Econ Investments

I've been doing some quick calculations for various econ investments. Seems like a Trade Port pays for itself in 15-20 minutes in typical circumstances, while, for example, Resource Sublimation (+6.7% metal and crystal production) will usually take over 30 minutes to pay for itself. Has anyone compiled an extensive list of these kinds of returns?

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Reply #1 Top

Oh there is a ton of calculations out there that have been done over the years. Sadly we didn't do a good job of collecting them in one place, but the two things you really need to know that early on getting planets is the most profitable thing to do, followed by trade. Someone figured out that you'd need a refinery with something like 13 resource asteroids nearby to be competitive with a trade port with even a small chain. Only nice thing about the resource techs is that its a global bonus that won't be lost, unlike your trade ports that can be destroyed, and extractors are cheap to replace.

Reply #2 Top

Quoting GoaFan77, reply 1
Someone figured out that you'd need a refinery with something like 13 resource asteroids nearby to be competitive with a trade port
End of GoaFan77's quote

 

Are you sure this is right? My own calculations come up with a much different value that often plays in favor of the refinery. Usually credits are used to purchase metal or crystal. So, for 4 logistics slots, you can get one refinery or one trade port. If you want to buy 100 metal, you need 400 credits, which means you need to wait 200 sec with a trade port. One refinery gives you 0.06 metal/extractor, so you need 1667 extractor second (strange units). To beat 200 sec, you need 8.33 metal extractors. My usual rule of thumb is to have a total of 9 or more metal/crystal extractors available to beat the trade port. This is easily achievable for a well positioned planet; you can sometimes get 12 or more, which hands down beats the trade ports. Disagree?

 

[The calculation becomes even more favorable if you include an uninhabitable extractor since you get 0.08 metal/extractor.]

 

When I am in econ position, I usually try to throw in a few refineries. The basic point is that you "don't want to go to market" either buying because you have too many credits or selling because you have too many crystals/metals. I try to get a balance. If I find myself buying, I try to get up some refineries; if I found myself selling, I try to add trade ports. And, of course, always try to get at least one ice planet and one volcano planet so that you have a good balance of metal and crystals. You can fine tune where you put up the refineries if you figure out what kind of fleet you plan to build, i.e., will your ships need relatively more crystal or more metal. This is a lot to figure out on the fly in a mutliplayer game, but if you're in the eco position, you can really help your allies by trying to balance all of this out.

 

Or, instead, if you don't like to think, go TEC and just get PERVASIVE ECONOMY. That's the dumb man's solution.

Reply #3 Top

Quoting candido-, reply 2
Are you sure this is right? My own calculations come up with a much different value that often plays in favor of the refinery. Usually credits are used to purchase metal or crystal. So, for 4 logistics slots, you can get one refinery or one trade port. If you want to buy 100 metal, you need 400 credits, which means you need to wait 200 sec with a trade port. One refinery gives you 0.06 metal/extractor, so you need 1667 extractor second (strange units). To beat 200 sec, you need 8.33 metal extractors. My usual rule of thumb is to have a total of 9 or more metal/crystal extractors available to beat the trade port. This is easily achievable for a well positioned planet; you can sometimes get 12 or more, which hands down beats the trade ports. Disagree?
End of candido-'s quote

His calculations did not use 400+ as the price. If you are using refineries as a substitute for using the black market, they are better, but if you want to use them as a raw source of income you'll also need to sell some of your resources for credits, which will rarely give you more than 250.

Also keep in mind its very easy for one trade port to make more than 2 credits per second in a large trade chian, which is why the "with a small trade chain" is important. As trade ports can increase their income infinitely as long as you keep extending the trade chain, eventually you will beat a refinery no matter how many extractors its servicing.

Reply #4 Top

Some things people easily forget:

  • The "length" bonus that trade gets also considers the trade routes of those you have a trade pact with (not the special TEC pact, the normal trade pact you can get with anyone)...so, if you and me are allies in a locked team game, then we will always be getting this bonus....if you have a trade length of 6, and I have a trade length of 5, then we will both get a bonus as if our trade length was 5+6=11...if you don't believe me, test it yourself...as such, the income earned by trade is ridiculous in large team games, and most theoretical calculations fail to incorporate this mechanic...in a typical 5v5, don't be surprised if a team's effective trade length is 20 or 25, which corresonds to a 20 x 7.5% = 150% bonus to trade...

 

  • I could be wrong on this, but I do believe that the "length" bonus is multiplicative with other bonuses (know for a fact it is with planet bonuses, and probably with research and envoy bonuses)....

 

  • The commonly accepted exchange rate between credits and resources is determined by the black market and is 4.5 to 1 (450 credits buys 100 metal/crystal)...because you generally buy more resources than you sell (especially once early game is over), the buying price weighs in more than the selling price...in many circumstances, you are exclusively buying, and I would argue that a better exchange rate is 5 to 1 (500 credits buy 100 metal/crystal)...early game an exchange rate of 2.5 to 1 or 3 to 1 might be more appropriate, but that phase is rather short lived...

 

  • Vasari trade tech only affects trade ports, not refineries...TEC cargo techs affect both trade ports and refineries...

 

  • Tax and extractor income are affected by allegiance while trade and refinery income are not (only exception is neutral extractors in uncolonizable wells)...allegiance is often erroneously neglected in many calculations...

 

  • Even if you have a short trade route, remember that any trade length adds on to that which your allies have...even with short trade lengths, trade ports are still ridiculously lucrative in team games...trade ports can increase the income earned by your entire team, not just you...refineries will only help you....

In general, Trade is the best source of income to invest in...build trade ports, research trade technologies...