Frentic Opening - Establishing an advanced base income to drive empire growth

Hello Prunners,

I’m Frentic, and today I’m excited to share a strategy I’ve developed using Market Makers (MMs) to create a stable, high-profit income stream with minimal hauling and daily costs. This approach is designed to support future growth into more complex supply chains and fleet expansions, making it perfect for transitioning into mid-game and end-game phases.

Strategic Game Phases:

I like to approach Prun with a phased strategy, much like in Chess, where we have the opening, mid-game, and end-game phases. This guide is tailored for players who are transitioning from the early game to the mid-game and need to optimize their empire into a well-oiled income-generating machine. Note that this plan requires a PRO license, as it uses 12 base permits.

Understanding Market Makers:

Market Makers (MMs) are empire agents that buy and sell items at fixed prices in infinite quantities. This guarantees a reliable sale every time your ship arrives at the CX. You can choose to sell items either to MMs or other players.

The Key Item: Information Data Core (IDC)

The focus of this plan is the Information Data Core (IDC). As of now, each unit is priced at 16,200, which will decrease to 15,300 on September 4th, 2024.

IDC has a costly but straightforward product chain involving MEA, WIN, FIM, and MTP.

Financial Breakdown:

3 permits used in each base (PrunPlanner links on the replies):

  • Agriculture Base (Proxion): $1,887,504.80
  • Food Processing Base (Norwick): $4,529,229.20
  • Electronics Base (Malahat): $27,364,258.40
  • Electronics Base (Jeetiyu): $31,079,713.20

Total Investment (4 bases using 12 permits): $64,860,705.60

  • HQ Upgrade 2-11 (the 12 permits): $2,029,861.20

Total Investment + HQ Upgrades: $66,890,566.80

Daily Metrics:

  • Daily Revenue: $2,148,173.94
  • Daily Costs: -$337,098.94
  • Daily Profit: $1,811,075.00
  • Weekly Profit: $12,677,525.00

With a weekly profit of $12 million, this setup provides a robust foundation for expanding into any industry you choose. It’s a streamlined transition from early-game to more advanced stages, with only four bases to manage and efficient material handling.

I’d love to hear if you have any better options with 12 permits. Special thanks to lowstrife, who’s always enthusiastic about IDC farming!

Happy Prunning!

Frentic
o7

1 Like

Here’s how the plan breaks down with four bases, each using three permits:

  1. Agriculture Base: Produces GRA and HER, which feed the Food Processing base.
  1. Food Processing Base: Produces FIM, MTP, WIN, and MEA, which feed the Electronics bases.
  1. Electronics Base #1: Produces 70 IDC/day.
  1. Electronics Base #2: Produces 58 IDC/day and various electronics from SD: BAI, LD, SA, SAL, WM, MLI, and NF.

Wrong. IDC is produced with nothingness in a Software Labs building, which uses 20 Scientists.

The only costs involved are the one-time costs of making a Software Labs building, the one-time costs of making a Scientist Habitation building, the maintance/repair costs for those buildings, and the upkeep costs (consumables) for the Scientists.
Not including maintance, this would cost 10 DW, 1/5 LC, 7 MEA, 1/2 MED, 1/10 NST, 1 WIN and 1/10 WS per day, assuming you provide your scientists all of their luxuries and have 5 Software Labs, so there aren’t any jobless workers. This produces 5 IDC per day.

Click on the bases links and see how many IDC are produced per day. :slight_smile:

Your reasoning is not all wrong, but you are disconsidering where the principal costs come from, and it’s from the mats I produce, thus reducing daily costs to a minimum.

I do run these bases, do you?

No, i just used PRUNplanner to see the costs.
This is a good strategy, as with many items which don’t require other products (just workers, buildings and time). Especially if they only use pioneers and settlers. Though, i personally think that the food processing and food growing bases could be the same base.