Capitalist Ambitions - How To Make Money in 1.3?

I tried a lot of that. It’s important to keep each dome down to one doorway - two doorways cuts down your planting a lot. But single doorways needs more corridors. So you have to balance corridors with doorways.

I’m not claiming this version is perfect - it’s just my latest experiment. Feel free to build on it - it’s not patented.

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On this set up, do you get much leftovers?
I’ve got my explosive and living glass spot on but my circuit board set up is a bit rough and I get leftovers.
Gets tricky trying to balance the 2 uses for Frosty & Cacti combined with the opposite growing times.
It’s nowhere near as profitable as it could be but I enjoy the juggling and exploring in the downtime.

The new straight from suit to freighter inventory would be a welcome extra for you merchants.

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In my last month experience, I’m about done with farming. I have a farm that used to net me around 30mil per hour but since the reset, without a system that will buy at 90%+ it’s only going to get me around 15mil for the first sale and then maybe 9 or 10mil. Still not bad but, realistically, farming warp cells and going from planet to planet scanning plants and animals can get you quite a lot of credits. Without even realizing it, I amassed over 100mil just scanning while doing the new story line.
This game is really all about exploration and if you have all 6 ships and a freighter, you don’t need much cash. So it makes sense that you’ll get a lot of bang for you buck by just exploring.
Build some red canisters and farm them for the antimatter and warp cells . With no more story line I now just jump system to system, explore all the planets and moons, scanning plants and animals, collecting Plutonium, Zinc and Thamium9 as I go and from time to time doing some credit worthy missions, and I’m good to go… almost at 1 billion now(close to 200million made since the realease of 1.3).

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You have to rethink farming and money making…right now much more than 30 mil an hour is possible and you don’t even have to worry about finding +100% profit either…now can make products worth 18 mil a piece…it takes a lot of precise planning and setup to make an effective farm as they require a lot of resources but they are definitely doable and the potential for nits is MUCH higher than ever before.

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60+ mil an hour used to be possible pre 1.3. and I’m sure with enough planning, it’s possible even now… however, due to changing economies, it becomes a process that involves a lot of time and effort planning and replanning that I’m not really into. I was just tossing out there my 2 cents, saying that I don’t think farming really needs to be done any more. Explore, scan, turn in your discoveries and do missions and you’ll get your units.

For those that want to “get-rich-quick”, the old fashion farming works but you have to work harder to do it. :grinning:

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Frankly it makes sense though that the very high profit setups would not be something that is very quick and easy to set up…I’m significantly happier with the requirement of combining a dozen products into a really high value item and the required planning…needing to have an operation that is spread across an entire solar system or possibly more if one doesn’t have all the required planets for the gases and needing to grow some of most resources and so on…it’s a far more intelligent setup and it makes sense for it to be where the units are at.

With the missions it’s not so hard to get the “main” ressources needed in the 18M product. Before having all the blue prints i didn’t know what to do with these 50k to 400k things so i stored them. Now i have all recipes and i was able to craft 5 or 6 of these items (my little farm produce circuit board) and sold them between 18.7 and 18.9M each. I still have enough of these new ressources for something like 10 more but I need more emeril, gold etc…

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I agree with that. the adage “time is money” works in both directions :slight_smile:

Any way, I’m not trying to take away from this thread, just pointing out another source of making money that I have fallen into that has turned out to be more than sufficient (for me)… but I also have too many hours of game time farming under my belt which helped get me where I am today.

Nice work and good layout using Corridors. How about using the following trick to include Frostwort in your Corridors when doing your harvesting rounds?

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I would like to propose looking closer at commodity trading.

After the new update, I get 1.5 - 2.5 jumping between high economy systems, only stopping at the space station to unload and buy new commodites. Made about U14 million playing for an hour yesterday.

Improved trade product pricing
Improved price modifiers for different economy types

Looks like a load of frostwork people on a commute to work on the tube! Lol

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Frostwork people on the tube, sounds like a Dr Who Christmas Special simultaneously trying to be current event and topical… ICE-IS? …I’ll see myself out.

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Hey Polyphemus

Just a question, as I see that you have several domes , I was building my base yesterday, but after building 4 domes, when I want to create antôther one, I get a message the a reached my limit?
Could you gently explain that to me please?

Thanks Citizen!

Edit: Here is how I built it!

It is because you have too many other buildings, you need to build domes on the floor with as few corridors as possible to get the most domes, planting plants outside also count towards building slightly.
I hope this helps :+1:

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It does !!
Thanks a lot @FRANK_CADILLAC

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Thanks to @DevilinPixy This may help also with build cost numbers.

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You may also want to check out the below topic, where you can find exact costs for building:

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Oh thanks a lot @DevilinPixy
I wasn’t sure if my question was in the correct topic!
I will check this carefully and try to build my base as well as I can!

Thanks to you fellow Citizens! :slight_smile:

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Hi.

It seems most of your question has been very ably answered by others, but just to show I’m not ignoring you:

As FRANK_CADILLAC has said, there’s a limit to how much you can build in your base. Each item you make, including plants, has a numerical value. Once that value reaches 2,000, you can’t build any more.

(I was going to link to DevilinPixy’s list of costs - but I’ve been beaten to it).

That’s why designing a good, profitable base is so tricky. You have to specialise in one profitable product, then concentrate on growing only the plants that are needed to make it. You have to find ways of growing as many of the right plants as you can, whilst at the same time using as few building materials as possible.

You also need to consider the conditions on the planet you’re building on - some plants will grow outside, but only in the right climate.

My personal preference is to completely remove all my base buildings, and start right from the beginning, concentrating on maximising growing space, while minimising building costs. It’s expensive, and it takes a bit of planning, but if it wasn’t a challenge, I wouldn’t enjoy it so much.

Have fun.

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Pas de problème, n’hésitez pas à poser d’autres questions :wink:

Excuse my French fellow citizens, I could not resist …

In addition to what has been suggested already and after watching your video, I would suggest the following, especially if you prefer a combination of looks and farming:

  • Start with what you really want to have on your base and the rooms required for them.
    • Storage Containers
    • Tech Terminals
    • Landing Pad
    • Galactic Trade Terminal
    • Save Point
    • Etc.
  • When placing Bio-Domes, fill them right away, as crops also count towards the Base Complexity limit (2000). Know that one of your crops can grow outside depending on the planet/moon conditions. Place these as well if they are required for the product you wish to make. Same of course goes for using Trays.
  • Avoid using T-Corridors, they are quite expensive. Replace with L-Corridor/X-Corridor if possible.
  • Know that Geobays can be placed outside the base region (blue limit) to not count towards Base Complexity.
  • Press L3 (Moins d’infos) to see percentage of Base Complexity used. This will show at 76% or higher. A good indication to stop the main building if you plan on adding Lights and/or Decoration.
  • Wait with placing Lights and Decoration until you are satisfied with your general base and have some points left to spend.

In general, 2000 points are easily spend on a base and it takes some time to get familiar with this limit. Creative mode makes it very easy to test things, so you did well. For that reason, do not hesitate to experiment and test thoroughly.

Amuse toi bien!

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