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Please re-enable self-sufficient metal production

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Date Editor Before After
12/19/2019 5:33:14 PMEErankAdminAnarchid before revert after revert
12/19/2019 5:30:43 PMEErankAdminAnarchid before revert after revert
12/19/2019 5:29:38 PMEErankAdminAnarchid before revert after revert
12/19/2019 5:29:15 PMEErankAdminAnarchid before revert after revert
Before After
1 Alternatively, i also think the recovery and offshore economy of the con-eco-ZK could be approximated via something that has about the same investment payback, but isn't self-defending, too cloakable, or mobile. So, flowing from that approach: 1 Alternatively, i also think the recovery and offshore economy of the con-eco-ZK could be approximated via something that has about the same investment payback, but isn't self-defending, too cloakable, or mobile. So, flowing from that approach:
2 \n 2 \n
3 - The basic investment shouldn't be that huge to build on a +2 basic income 3 - The basic investment shouldn't be that huge to build on a +2 basic income
4 - It should be strictly worse than overdrive 4 - It should be strictly worse than overdrive
5 - As a rule of thumb, it should not return more than (old caretaker: 0.3 / 220) = 0.00136363636 per metal invested 5 - As a rule of thumb, it should not return more than (old caretaker: 0.3 / 220) = 0.00136363636 per metal invested
6 \n 6 \n
7 Let's say we want a device that produces +1 metal. At the desired efficiency, its total cost should be around 733 metal. Let's round this up for a full 800. 7 Let's say we want a device that produces +1 metal. At the desired efficiency, its total cost should be around 733 metal. Let's round this up for a full 800.
8 \n 8 \n
9 Let's assume the thing also consists of two modules - one that produces energy, and one that produces metal by converting energy, like the good old metalmakor. If we divide this in half, then we have 400m of an energy source, 400m of a +1 metalmakor, and a requirement that the metalmakor not be more efficient than overdrive in any practical situation. 9 Let's assume the thing also consists of two modules - one that produces energy, and one that produces metal by converting energy, like the good old metalmakor. If we divide this in half, then we have 400m of an energy source, 400m of a +1 metalmakor, and a requirement that the metalmakor not be more efficient than overdrive in any practical situation.
10 \n 10 \n
11 We achieve the latter by assuming that the energy source has the maximum available efficiency - because in a non-intended scenario, this is what a thriving player would use to try to use it instead of overdrive anyway. The most cost-efficient energy source in ZK is the advanced geo, costing 1500 metal ( accounting for morph) and producing +100 energy, for a ratio of 0. 0666( 6) . A 400 metal share in an advgeo project will give us 26. 666( 6) metal to spend on the metal maker. We can round this down to 25 to compensate for having rounded up to 800 earlier and for a nice numerical match with basic geo. 11 We achieve the latter by assuming that the energy source has the maximum available efficiency - because in a non-intended scenario, this is what a thriving player would use to try to use it instead of overdrive anyway. The most cost-efficient energy source in ZK is the advanced geo, costing 1500 metal ( accounting for morph) and producing +100 energy, for a ratio of 0. 0666( 6) . A 400 metal share in an advgeo project will give us 26. 666( 6) energy to spend on the metal maker. We can round this down to 25 to compensate for having rounded up to 800 earlier and for a nice numerical match with basic geo.
12 \n 12 \n
13 So, in summary: 13 So, in summary:
14 - 400 cost metal maker 14 - 400 cost metal maker
15 - Drains 25 energy, which costs you ~400 metal to obtain 15 - Drains 25 energy, which costs you ~400 metal to obtain
16 - Generates 1 metal 16 - Generates 1 metal
17 - Pays back under optimal conditions in 800 seconds = 13.3333333333 minutes 17 - Pays back under optimal conditions in 800 seconds = 13.3333333333 minutes
18 - Lower efficiency with less cheap energy 18 - Lower efficiency with less cheap energy
19 - energy component cost with 21 tidal generators: 735m, total project cost 1135m, payback time: 1135s (18.91 minutes) 19 - energy component cost with 21 tidal generators: 735m, total project cost 1135m, payback time: 1135s (18.91 minutes)
20 - energy component cost with (25/35) share of a fusion: 714m, total project cost per makor: 1114m, payback time: 1114s ( 18.5666666667 minutes) 20 - energy component cost with (25/35) share of a fusion: 714m, total project cost per makor: 1114m, payback time: 1114s ( 18.5666666667 minutes)
21 - energy component cost with (25/225) share of a singu: 445m, total project cost per makor: 885m, payback time: 885s ( 14.75m) 21 - energy component cost with (25/225) share of a singu: 445m, total project cost per makor: 885m, payback time: 885s ( 14.75m)
22 - Static, cannot be cloaked 22 - Static, cannot be cloaked
23 - Large footprint 23 - Large footprint
24 - Probably not worth having in the game anyway, tbh 24 - Probably not worth having in the game anyway, tbh
25 - An energy-based makor means that players who had their singus shinied actually will be punished by higher energy costs, so maybe flat +1 for a 1000m is preferable 25 - An energy-based makor means that players who had their singus shinied actually will be punished by higher energy costs, so maybe flat +1 for a 1000m is preferable
26 - do you really want it with those numbers, really? 26 - do you really want it with those numbers, really?