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Updates News Post #90

Economy updates.

Written by: Tecton, the Singularity
Date: Wednesday, January 16th, 2019
Addressed to:


We've just done a major pass on the economy system, tweaking just about every element in the production line from asteroids and gasses, all the way through to finished goods. Here's the details:

- Refineries now produce 1 refined material per 10 raw material. So 10 units of gas will make 1 refined gas.

- Mineral probes will now output the amount of refined goods an asteroid has (to save head math).

*Dev Note*: We'll be adding additional functionality to mineral probes in the near future, letting players obtain information about a cloud.

- All production times (Refinery and autofactory) have been increased substantially.

*Dev Note*: There are many small advantages to levelling up your manufacturing empire, and the time windows were far too small to allow these to make any meaningful difference.

- With the exception of the raw materials, there are no longer minimum batch sizes for a production run.

- Material costs for production are now per-batch instead of per-item. So you now produce 50 mines in 1 batch, for 2 paristeel, 1 transteel, 2 sensors.

- All material costs have been reworked and rebalanced.

- The cost of shipforge supplies has been increased, giving manufacturers more of a window to price their wares competitively. Shipforge supplies are meant as a fallback in the event there's no player-created items available at the time. If you're shopping for the best prices on goods, you should check MARKET OFFER LIST.

*Dev Note*: One option we're considering in the future is dynamically pricing Shipforge supplies based on current availability, but they're fixed for now.

As always, we'll continue to monitor and tweak these changes as needed. If you find anything untowards or not working, please file a BUG with as much information as possible.


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