 metal:5
electronics:1
35,000
+ 6,200 profit
31,500
+ 4,700 profit
maraudersmall shipyard1210,000energy:2 metal:1
electronics:4 heavy plastics:1
200,000
+ 16,160 profit
180,000
+ 9,120 profit
junker IVmedium shipyard2030,000energy:3 metal:10780,000
+ 76,800 profit
702,000
+ 800 profit
slidermedium shipyard2635,000energy:3 metal:2
electronics:7 heavy plastics:3
1,330,000
+ 156,880 profit
1,197,000
+ 74,840 profit
el padrehuge shipyard3425,000energy:4 metal:20
electronics:3 heavy plastics:1
1,650,000
+ 334,880 profit
1,485,000
+ 193,680 profit
chitinmedium shipyard4030,000energy:8 metal:4
electronics:10 heavy plastics:8
2,310,000
+ 402,800 profit
2,079,000
+ 312,600 profit
horpormedium shipyard6030,000energy:6 metal:8
electronics:8 heavy plastics:4
robots:1 radioactive cells:4
5,050,000
+ 2,088,400 profit
4,545,000
+ 1,765,800 profit
scorpionhuge shipyard7690,000energy:10 metal:32
electronics:16 heavy plastics:4
robots:3 radioactive cells:4
15,125,000
+ 4,807,240 profit
13,612,500
+ 3,702,100 profit
Index
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