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Post by huckleberry on Jul 24, 2014 15:50:46 GMT -5
Since this is a newer game there aren’t a whole lot of tables comparing buildings, so I thought I would take a crack at it. Warning- despite posting in this forum group in no way do I consider myself a pro, so use at your own risk. I am guessing others have done a similar exercise and my apologies if this has been posted before. building
| cp to build
| cost $
| maint $
| pop limit
| cp limit
| mine
| TP
| RP | entertain | EP | Defense | Subsidy $/CP
| est. profit after maint
| turns to pay off
| hab 1
| 10 | 200 | 10 | 1 | | | | | | | | 66.67 | 4 | 50 | hab2 | 20 | 400 | 20 | 2 | | | | | | | | 66.67 | 8 | 50 | hab3
| 40 | 800 | 30 | 3 | | | | | | | | 66.67 | 12 | 66.67 | hab4
| 80 | 1200 | 40 | 4 | | | | | | | | 50 | 16 | 75 | spice den1 | 20 | 200 | 5 | | | | | 1 | 5 | | | 33.33 | -5 | never | spice den 2 | 30 | 400 | 15 | | | | | 1 | 10 | | | 44.44 | -15 | never | spice den 3 | 40 | 1000 | 25 | | | | | 2 | 15 | | | 83.33 | -25 | never | spice hall | 50 | 1250 | 40 | | | | | 2 | 20 | 1 | | 41.67 | -40 | never | exchange 1 | 20 | 250 | 25 | | | | 2 | 1 | | | | 80 | 5 | 50 | exchange 2 | 25 | 600 | 50 | | | | 5 | 2 | | | | 66.67 | 25 | 24 | exchange 3 | 50 | 1000 | 70 | | | | 6 | 3 | 5 | | | 84.44 | 20 | 50 | exchange 4 | 75 | 1900 | 110 | | | | 8 | 4 | 10 | | | 26.67 | 10 | 190 | factory 1 | 25 | 200 | 10 | | 2 | | | | | | | 26.67 | 10 | 20 | factory 2 | 50 | 400 | 20 | | 3 | | 1 | | | | | 26.67 | 25 | 16 | factory 3 | 75 | 600 | 35 | | 4 | | 2 | | | | | 26.67 | 35 | 17.1 | factory 4 | 95 | 1000 | 40 | | 4 | | 3 | | | | | 35 | 45 | 22.2 | factory 5 | 115 | 1600 | 50 | | 5 | | 4 | | | | | 46.4 | 60 | 26.67 | mine 1 | 15 | 300 | 5 | | | 1 | | | | | | 66.67 | 16 | 18.75 | mine 2 | 20 | 600 | 10 | | | 2 | | | | | | 100 | 32 | 18.75 | mine 3 | 35 | 900 | 15 | | | 3 | 1 | | | | | 85.7 | 63 | 14.3 | mine 4 | 50 | 1500 | 25 | | | 4 | 1 | 1 | | | | 100 | 74 | 20.3 | mine 5 | 100 | 3000 | 40 | | | 5 | 2 | 1 | | | | 100 | 95 | 31.6 | palace 1 | 20 | 300 | 15 | 1 | | | | 1 | | 1 | 7 | 50 | -1 | never | palace 2 | 25 | 450 | 30 | 1 | | | | 1 | 5 | 2 | 7 | 60 | -16 | never | palace 3 | 50 | 600 | 40 | 1 | | | | 2 | 5 | 3 | 7 | 40 | -26 | Rnever | space port 1 | | | 10 | 1 | 1 | | | 1 | | | | | 14 | | space port 2 | | | 20 | 2 | 2 | 1 | | 1 | | | | | 39 | | space port 3 | | | 15 | 3 | 3 | 1 | | 1 | 5 | | | | 68 | | space port 4 | | | 40 | 3 | 3 | 1 | | 2 | 5 | | | | 53 | | orbit mine 1 | 30 | 900 | 15 | | | 2 | 1 | | | | | 100 | 42 | 21.4 | orbit mine 2 | 60 | 1800 | 20 | | | 3 | 1 | | | | | 100 | 58 | 31.3 | orbit mine 3 | 90 | 2500 | 30 | | | 4 | 2 | | | | | 92.6 | 84 | 29.8 |
I calculated Revenue based on following per unit: Pop-$14, mine - $21, cp -$10, and tp -$15. I know all of these assumptions have flaws (pop impacts moral not people available, Cp have to be idle etc.) but it was to give a base line and not care about faction or planet capabilities.
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Post by huckleberry on Jul 24, 2014 15:54:36 GMT -5
To compare the different type of buildings I had to estimate the cost of providing one more unit of a resource. The easy ones are things like population, CP or mining where a low level building could be added to just provide that resource. Things like rp, tp and EP were a bit more of a judgment call by balancing the low level buildings that provide multiple resources. Quality consumed was excluded, most of the time I am trying to calculate if it is worth improvign to save space or to build two cheaper low level buildings. With these costs I estimated the cost compared to actual, so a negative number is good thing since it shows you have to pay less for similar benefits from a “generic” building. My Observations – 1. Best Subsidy value is from low level factories and the spice den1 2. Mines that start providing TP are the best income machines and have the fastest ROI, but idle factories are very good too. 3. Exchanges are more research facilities than income generators. Exchange lvl 2 and 3 are more cost effective to build and run than lvl 4. Unfortunately you only can build one, you have to be creative to specialize a planet as a research lab 4. Spice dens seem to become more expensive as you upgrade, if you have extra quality it may be advantageous to build multiple lvl 1 structures for the extra research instead of a lvl2 or 3. 5. If you build higher level habitats, factories or mines in most cases you pay more in CP and initial cost compared to multiple low level buildings but save quality and sometimes save on maintenance costs. 6. EP are the hardest resource to get, number of colonies is more important than improvements. This seems kind of ironic to me, I would think a large empire would be harder to run political events and get everyone to cooperate. The primary EP generating building is the palace, but you can only have one. This building ends up being a jack of all trades that has average costs, but some complain the upgrades aren't great and it cannot be demolished if space is needed. 7. Overall the building tree seems well designed. While there are some advantages for researching and building high tech structures, if quality was not a constraint there is no “must have” upgrade. Additionally advance structures tend to provide multiple resources and potentially unused resources, making them more expensive than other lower tech alternatives.
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Post by Cory Trese on Jul 24, 2014 23:57:50 GMT -5
Great observations.
There are more upgrades to come, the entire Orbital section is just getting started.
Balance of Quality Points (many low level vs. single high level) is very intentional, of course.
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Post by beuns on Jul 25, 2014 14:12:02 GMT -5
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