Avorion station profit percentage reddit. Mining stations are pretty decent profit.

Avorion station profit percentage reddit. This will affect potential profit to a great degree.

Avorion station profit percentage reddit I think alot of people are sleeping on this. Posted by u/Fuzzlewhumper - 3 votes and 9 comments Stations don't use Gyros, Thrusters, Directional Thrusters, or Engines. Thanks for replying, thats not the case, in fact, I still don't know what the case was, move the station away from the astorid make npcs start to go in and buy stuff, but my new mining site with 4 station each 7 km apart and away from the asteroid field, only the second station I placed, gold and silver mine get costumers few times with -7% price because of the surplus on silver. As long as you're not putting a station in an asteroid field that makes it impossible for trader ships to dock it should not make a big difference. I've actually encountered this problem 2 days ago and asked on the Avorion server. hey there, have you ever wondered about the use of these different kinds of stations? now i know they explain it in the game, but why in ever would a person buy stuff from traders? how i would imagine it happening is: you the station owner buys stock to provide the people in the station to buy them. Also some commodities are so dirt cheap, they are not even worth it when the demand is at 30%. Make a bunch, slap them onto your vessels, and profit as the toughest pirate in the galaxy that can vaporize core stations in seconds. An easy way to find your best guns is to open inventory (i) and then sorting by damage while in build mode. Things not mentioned in the "plot" tutorial: claim and sell "lumpy" asteroids to factions for quick starter money; range is king, speed is king; X4 is a living, breathing space sandbox running entirely on your PC. 1. Obviously a station can't sell more goods than it has in stock. What’s a good… Net profit was 200,000 per cycle plant from one station. At that point procure commands time will get higher but a good captain will negate that Posted by u/BrilliantClassic1209 - 2 votes and 2 comments When docked the ship will be in control it must be large enough to move the station (have more mass and alot of thrust power). No tech level changes by location on map. check in on the fuckboi. Link to station videos to set up profitable market the first talking about profit. Posted by u/sqirl - 10 votes and 3 comments X4 is a living, breathing space sandbox running entirely on your PC. There may be a mod that changes the number of slots, but vanilla, it's three slots. If you have your own producer in system the station should not be buying required resources from traders. It sells them though. The population on the station will use the consumer goods, which may eventually lead to profit. Break even point should be about 12 hours of the station running. 10% means it pays more for resources, but also charges more for the final product. I keep one ship on patrol there. Their prices obey supply and demand as every other station. Buy --30 and sell +30 gives you close to%200 profit and in 9-10 iterations you will be dealing with hundreda of millions. In a lot of those cases, a T0 does actually generate more profit/hr than that higher tier support/intermediary factory. My Cruiser can destroy most core ships in 1-2 salvos. NPCs buying and selling is unfortunately quite a shitty mechanic. Now crank out station founders and convert them into Turret factories in this sector. It really depends on your surrounding environment. Though now using transporters is an obsolete method due to the "fetch from station" and "deliver to station" options no longer requiring cargo shuttles, as of 2. ], the station sold plastic to 4 transports and netted about 500 000 credits per trip. I am only in the naonite zone and this 6 slot limitation has made it extremely difficult to build a functional mine and station. Setting up a shipyard or other consumer stations near your factory could attract more traders. In all my play throughs it's always a grind at the start. Then find a system with lots of the same stations (like luxury goods) and look at their bulletins. If it still does you can just turn that off. As you get stronger and work inward I usually build my own smuggler station and it becomes 100 percent profit. Stations are very much worth it. Simple stations like solar collectors are often found in groups within a faction, so there could easily be competition nearby. I recently built a Water Collector because water is marked up +30% locally. Another trading ship will buy the output goods and sell them wherever you choose. If your station bought in a high demand region you paid more than you can get and will lose money overall. A few minutes later an alert, your trader is under attack. With a good captain, you can get items with a nice discount. The best profit for the fastest time that I have ever experienced personally has been Steel. Just be aware that there is a Master station, and the rest are slave stations. Don't ever enter build mode near a station or other object. It will buy a lot of products at lower prices and you can sell them elsewhere with high demand. These buy up goods and give you a profit upon consumption (regional price taken as base), which occurs every 2 minutes. Mines are usually pretty inexpensive, but tend to take a while to start being profitable. I have 500k of every material and 10 ships. Also I'm pretty new(1 playthrough, just got my 1st avorion ore) People will say to stay away from basic stuff like water plants and solar stuff. NOTE: Your tug needs to be hyper manoeuvrable and have avorion engine energy and jump blocks where possible. If you have 150-250kk, you might build a trading station. Mining stations are pretty decent profit. There are a few of them that make the AI ships look fantastic. Turn in = easy profit. Not 100% certain on this, I believe only the parts listed for sale within the buy/sell windows will be purchased or sold. Interact with your station. If you have multiple stations in system, and access to fighters, you can have one of the stations set to attack all enemies. 5- pull your tug up next to the now small station and dock it to your station. I've had my best luck with drills and mining robots, supplying an area thick with mines. it's most profitable if you use them to make turret parts. Eventually you'll get rail guns with like 2 slot 40k omicron. I found the easiest way to get started, is to get a captain that has good price bonuses. so if you dock a cattle farm to a wheat farm (as in, you're in the cattle farm doing the docking operation), you can't then dock anything to the wheat farm - think of it like an extension of the cattle farm that can't be extended itself. Trading ships with captains, trading systems and a looping trade route with orders to buy and sell input materials keeps your chosen stations supplied. 0 patch notes 'Removed cargo shuttles, factories can now trade with each other in-sector through the ambient shuttles'. I only played around with commerce stations (like habitats) a little but those seem to slowly consume goods and give you a small profit margin on the regional price. Consumer stations, such as mines, shipyards, habitats, and science stations, are actually profitable because they pay you when they consume goods, equal to the price of the goods, plus a commission. Stations that are struggling to sell the goods they're producing. When everything is docked up, set the master station and each slave station back to station mode. So you can set up a fairly elaborate production chain without actually using any transport ships to move stuff around. Trading stations, as far as I know, simply have a random selection of goods. Depending on the station this can be low tech like food or high tech like accelerators or processors. Then, convert the station to the ship you created in step 3. In the station settings, do not forget to activate the menu items "actively sell/buy. Best captain is a merchant with market expert and as much profit as possible. 0 at least. Go to trade, there should be a cog icon, there are the station resource settings, if you select request sell/buy it does not change the cost afaik. Go into the station's trade goods page and set the price slider to -10 or -15%. The best way to think of it as a hub/spoke configuration. Exit build mode and then select the travel mode for the station. Once I breach the barrier (and get avorion knowledge if playing with that turned on) I make a very tiny shipyard station, dock it to my ship and jump to around 2:2 or so in the core, boost out to the very edge of the sector and set up the ship yard to start making more station founders. May 28, 2023 · While profit margins for factories vary, almost all of them have a basic profit margin of 30%. What you can do is find a claimable asteroid, found a mine (oil rig), enter it, save the template of the asteroid, build it as small as possible to accommodate the crew and a bit of shielding, put it in transport mode, dock it to your safest and fastest ship, fly it to the sector with your refinery, undock it, get back in it, restore the asteroid template, build it out to Rinse and repeat, buying more as you can afford more, using profit to increase how much you're able to buy+sell at any one time. There are stations that slowly 'digest' their stockpile of goods, called consumer stations. AI traders only bought a fraction of what the station was producing, and it hit the 25k limit quickly. Assuming you spent $12 million to found it and another $5 million on building the station itself. Seems to work pretty well, although I've only ever watched the station repel pirate attacks thus far. So look around and find a system with 3 stations requiring something a mine can produce. 1 million to found and $1. ) I think I remember that you had to order the station to do a looping sell order, which required a captain. To connect the example above, you set station A into Transport Mode, then connect it to a stationary Station B. Get all factories that produces the mats for wanted turret and just buy the prerequired components to start production for the components. . This requires a captain, but the other stations will not need a captain or weapons. You could also build extra ships to "Deliver goods to stations" and "fetch goods from stations" are there to automate production lines. The profit estimate in the station screen is $2,349 per production, which is $1. There's no limit, but you need a central station to which all stations are docked. If you go to the station there is probably a bunch of stuff in cargo. The player then receives 1. This seemed a bit ridiculous, so I decided to watch my plastic station for about 40 minutes. Build station complexes between multiple factions to get most profit and have a high possibility of good trading routes. High tier factories I select all the boxes, meaning it looks to buy/sell. 9 million. Build in an empty sector so the tradingships don't get stuck. 000 credits. Nov 5, 2020 · Make sure you check local price and demand via trading system upgrade. ) With no other stations in the sector, the AntiGrav Generator would sell at 100% * (120% + 5%) * $71,632 = $89,540 each, with a parts cost of $53,367, for a net profit of $18,265 per production cycle ($8. You can just take the things they bring and sell them to other stations. Use that to see what stations want and if it’s a station that simply produces those goods without input like the water collector does, you’ll make great profits without having to do anything. From the 2. Its easier to do a quick google search to find what stations/factories regularly buys what youre selling. You typically either want your station with the slider set into the - and sell to NPC unchecked, or slide into the + and buy from NPC unchecked. Have amassed ~15mil credits and I’d like to buy a station soon. I usually combine it with selling asteroids since they are easy to fid at the beginning areas. There’s basically a number ring around the map and depending where the station is that will be it’s tech level but if you move it it will change. At 500 000 upkeep every 3 hours [ The station gets its materials from 3 other stations, and 116 00 * 4 is AboUT 500 000. Prolly throw a gate there to the ogonite area once I cross the barrier for easy access to my home sector. The refinery fighters salvage up the dead attackers and I can inhabit the station, refine its own cargo, and profit lol. I don't know what determines the price they are sold though. I already have my gold/platinum station which makes a little bit of cash even in the best location I can give it(-19% price on both gold and platinum). It also wouldn't hurt to further increase the bonus profit when goods are consumed. Yes, in order for the station to work continuously you must either attract enough traders to purchase your excess Oxygen or add a consumer in the system. The percentage in the Buy and Sell menus means precisely the same thing for both -- its the difference between the price it's bought/sold at and the base price of the good. Equip a trading system that gives you a local economy overview, and build stations that supply a large demand in the area. The whole station-economics side of Avorion needs a pretty significant development pass. Over time, the population of the station will buy and use these products and give you a profit for it, but it's kind of a long-term investment. Profit ;) It's this simple OP. I'm not saying you can't make any profit, but it is very dependant on circumstances, and considered the big cost they carry (initial investment, resources, crew, modules and turrets, post-deploy babysitting), most of the time it's not worth it from an economic perspective. Can make a few hundred million profit every 5 or so hours. 000. When I want to move my stations I scale them down to a 20x20x20 square of cargo bay Dock them and move them to their intended destination. Claimed 4 asteroids, got some pretty desent xanion ships. There was no consistency to the order that it consumed goods, how many goods it consumed, or the price paid. Be sure and buy goods that are bought by common stations or many types of station so you're not stuck holding unsellable junk with all your money bound up in it Context: i don't do fleets, common advice seems to be use extra ships for some stuff. Sub class smuggler allows you to buy/sell everything everywhere you want. At +20% regional price, you can expect to make $1. What I do when making stations for profit is I find an area with a high demand of water. How did you get those numbers OP? 15 votes, 12 comments. Start a new station chain there as well for more money n stuff. I'm not sure if it was a bug, but doing the procurement missions with a lvl 7 trade captain started to finish after about 40 seconds even though the mission was advertised at 20 minutes or so. i may not ever do that again as the drones bog down The source could be your own stations. You can supply these stations yourself or turn on auto-buy. High Efficiency Turrets make the bosses look and feel amazingly threatening, and another one called SDK Overhaul - Ship & Station Generation that changes all the blocky ships into great looking ships of various shapes and sizes. I'm founding stations in Avorion, and my first station has some spanner symbol and says; Redesign by The Akkireex/*this refers to factions, such as 'The Xsotan'. Thousands of ships and stations trade, mine and produce, all realistically simulated. So how to turn these into profit? Where to found a station? You’re making a lot of money, but if you’d invested that in stations, your income from stations would be far higher than 120 million / hour. At this point I have a ship able to carry 40 drills at a time for a profit of about 280k per trip, not bad for 4-5 hours into the game and with only a green trade system installed. Both latter points are 100%. However, I do not like that stations and asteroid bases are also confined to the processing power limitation. It's either a buyer or a seller, and they come and go very slowly. What I'm looking for is something preferably more sought for by npc, and possibly easier to find location with +% on the prices. Reason I suggest ice if uncertain is it the most commonly in demand item, plus- each sale is low dollar value, but my ice mines make many times more sales than my other mines. A running station that produces product with +30% price or +30% demand could be very profitable. Hi all. They take aqhile to turn a profit, but something like war robots will eventually make like a profit after going around -200 million. One "other station" n one plastic manufacturer to to along with the production chain I have. You can place a station at [0,1], far away from friendly systems or gates, and traders will happily come flying in no time. I have about 20. X4 is a living, breathing space sandbox running entirely on your PC. It's a grind at the beginning for sure. Stations are good for a few things; passive profit, attracting noobs to pirate or feeding hab stations. Itll go from -200mill to +1bill. The bigger the station, the more demand. 4 million per hour if you're selling everything, and you haven't upgraded the station. For reference I have had 6 or 7 good sized stations in one sector with the only real issue being it slowed down the load times for that sector a little bit. Piloting the master station, dock each slave station you want to it. Once you have the parts, you can crank out legendary turrets and sell them for millions each. "/ I'm guessing this is what draws upon things like the procedural design of ships and such. 1 million per hour. Then you can raid a Pirat shipyard->unbrand all stolen goods->sell->30-130m profit (depends on luck). Command the mine to enter station mode. The quantities for storing a station's products is a percentage (%) of the station's cargo bay (max storage). Thus, I didn't need to build own loaders, and this one station at an early stage completely paid back expenses on my fleet from salary to salary to crews. Roughly every 2 minutes, the station will choose one good at random and consume a random amount of that good for a random profit. Once in station mode you can hire crew directly from the station itself. In this universe, you can grow from being the lone pilot of a fighter ship, to managing a vast empire, commanding your fleets and designing colossal space stations. If a good has been found, the station tries to sell between 10 and 60 of that good, uniformly distributed. Then I put several artifacts on the station and loaded the station with multiple high-damage turrets and gave the station a captain. The profit/hr on a lot of support stations or intermediate products is abysmal even if you enable trading to sell off the excess. I believe the frequency of metal sales is based on demand from the stations around you. It seems not to be desirable with large cargo holds because they do not get consumed very quickly. Dec 16, 2020 · A high tier trading system will tell you the demand for goods in a sector. I believe you can't nesting egg docked ships/stations. Specific station types will always purchase specific goods; military outposts, for example, will always purchase body armour, war robots, ammunition, etc. Of which 1 can found a station. Plastic factory makes 15 plastic per cycle and consumes 3 oil and 3 energy cells - or generates 2055cr from 636cr worth of materials. " Posted by u/bpleshek - 14 votes and 13 comments Each station in the chain adds its own profit per cycle to the value produced, so it's just a bigger investment for a bigger yield. But moving your station from where it’s at to the middle of the map will increase the tech level to max as long as it’s in that sector. I would recommend thick stone walls to protect the sides as stone doesn't require mechanics unlike armor, or shields. However this does NOT mean you can only chain three stations together. Since Avorion 2. 16 votes, 15 comments. They aren't useful on all stations. Avorion is a space-sim sandbox game where you build your own ships and fight, trade, mine and explore your… By chain I mean a product goes from Station A to Station B to Station C. The profit depends on what the station will buy and it's random. Consumer stations usually don't sell goods, apart from mines and trading posts. I’m still in a relatively new Galaxy. This will affect potential profit to a great degree. What do you guys recommend to start with. Have all stations in transport mode. Get the factory. But if you put in a a high demand sector with 3 npc stations requiring it it produces a constant stream of transaction and generally pays for its self i a few hours. It can tie up a ship for a long time if you buy a lot of a good, but it beats having to manually hit every station in a sector. Get a trading station, its going to cover the costs for the system. The refinery also churns out fighters and has tons of storage, so I use the salvage fighters on that station and order it to salvage anything in the system. How to make money: Trading missions until you got a decent amount of money (few million). I have an asteroid close to some factories which use gold. Factories that are tier 1/2 ill set up a chain but. Once I have a few million saved up I plan on setting up a full supply chain to produce drills and then shipping them all over the galaxy. Yeah, unbranding reduces the profit you make by 50% of the market value of the good, selling the items through the smuggler reduces your profits by 50% of the good also, but reduces the need of unbranding manually, but the regional prices do only partially alter your sell price then. You set up mines/stations and set them to 'deliver' goods directly to stations in system. This is the profit before the 20% bonus or adjustments for local prices. Depending on the size of the station (both literal and production lines) and the supply/demand of water + the base price, you'll end up with certain sized buyers/sellers. Increase the 2055 worth in output by the percent of demand, and that's a pretty huge profit. That is, if the average price of the product is Cr 100, they require Cr 70 in parts to make the product. Then you type in what type of station your looking for into the search bar on the map which will highlight all of those stations youve discovered so far. Station building would be my favourite part of the game, and the part that kept me coming back, but to be honest it kinda sucks for now. Also, the few videos after this really talks about economic profit from the system to if you like to hear the whole set up! You'll waste a lot of time trying to find the one station that buys what youre selling. 0% means your station buys and sells everything at average price. Consumer good consumption quantities/speed should also scale up significantly based on at least one of the following: station size, station crew, factory size, sector distance from center, sector economy, sector population, etc. but i propose to basically have a progress bar that Trade stations have random goods for purchase or sale, and the percentage above or below average price depends on the level of your relations with the selling faction, as well as a random factor. A plus is that its much easier to sell a couple thousand processors manually than energy cells eg, which will become a factor as soon as you start upgrading factorys. The 1 advantage I used with station to station docking is it allows me to tell the captains to sell/buy commodities from eachother. The reported profit is always 10%. Setting up shop in a place that has a high demand for stuff like food, water, and energy cells means that you can get some cheap stations up and running that will sell their Hello everyone ! Never actually built stations in this game. Everything else behaves normally. Just got to Nanite, want to know some tips. 2. I’ve mostly been mining and exploring at this point and have two miner ships in… Posted by u/BlooHopper - 33 votes and 14 comments Goods that are used for consumption in factories speed up the process, and other stations; habitat, casino, etc, are easy to build where the goods are priced so cheap it generates a profit in the long term. 7 million / hour for a small factory). 0, the behavior of transport shuttles from station to station changed, as in they no longer need cargo shuttles, they automatically transport goods. I've noticed the sale price doesn't match with the percentage slider you can set. It's quite frustrating at the moment. I also made the station huge and gave it massive shields (4 million +). It requires only three stations to make it for free. This is the answer. Notepad the ones (depending on short term memory), and then use procurement mission to get those items. For some odd reason exiting build mode rotates your ship a full 180 and you might blow up your ship by hiting whatever is around. Avorion station building r/avorion Avorion is a space-sim sandbox game where you build your own ships and fight, trade, mine and explore your way to the center of the galaxy. No buying materials or anything. 18K subscribers in the avorion community. Industry gives you the best return if you start setting it up around the time you have your first 10 million credits, and gradually increase your industry as you go along. That time needn't be AFK. 8 million to build, for a total of $6. I am at the metal trinium (have to get the building knowledge) and can mine that to give you an idea where I am at. is he somewhere on the edge of this factions space, nowhere near the traderoute he was supposed to fly (i happen to fly the same stations on a manual trade one earlier and especcialy the buy point is a fairly rare station and the only one in the area), but Yes. i dont know how you would do it exactly. At this point it should already be producing and stockpiling goods. I set up a copper mine in a system with an ally having three stations that purchase copper. 1 times the purchase price times the amount of goods sold for a profit of 10%. The only way of turning a profit on a utility station is by exiting the station, opening the "trade goods" screen with your ship/drone (where you buy/sell like a regular station) and clicking the "buy goods" button on the top right of the pop-up. In single player I believe it is still unlimited by the games stetting, but lots of large stations will cause lag, even on beefy machines. Posted by u/Dismal_Arm8055 - 2 votes and 3 comments Right now I'm afraid stations are not hugely profitable. I made like 3 mill relatively Ideally, I'd like to order a ship to pick up the oxygen from my station, then sell it a few sector's north where it can turn a profit, but there doesn't seem to be any way to really automate this anymore. This lower price from you will attract more traders. Avorion (sadly) doesn't seem to care about gate network, or proximity to specific stations. The Gas Collector cost me $4. I find the trickiest part is selling, because it's dependent on what margins you want for profit. You get the three slots, that's it. xwwl baw vtydn bwtk paudgx ylwyy voktv ojniz hibz kjqb