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Discovery Player Base Guide - Printable Version

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RE: Discovery Player Base Guide - St.Denis - 10-12-2023

Building Modules

Basic

Construction materials for Core Upgrade
Hull Panels x20000
Industrial Materials x50000
Robotics x20000
Basic Alloy x20000
Super Alloy x20000
Optronics x20000
Titanium x20000
Construction Machinery x20000
Nanocapacitors x10000
Core Upgrade Blueprints x1

Construction materials for Bulk Storage Module
Hull Panels x20000
Industrial Materials x10000
Robotics x5000
Optronics x5000
Construction Machinery x5000

Defense
All 3 have the same requirements.

Construction materials for Defense Module
Hull Panels x10000
Industrial Materials x10000
Robotics x10000
Construction Machinery x5000
Munitions x5000
Quantum Multiplexors x10000
Optronics x5000


Factory

Construction materials for Docking Module Factory
Hull Panels x10000
Industrial Materials x10000
Robotics x20000
Construction Machinery x5000
Optronics x10000

Construction materials for Jumpdrive Factory
Hull Panels x10000
Industrial Materials x10000
Robotics x20000
Superconductors x20000
Super Alloy x20000
Construction Machinery x5000
Quantum Multiplexors x10000
Optronics x10000

Construction materials for Hyperspace Scanner Factory
Hull Panels x10000
Industrial Materials x10000
Robotics x10000
Construction Machinery x5000
Quantum Multiplexors x20000
Bio-Neural Processors x10000
Optronics x20000
Xeno Relics x5000

Construction materials for Cloaking Device Factory
Hull Panels x10000
Industrial Materials x10000
Robotics x10000
Construction Machinery x5000
Quantum Multiplexors x20000
Bio-Neural Processors x10000
Optronics x20000
Xeno Relics x5000

Construction materials for Cloak Disruptor Factory
Hull Panels x5000
Industrial Materials x5000
Robotics x10000
Construction Machinery x5000
Optronics x10000
Quantum Multiplexors x10000
Bio-Neural Processors x5000
Xeno Relics x2500

Construction materials for Exotic Weapons Foundry
Hull Panels x10000
Industrial Materials x10000
Robotics x10000
Construction Machinery x5000
Optronics x5000
Quantum Multiplexors x10000
Bio-Neural Processors x5000
Xeno Relics x5000
Platinum x10000
Silver x1000
Reflective Lattices x200
Organic Capacitors x1000

Construction materials for Exotic Equipment Fabricator
Hull Panels x10000
Industrial Materials x10000
Robotics x10000
Construction Machinery x5000
Optronics x5000
Quantum Multiplexors x10000
Energy Field Equipment x5000
Xeno Relics x5000
Copper x10000
Gold x5000
Reflective Lattices x200
Organic Capacitors x1000

Refinery

Construction materials for Industrial Refinery
Hull Panels x10000
Industrial Materials x10000
Robotics x5000
Construction Machinery x5000
Optronics x5000

Construction materials for H-Fuel Plant
Hull Panels x10000
Industrial Materials x10000
Robotics x5000
Construction Machinery x5000
Optronics x5000

Construction materials for MOX Plant
Hull Panels x10000
Industrial Materials x10000
Robotics x5000
Construction Machinery x5000
Optronics x5000

Construction materials for Promethene Plant
Hull Panels x10000
Industrial Materials x5000
Cracking Catalysts x5000
Robotics x5000
Construction Machinery x5000
Energy Field Equipment x5000

Construction materials for Scrap Smelter
Hull Panels x10000
Industrial Materials x15000
Robotics x10000
Construction Machinery x5000

Construction materials for Exotic Materials Laboratory
Hull Panels x10000
Industrial Materials x10000
Robotics x5000
Construction Machinery x5000
Quantum Multiplexors x10000
Energy Field Equipment x5000
Optronics x5000

Utility
Construction materials for Hydroponics Bay
Hull Panels x10000
Industrial Materials x10000
Robotics x5000
Construction Machinery x5000
Fertilizers x5000


RE: Discovery Player Base Guide - St.Denis - 10-12-2023

Items made in Factories

Cloak Disruptors
All 3 require the same commodities.

Construction materials for Cloak Disruptor:
Industrial Materials x15000
Basic Alloy x15000
Energy Field Equipment x10000
Superconductors x10000
Quantum Multiplexors x10000
Bio-Neural Processors x10000
Iridium x10000
Optronics x5000

Produced goods:
Cloak Disruptor

Workers:
Scientists x200

IFF bonuses:
Object Unknown - +17% efficiency bonus
Kishiro - +17% efficiency bonus
LSF - +17% efficiency bonus
EFL - +17% efficiency bonus
KOI - +17% efficiency bonus
Technocracy - +17% efficiency bonus
BIS - +17% efficiency bonus
GNI - +17% efficiency bonus
MND - +17% efficiency bonus
Core - +17% efficiency bonus
Order - +17% efficiency bonus

Docking Module

Construction materials for Docking Module:
Hull Panels x10000
Industrial Materials x10000
Robotics x10000
Copper x5000
Niobium x5000
Molybdenum x5000

Produced goods:
Docking Module x1

IFF bonuses:
Bristol - +17% efficiency bonus
ALG - +17% efficiency bonus
BMM - +17% efficiency bonus
Samura - +17% efficiency bonus
Daumann - +17% efficiency bonus
Bowex - +17% efficiency bonus
DSE - +17% efficiency bonus
EFL - +17% efficiency bonus
GMS - +17% efficiency bonus
IMG - +17% efficiency bonus
Junkers - +17% efficiency bonus
Kishiro - +17% efficiency bonus
Kruger - +17% efficiency bonus
RGS Shipping - +17% efficiency bonus

Survey

Construction materials for Hyperspace Matrix MK1:
Basic Alloy x30000
Industrial Materials x20000
Robotics x20000
Super Alloy x15000
Quantum Multiplexors x15000
Nanocapacitors x15000
Diamonds x10000
Azurite Gas x10000
Optronics x10000
Xeno Relics x10000

Produced goods:
Hyperspace Matrix MK1 x1

Workers:
Scientists x200

IFF bonuses:
Kishiro - +17% efficiency bonus
Ageira - +17% efficiency bonus
LSF - +17% efficiency bonus
EFL - +17% efficiency bonus
KOI - +17% efficiency bonus
Technocracy - +17% efficiency bonus
BIS - +17% efficiency bonus
GNI - +17% efficiency bonus
MND - +17% efficiency bonus
Core - +17% efficiency bonus
Order - +17% efficiency bonus


Cloaks

Construction materials for Cloaking Device (small):
Industrial Materials x15000
Robotics x15000
Super Alloy x10000
Superconductors x10000
Nanocapacitors x10000
Bio-Neural Processors x5000
Copper x10000
Gold x10000
Platinum x10000
Xeno Relics x7000
Azurite Gas x3000

Produced goods:
Light Cloaking Device x1

Workers:
Scientists x200

IFF bonuses:
Kishiro - +17% efficiency bonus
Ageira - +17% efficiency bonus
LSF - +17% efficiency bonus
EFL - +17% efficiency bonus
KOI - +17% efficiency bonus
Technocracy - +17% efficiency bonus
BIS - +17% efficiency bonus
GNI - +17% efficiency bonus
MND - +17% efficiency bonus
Core - +17% efficiency bonus
Order - +17% efficiency bonus

Construction materials for Cloaking Device (medium):
Industrial Materials x25000
Robotics x20000
Super Alloy x15000
Superconductors x15000
Nanocapacitors x15000
Bio-Neural Processors x10000
Copper x15000
Gold x15000
Platinum x15000
Xeno Relics x14000
Azurite Gas x6000

Produced goods:
Cloaking Device Mk II x1

Workers & IFF bonuses are same as Light Cloak.

Construction materials for Cloaking Device (large):
Industrial Materials x35000
Robotics x25000
Super Alloy x20000
Superconductors x20000
Nanocapacitors x20000
Bio-Neural Processors x15000
Copper x20000
Gold x20000
Platinum x20000
Xeno Relics x20000
Azurite Gas x10000

Produced goods:
Cloaking Device Mk II Advanced x1

Workers & IFF bonuses are same as Light Cloak.

Construction materials for Cloaking Device (transport):
Industrial Materials x35000
Robotics x25000
Super Alloy x20000
Superconductors x20000
Nanocapacitors x20000
Bio-Neural Processors x15000
Copper x20000
Gold x20000
Platinum x20000
Xeno Relics x20000
Azurite Gas x10000
Produced goods:
Cloaking Device Mk III x1

Workers & IFF bonuses are same as Light Cloak.


Jump Drives

Construction materials for Jump Drive Series II:
Basic Alloy x20000
Industrial Materials x15000
Robotics x15000
Super Alloy x10000
Quantum Multiplexors x10000
Energy Field Equipment x5000
Platinum x10000
Aluminium x10000
Azurite Gas x7000
Optronics x5000
Xeno Relics x3000
Silver x1500
Produced goods:
Jump Drive Module Series II x1

Workers:
Scientists x200

IFF bonuses:
Kishiro - +17% efficiency bonus
Ageira - +17% efficiency bonus
LSF - +17% efficiency bonus
EFL - +17% efficiency bonus
KOI - +17% efficiency bonus
Technocracy - +17% efficiency bonus
BIS - +17% efficiency bonus
GNI - +17% efficiency bonus
MND - +17% efficiency bonus
Core - +17% efficiency bonus
Order - +17% efficiency bonus

Construction materials for Jump Drive Series III:
Basic Alloy x30000
Industrial Materials x20000
Robotics x20000
Super Alloy x15000
Quantum Multiplexors x15000
Energy Field Equipment x10000
Platinum x15000
Aluminium x15000
Azurite Gas x14000
Optronics x10000
Xeno Relics x6000
Silver x2000

Produced goods:
Jump Drive Module Series III x1

Workers & IFF bonuses are same as JDII

Construction materials for Jump Drive Series IV:
Basic Alloy x50000
Industrial Materials x30000
Robotics x30000
Super Alloy x20000
Quantum Multiplexors x20000
Energy Field Equipment x15000
Platinum x20000
Aluminium x20000
Azurite Gas x20000
Optronics x15000
Xeno Relics x10000
Silver x1500

Produced goods:
Jump Drive Module Series IV x1

Workers & IFF bonuses are same as JDII


I will attempt to work out the 'cost' price of manufacturing said items.

Note: the Prices will be the cheapest possible, with no profit or Hauler Fees.
You will probably find that the cost of a commodity could go up by a minimum 5-7 credits per system difference from the cheapest source.

DISCLAIMER: I don't use 3rd Party Software to work out credits per second, so the 5-7 credits is just a guess.


RE: Discovery Player Base Guide - St.Denis - 10-13-2023

A Guide to the Manufacturing Prices of POB Modules

Module Cost at cheapest sell point Cost at most expensive sell point Extras
Core Upgrade 2.17 million credits 8.38 million credits None
Storage Module 0.599 million credits 3.015 million credits None
Defense Module 0.71 million credits 2.86 million credits None
Docking Module Factory 0.7 million credits 3.25 million credits None
Jump Drive Factory 1.34 million credits 3.665 million credits None
Hyperspace Scanner Factory 1.775 million credits 3.965 million credits None
Cloaking Device Factory 1.775 million credits 3.965 million credits None
Cloak Disruptor Factory 0.937 million credits 2.35 million credits None
Exotic Weapons Foundry 1.67 million credits** 4.448 million credits ***
Exotic Equipment Fabricator 1.815 million credits** 4.975 million credits ***
Industrial Refinery 0.44 million credits 2.045 million credits 100 Crew
H-Fuel Plant 0.44 million credits 2.045 million credits 100 Scientists
MOX Plant 0.44 million credits 2.045 million credits 100 Scientists
Promethene Plant 0.315 million credits 1.945 million credits 100 Scientists
Scrap Smelter 0.375 million credits 2.425 million credits 50 Crew
Exotic Materials Laboratory 0.67 million credits 2.505 million credits ***
Hydroponics Bay 0.33 million credits 2.1 million credits 50 Crew

The 'Extras' do not get consumed, but do count towards the total amount of Crew for the needs of Food, Oxygen and Water each day.

** Unknown price with the needed Reflective Lattices and Organic Capacitors

*** Depends on what is being made. Can range from 200 to 1000 Scientists.

Seeing as no Base will be near all the cheapest selling places, the prices will vary somewhere between min and max.

As usual, prices are subject to Dev reviews.

Thanks to @DonSam for the help with the figures.


RE: Discovery Player Base Guide - St.Denis - 10-13-2023

A Guide to the Manufacturing Prices of POB Produced Items

This one is going to really change people's perception on what certain items are now worth.

Item Cost at cheapest sell point Cost at most expensive sell point Extras
Cloak Disruptor 1.64 million credits 3.7 million credits 200 Scientists
Docking Module 1.2 million credits 3.355 million credits None
Hyperspace Matrix MK1 3.015 million credits 8.065 million credits 200 Scientists
Cloaking Device Light 2.987 million credits 6.583 million credits 200 Scientists
Cloaking Device MkII 4.784 million credits 10.506 million credits 200 Scientists
Cloaking Device MkIII 6.6 million credits 14.435 million credits 200 Scientists
Cloaking Device MkIIA 6.6 million credits 14.435 million credits 200 Scientists
Jump Drive MkII 2.678 million credits 6.884 million credits 200 Scientists
Jump Drive MkIII 4.331 million credits 10.775 million credits 200 Scientists
Jump Drive MkIV 6.05 million credits 15.632 million credits 200 Scientists

The 'Extras' do not get consumed, but do count towards the total amount of Crew for the needs of Food, Oxygen and Water each day.

Seeing as no Base will be near all the cheapest selling places, the prices will vary somewhere between min and max.

As usual, prices are subject to Dev reviews.

Thanks to @DonSam for the help with the figures.


RE: Discovery Player Base Guide - Fab - 10-13-2023

(10-13-2023, 09:01 PM)St.Denis Wrote: A Guide to the Manufacturing Prices of POB Produced Items

you really should make your own tutorial. I'm getting into pobs now and I'd appreciate concise and centralized information.

have you calculated the prices for exotic ores from the uncharteds?


RE: Discovery Player Base Guide - St.Denis - 10-13-2023

(10-13-2023, 09:29 PM)Fab Wrote:
(10-13-2023, 09:01 PM)St.Denis Wrote: A Guide to the Manufacturing Prices of POB Produced Items

you really should make your own tutorial. I'm getting into pobs now and I'd appreciate concise and centralized information.

have you calculated the prices for exotic ores from the uncharteds?
I have just been doing this as a 'fill-in' to help people understand the new Changes.

I expect, at some point, the Devs will do a more concise Tutorial.

I know nothing of the ores from Uncharted and I suppose the price will depend on what Players are will to part with them for, unless there are designated NPC sell points for these ores. If there are, then that will give an idea of the worth.

it could be a case of supply and demand where the highest bidder wins.


RE: Discovery Player Base Guide - Lord Chaos - 10-15-2023

Credit to who made this document.
Here is the original link:
https://docs.google.com/spreadsheets/d/1dqt97DgCI0o71-jDlHnsO8GBHeXMtEE11S0a8z5sIm4/edit#gid=913373090
[Image: rwiK0lk.jpg]


RE: Discovery Player Base Guide - jammi - 10-16-2023

(10-15-2023, 01:37 AM)Cpt. Dylan Hunt Wrote: Credit to who made this document.
Here is the original link:
https://docs.google.com/spreadsheets/d/1dqt97DgCI0o71-jDlHnsO8GBHeXMtEE11S0a8z5sIm4/edit#gid=913373090
That's my doc that I used to test refinery ratios and work out the daily output. Smile

I'm currently halving module and manufacturing recipe costs across the board, so hopefully this will also make equipment slightly more accessible.

Moving forward, we're planning on publishing the server config file that contains all of the POB module and manufacturing costs, in much the same way ID data is provided. We'll provide an update when it's out there.


RE: Discovery Player Base Guide - New Horizon Industries - 10-18-2023

(10-16-2023, 09:27 PM)jammi Wrote: I'm currently halving module and manufacturing recipe costs across the board, so hopefully this will also make equipment slightly more accessible.

uhhhhh

I have calculated today all needed commodities for JD's/Matrix etc.

The costs for every device are higher now.

is it correct?

and reducing the costs for non-ore materials DON'T reduce the costs.


RE: Discovery Player Base Guide - St.Denis - 10-18-2023

(10-18-2023, 11:03 AM)New Horizon Industries Wrote:
(10-16-2023, 09:27 PM)jammi Wrote: I'm currently halving module and manufacturing recipe costs across the board, so hopefully this will also make equipment slightly more accessible.

uhhhhh

I have calculated today all needed commodities for JD's/Matrix etc.

The costs for every device are higher now.

is it correct?

and reducing the costs for non-ore materials DON'T reduce the costs.

I have recalculated them all and the prices have reduced across the board.

I will be redoing my tables, above, some time today.