Facility Analysis
[CHP] Chemical Plant
Summary
The CHP does not find much use in T2. In fact, it’s only use for T2 is in production of [NS] Nutrient Solution. CHP seems to find a lot more use when the economy starts moving towards Technician buildings as it produces resources that are used in almost all Technician-specific consumables. CHP also produces [CL] Chlorine - used for [EPO] Epoxy production.
Cost
I feel the cost to produce the CHP is slightly too low. It utilizes only T1 prefabs despite not producing anything that can be used in T1. The cost must also not be set too high as there should be a lot of CHP being built. The inclusion of LBH in the construction requirements would incentivise [PP2] Prefab Plant Mk2 construction.
I feel that the cost should be closer to 4x LBH, 2x BSE, 2x BDE, 1x BTA, 2x TRU.
Improvements
The CHP could be improved by providing more recipes for use in T1, and T2 facilities.
Specifically, fertilizers for use in [FRM] Farmsteads could allow for faster cycle times. Fertilizers could come in generalist, and crop specific varieties. Also, see Note 1.
Production of precursor resources for use in fuel refining would also be viable way to introduce more output that is useful for Settler Buildings.
[CLF] Textile Manufacturing
Summary
The CLF is completely unnecessary until Technician and higher colonists are present in the galaxy. The CLF is not likely to be constructed in any great quantity owing to its production capabilities. The CLF can manufacture in a day enough clothing for 1500 Technicians, 5000 Engineers, or 2000 Scientists.
Cost
Owing to its current production capacity, the CLF seems remarkably underpriced. Taking suggested improvements into account, the CLF should be closer to 2x LBH, 4x BDE, 8x BSE, 4x TRU.
Improvements
Recipes should be added that enable production of clothing for Pioneers and Settlers.
Staffing should be modified to be closer to 20x Pioneers, 30x Settlers, 10x Technicians in order to allow for organic growth of productivity whilst maintaining accessibility.
[FF] Fermenter
Summary
The FF is not really needed until Technician, Engineer, and Scientist buildings are being constructed in greater numbers.
Cost
The cost is fairly low given the stage of the game it is currently designed to be built in. It should use only T1 prefabs if a greater range of staffing is used.
Improvements
Recipes should be added for Pioneer and Settler luxury drinks.
This building should have staffing requirements spread across all tiers to allow for organically increased efficiency. Staffing requirements should be on the order of 20 Pioneers, 30 Settlers, 15 Technicians, 10 Engineers, and 5 Scientists.
Recipes should be modified to require Plastic Bottles from a POL for Pioneer and Settler luxury drinks.
Recipes should be modified to require Glass Bottles from a GF for Technician, Engineer, and Scientist luxury drinks.
[FS] Metalist Studio
Summary
The FS produces parts that are utilized in the PPF and T3 and higher facilities. There is no output that is useful when the economy is in T1-T2 stage.
Cost
The cost is too low. BBH requirements should be dropped in favour of LBH. Cost should be closer to 4x LBH, 2x, LSE, 2x LDE, 1x LTA, 4x TRU.
Improvements
Staffing should be modified to include more technicians. Staffing should be closer to 50x Settlers, 10x Technicians.
[GF] Glass Furnace
Summary
The GF produces [GL] Glass for use in LTA manufacture. Until many PP2 are constructed, the GF will be idle for long periods. 2x cycles of the GF produce enough GL to make LTA for a colony. There is no other use for the GF in T2.
Cost
Cost seems appropriate.
Improvements
[RG] Reinforced Glass recipe should be moved from the POL to the GF.
Glass bottles should be produced for use in luxury drink manufacture.
[HYF] Hydroponics Farm
Summary
The HYF is a key player in moving to a T2 economy. It produces [HCP] Hydrocarbon Plants far cheaper than a FRM - though this is heavily dependant on [NS] Nutrient Solution prices. Many HYF should be constructed in order to feed growing demand for [C] Carbon throughout the galaxy.
Cost
Tangentially, MHL construction times should be reduced to allow for 3-4 full cycles per day. The HYF should not require 11 days of dedicated production from a [WEL] Welding Plant in order to be constructed. Especially so when the quantity of HYF required in the galaxy is taken into account.
1x LTA should be included in the construction costs.
Improvements
No immediate improvements are apparent.
[PPF] 3D Printer
Summary
In T2, the primary use for the PPF is to manufacture [PSL] Polymer Sheet Type L. PSL is used in the foundation of new colonies. Other goods manufactured by the PPF are used in T3 and above facilities.
Cost
The pricing for the PPF is far too low for its utility. PG is required for all recipes which is manufactured in a POL that requires T2 prefabs. It is absurd that the PPF would not require T2 prefabs. The facility cost should be closer 6x LBH, 2x LSE, 2x BDE, 4x TRU.
Improvements
PPF should be staffed entirely by settlers and a smattering of technicians. Perhaps 50x Settlers, 10x Technicians.
[POL] Polymer Plant
Summary
The POL’s primary purpose is the production of [PG] Polymer Granulate. PG is required in many T2 recipes and as such will be demanded in high quantities. [EPO] Epoxy Resin will be required for prefab manufacture in the [PP3] Prefab Plant Mk3. [SCN] Multi-purpose Scanner can be manufactured in sufficient quantity to fill the needs of 3600 Technicians.
Cost
The cost to construct the POL should be reduced slightly to use 6x LBH rather than the preset 8x LBH.
Improvements
The cycle time for PG should be reduced to allow for 4 cycles per day rather than the present 3.
The cycle time for EPO should be reduced to allow for 2 cycles per day rather than the present 1.
Plastic Bottles should be produced for use in production of luxury drinks.
[PP2] Prefab Plant MK2
Summary
The PP2 creates light prefabs for use in construction of facilities. [AEF] Aerostat Foundation can be manufactured for use in settling gas giants. [ALF] Aluminium Ground Cover can be produced for settling additional planets.
Cost
The cost for this facility is reasonable.
Improvements
No immediate improvements are apparent.
[REF] Refinery
Summary
The [REF] Refinery is a facility that really should be accessible without any T2 prefabs. Fuel scarcity due to inability to manufacture fuels in this test run has been a major concern for many players. Lowering the barrier to entry would help. Many refineries will need to be built to allow for trade to flourish. The refinery should be the focus of a starting package.
Cost
I feel the REF would be best served by not requiring T2 prefabs. The cost should be in the ballpark of 2x BBH, 12x BSE, 2x BDE, 4x TRU.
Improvements
The REF should be staffed by more variety of workforce, perhaps 20x Pioneers, 50x Settlers, 10x Technicians, 15x Engineers, and 5 Scientists. This will allow for additional organic growth from simply accessing more highly-educated staff.
Many more recipes should be provided so that fuels can be created via a variety of methods and utilising a variety of supply chains. [HCP] Hydrocarbon Plants could be turned into hydrocarbon fuels with a recipe like {1x HCP => 40x SF} to provide a T1 recipe. Various precursor materials manufactured at other tiers could be incorporated into new recipes that have larger output batches.
[WPL] Weaving Plant
Summary
The first, and only, use for the WPL in T2 is the production of [NL] Nylon. NL is required for production of LDE in the PP2. Fabrics are produced for use in the CLF and also for MED production in the CHP. In all likelihood, players who have constructed a WPL will aim to also construct a CLF.
Cost
The cost seems fairly reasonable for now, even when taking suggested improvements for the CLF into account.
Improvements
No immediate improvements are apparent.
Additional Notes
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Recipes should be reword to allow names to be set for them. Rather than having 6-10 recipes in the [FP] Food Processor simple called “Ration”, the recipes could be given names such as “Meat Ration”, “Paleo Ration”, and “Low-Carb Ration”. [FRM] Farmstead recipes would likely benefit a lot from this process using names such as “Fertilized Carbohydrate Grains”.
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It is important to note that recipes using higher tier inputs should not automatically be more cost-effective. If you have a triangle with each corner labeled {time_efficiency, input_quantity, output_quantity} T1 recipes would best be described as sitting an equal distance from the corners. Subsequent tier’s resource outputs should allow for improved recipes that move the indicator away from the centre and thus “specializing” the recipe towards one or two of the corners, whilst moving away from the remaining corner/s.
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A new, shared Habitation should be available to provide 20 of each type of colonist to allow for easier staffing of buildings that have increased range of staffing requirements.