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I made the 'base starting happiness' action trigger after all colonists were fully trained. That way I could be sure that all the colonists had the same happiness level/shift time across all the tests to ensure the results were fair.
What is this editor you speak of? Is that a save game editor? Or were you setting up scenarios in the campaign editor?
I didn't even think of Electronics, but that's a great point, and interesting that it came out on top. Thanks for taking the time to do this!
Nutrients require a colonist to be working on the bio-research lab, and can be very situational based on the surrounding landscape; I wouldn't really recommend this as a profit source, since sometimes the bio-research seeder can place bamboo in awkward locations, leading to variable profit.
Space chickens, despite coming in last, are actually a very good source of income in most situations. Since you can usually place the chicken farmer unit right next to your warehouse, and since up to 4 chickens can be stored on the unit before collection, it has quite a high throughput, despite its low value. Chicken extraction is the best in most situations, due to its reliability (assuming you can place the farmer unit in a good location).
Hope this helps!
All these results assume default prices.
However, the only conclusion I can draw from these results is the phrase 'it depends', since all four of these resources have various pros and cons to their profitability:
Electronics is highly profitable, however you must purchase silicon before hand, which isn't always feasible if you're on a tight budget, or are wanting to idle.
Argon gas' output is highly dependent on the distance from the gas rig to the warehouse; since the rig can only store a single unit of output before creating the next one, its throughput is very low, and the profitability depends on how far away the argon spring is to your base.
My results were, in order of profitability:
1. *Electronics - 24 units acquired, sold at 400 credits each (4800 credits profit)
2. Argon Gas - 67 units acquired, sold at 50 credits each (3350 credits profit)
3. Nutrients - 57 units acquired, sold at 50 credits each (2850 credits profit)
4. Space Chickens - 67 units acquired, sold at 40 credits each (2680 credits profit)
*For electronics, silicon must be purchased before hand, at 200 credits each. This was factored into these results - even with this factored in, electronics was still the clear winner.
Hi Talik, great question! I didn't know the answer to your question off the top of my head, so I did some testing:
I compared the three resources you mentioned (as well as electronics, since electronics is also renewable; you can purchase silicon and convert it into electronics and make a profit). The way I did this was by training the same three colonists (Venus, Nikolai, and Vasilios) to maxed out skills, then having them produce as much of the same resource as possible across a single work shift.
I took care to make the results as fair as possible (i.e, by starting all their shifts at the same time, maxing out their happiness in the editor, and placing all the resource extractors in the same place across 4 different save files), so I'm fairly confident that these results are reliable.
(Since steam won’t let me type more than 1000 characters in a single comment, I’m breaking this reply up into multiple parts)