<pre>From: Garryn, the Reshaper
Subject: More economy changes!
The next batch of economy-related changes is now live! The immediate change that you will notice that all the refineries and factories have been removed, and you got the Marks (current price) back.
AUTOFACTORIES AND REFINERIES
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* Every player can now own TWO types of autofactories and TWO types of refineries, and at most two of each type (so a total of 4 refineries and autofactories), with specialization-based exceptions.
* You can now use autofactories belonging to other players
* Autofactory owners can use AUTOFACTORY <id> PRICEMULT <x> to set the cost (and their profit margin) when producing for others.
* Every player can now pick ONE specialization out of three options - MANUFACTURING SPECIALISE mining/refining/autofactory
MINING:
- 10% higher yield from asteroids and refineries
- no speed penalty when turning around with an asteroid
- reduced scoops movement penalty
- autofactories and refineries operate slower
- refinery and autofactory cost doubled
REFINING:
- refineries operate faster and taxes are reduced
- can own up to THREE types of refineries, and 3 of each type
- speed/turning penalty when hauling asteroids and clouds increased
- autofactories operate slower
AUTOFACTORY:
- autofactories operate faster and taxes are reduced
- can own up to THREE types of autofactories, and 3 of each type
- speed/turning penalty when hauling asteroids and clouds increased
- refineries operate slower
If you have no specialization, you incur all the listed penalties.
IMPORTANT - the specialization is a one-time choice. You CAN change it, but it'd cost you 100 credits, so pick wisely!
PERSONAL MARKET ORDERS
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Every player who has picked a specialization will now be able to take up to FIVE personal market orders every day. These orders are automatically generated, and are much more lucrative than other market orders. You can see them on your order lists, or you can use MARKET ORDER PERSONAL to list only the personal orders. These are replaced every RL day.
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3
Comments
"They're excited, but poor."
- Ilyos (August 2019)
Also, I've said this before elsewhere: you can simply use the refineries of others (in particular, those who have chosen the Refining spec). The main point of the changes was to dissuade vertical integration.
"They're excited, but poor."
- Ilyos (August 2019)
MINERS - mine for resource and sell unrefined materials to refiners. Let this be a purchased commodity. Mining specialists profit by getting a higher yield from asteroids/ clouds than other miners.
REFINERS - refine the ore and then sell finished material to manufacturers. Specialists get faster production and production bonus to outcompete non specialists
MANUFACTURERS - procure refined material and produce and sell useable items. Again their speed and bonus production allowing them to compete with others in the supply chain
this lets miners control prices for resources based on what they think is the relative rarity of materials.
perhaps have a benchmark rate at which refiners can acquire limited quantities of ore on black market or such to keep costs under control
you don’t have to sell to Slander( slandering Slander I see) - but over time there will be enough competition between mining specialists to cut costs else they may not get enough raw material to feed their refineries
1. Will freighters/superhaulers still have no maluses involved in mining/gas scooping?
2. Are bonuses from previous honors still in effect (i.e. mastering gases/asteroids/products?)
3. Does the 10% bonus from the mining spec stack with the production bonuses of refineries and autofactories in the various subsecs in space? (Also clarification on the wording of "10% higher yield from asteroids and refineries" - Does this imply that there's a 10% bonus at the moment you tether an asteroid AND refine that same asteroid at a refinery?)
Similarly, there is not enough demand for items such as bots, qpcs and processors to justify investing upto 3 autofactories on them
even personal missions notwithstanding it seems like a stretch to operate 3 autofactories or refineries with lower usage items
"They're excited, but poor."
- Ilyos (August 2019)
1) Refiners and more strongly Autofactory specialists have to rely on others to fulfill their personal orders.
2) A miner can simply hunt for material, go to the refinery and viola ... ready for delivery.
An autofactory owner on the other hand has to have several resources of different types before attempting to make and deliver goods towards personal market orders.
This makes it much more difficult logistically to actually fulfill market orders for autofactory specialists.
Potential Solutions
1) Have autofactory specialists be able to procure materials from a market for a fee
2) Increase profit margins on finished goods to account for the logistical challenge of the fulfillment
Bumping the yield bonus up a bit (or a lot ) might help alleviate some of the issues with getting supplies to people with autofactories... Or for a less blatantly obvious attempt to get a buff to my specialization, increasing the batch sizes of stuff like batteries, repairkits, etc could help drive the costs per unit down while still allowing the people that produce them to make a profit, though perhaps that's not the most elegant solution.