经济入门 [8.0]

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X4: Foundations
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一份解析经济运作方式以及如何获取稳定被动收入的指南。 免责声明 本指南撰写于6.2版本。我已查看了近期的更新内容,但未发现会显著改变本指南所列出策略的内容。截图来自6.2版本,因此部分舰船图标可能已发生变化,但本指南列出的所有内容仍应适用。 7.5版本的更新似乎在NPC空间站增加了额外的采矿船,因此你可能无需完全按照指南构建完整的物流链。【新增了分配给NPC矿物和气体精炼站的采矿船。】 7.6版本似乎未对本指南内容造成任何改变。 8.0版本似乎未对本指南内容造成任何改变,只是可以让最多的人处于战争状态以获得最大的舰船需求。其他注意事项:现在你可以通过观察价格颜色来更好地了解商品的相对库存情况。颜色越深的绿色对玩家越有利,无论是购买还是出售。旧截图中的所有价格都显示为白色。 一如既往,如果你发现错误请告诉我,因为并非所有版本变更都有记录,而且我也可能遗漏一些已记录的变更。 初始场景(剧透警告) 在本指南中,我将使用“年轻枪手”初始场景,以便我采取的步骤任何人都可以重复。我拥有所有DLC,但本指南将主要聚焦于argon和antigone的经济。所有步骤都可作为指导方针,帮助你在任何派系中取得成功。本指南并非快速赚取大量资金的方法。其目标是讲解如何创建稳定的AI经济体系,使玩家能够购买飞船和建造空间站。我所赚取的资金将仅限于本指南介绍的方法、各类空间站任务以及完成HAT任务所获得的收入。这样做是为了证明该方法切实可行,且不依赖其他收入来源。当然,借助其他收入来源会加快本指南所讨论方法的进程。 由于这是一份指南,根据您对游戏知识或机制的了解程度,其中可能包含剧透内容。 本指南耗时数天制作,因此部分内容的质量可能有所欠缺。如果您发现需要改进的地方,请告知我,我将着手修正相关问题。我尝试在游玩过程中编写本指南,但游戏需要时间才能完全充实内容。我会尝试定期更新本指南,加入重要事件和时间节点。 经济入门 X4拥有模拟经济系统,商品从原材料开始形成供应链。这些原材料经过开采、精炼,然后被送往需要这些精炼商品的下一个空间站。这条供应链会一直延续,直到最终产品的出现。 X4中的主要经济驱动力,也是大部分物资的最终流向,是舰船。舰船在不断建造,因为X4的宇宙并不安全。各派系之间存在战争,还有对抗诸如 xenon 和 kha'ak 等银河威胁的战争。此外,还有攻击舰船的海盗,以及打击海盗的警察。舰船的主要生产方为码头和造船厂,其中码头负责生产中小型舰船,造船厂则负责生产大型和超大型主力舰。这些舰船建造设施及其相关的生产链,将是任何以贸易为基础的游戏流程的核心重点。 入门指南 现在让我们正式开始游戏。 首要任务是找到我们想要供应的造船厂和码头。在“新手模式”中,这些设施已为我们标记出来,因此这一步非常简单。

如果它们尚未被标记,那么你需要找到它们。这可以通过向附近的船只询问最近的码头/造船厂位置,或者查询它们的固定生成点来实现,因为游戏开始时它们的位置是固定的。如果码头/造船厂被摧毁,AI会进行重建,但如果它们失去了多个区域,可能会在自己或盟友拥有的任何区域重建。 对于【Young Gun】,我的首要任务是移除初始导航信标,获取贸易计算机扩展软件,并雇佣一名备用飞行员。

我现在要识别我所在区域内的所有空间站。我会先进行远程扫描,然后飞往它们那里,以确定它们的类型。同时,我还会在经过有资源的区域时部署资源探测器。这一切都是为了建立一个强大的信息网络,以便在后续步骤中发挥作用。 在进行初步信息收集时,我会留意那些可以完成的简单任务。这能让我获得购买第一艘飞船所需的初始 credits。

确定贸易路线 好了,希望你现在已经积累了足够的 credits 来购买一艘贸易飞船。小型飞船也能行,但我会把主要精力放在中型贸易船上。现在我们来看一下地图:

我们需要重点关注码头和造船厂的需求。贸易筛选器会为你大致显示所需的物资。

不过,目前尚不清楚我们的主要关注点应该是什么。有多种商品需求旺盛,但并非所有舰船都会受到这些商品的限制。因此,计划的下一步是将我们的造船厂和码头扫描至30%。这将使我们能够查看库存水平,并真正找出所缺少的物资。

首先要了解我们所看到的内容。 在你的仓库界面会显示四种颜色,用于表示仓库的变化和库存水平: 蓝色:进度条最左侧部分。它大致显示你当前的库存量,也由左侧的数字表示。以造船厂为例,船体零件的库存量为3,045。 黑色:进度条最右侧部分。它显示可用于存储的空间。 绿色:这是蓝色条的一个修饰部分,表示会增加库存的预留交易。以造船厂为例,船体零件库存数量右侧的(+1,232)就属于此类。 棕色:这是蓝色条的一个修饰部分,表示会减少库存的预留交易。它之后会以(-)的形式显示在库存数量的右侧。以下推理需要一些元知识,但请耐心听我说: 由于这是游戏初期,目前还没有真正的物资短缺,但我们已经能在造船厂看到船体零件短缺的迹象了。因为我们计划专注于中型舰船,所以要确保造船厂始终有充足的库存,这样我们才能持续购买舰船。如果现在去购买一艘中型贸易船,造船厂实际上会提示正在等待船体零件来完成基础中型舰船的订单。 我们进一步专注于船体零件,还因为它是制造舰船所需的基础物资中供应最紧张的。当你建造一艘最低配置的舰船时,只能获得驶离船坞所需的必要部件,即船体和引擎。在这两者之中,【船体零件】的需求量最大,因为制造基础底盘需要大量船体零件。在后续截图中你可以看到这一点。如果你比我更晚开始舰船建造生产,这一点很可能会更加明显。 首位贸易商与首次贸易航线 希望你一直在已发现的空间站执行那些任务,因为现在是时候迎来你的首位贸易商了。

我购买舰船时会选择最低或较低配置。较高配置通常会提供一些你并非真正需要的东西。如果你确实想在舰船上配备更多物品,更省钱的方法是先建造一艘刚好能飞行的舰船,然后在装备 dock 对其进行改装。 当我们回到地图视图并启用贸易筛选器时,可以将物品筛选为仅显示船体零件。这将帮助我们查看当前星系内的最佳报价。

从这里开始,我们有几个选择。我们可以手动命令飞船开始进行贸易,也可以将其自动化。我更喜欢让贸易飞船自动化,因为这样就能开始获得被动收入,之后就不用再操心它们了。 要开始自动化贸易航线,我们需要一名一星飞行员。这很容易实现,只需停靠在任意空间站,前往贸易角,然后购买一份基础驾驶研讨会。将其交给我们的飞行员后,他们就会成为一星飞行员,并能够执行“重复订单”这一默认行为。 设置好默认行为后,我会选择一个我知道有船体零件的扇区,右键点击该扇区并选择“买入”,选中船体零件,然后设置买入价格。然后我会执行相同的步骤,但选择一个区域并点击“出售至”。如果我想更具体,可以点击单个空间站,让贸易者专注于与这些空间站进行买卖交易。在这个例子中,我希望我的贸易者专注于为造船厂和码头提供资源,所以我选择按区域进行操作。

当我的贸易飞船在运行时,我会不断探索和执行任务来补充收入并提升声望。一旦找到船体零件工厂,我就会把它们添加到贸易飞船的商品采购地点列表中。我的目标是让贸易飞船始终保持忙碌,带来被动收入。 扩展船体零件产业链 既然我们已经部署了一艘(或多艘)飞船来供应船体零件,我们可能会开始遇到空间站无法满足需求的情况。当这种情况发生时,我们要像对待造船厂那样对待船体零件空间站:将它们扫描到30%,投放卫星,并查看库存。

我们可以看到,船体部件的生产正面临精炼金属短缺的问题。因此,我们接下来要做的是找到精炼金属的生产环节,看看它们出了什么问题。

看着这张图,仓库里储存了大量精炼金属,所以我们要再次创建重复订单贸易站来购买精炼金属,并将其运送到我们正在采购的船体零件工厂。 在这条产业链的最后环节,我们要确保精炼金属的生产始终保持运行。

对于这个空间站,我需要确保有足够的运输船来防止精炼金属堆积,同时还要保证有矿工为空间站供应急需的矿石。完成这些后,我的造船厂就能获得持续的船体零件供应,并且在生产的每一步都能盈利。

额外的供应链 经过一段时间后,你的船体部件可能不再是船舶生产的瓶颈。

从这里可以看到,有预定交付的船体部件,但武器组件供应短缺。为了保持舰船生产的持续进行,并维持对船体部件的高需求,我的下一个贸易者将负责武器组件。和船体部件贸易者一样,我会将武器组件贸易者设置为重复订单模式,并进行武器组件的买入和卖出。 我将按照处理船体部件的步骤,不断找出瓶颈,并分配贸易者和矿工来消除这些瓶颈。

Next steps Once you have a single strong economy there are a couple of next steps you can take in any order. Expand into other economies. Transition Repeat Traders into Station Traders Transition Miners into Station Miners The first step is pretty self explanatory. You want to start following the above steps but for a different faction. So in addition to Argon my next target might be Teladi if I don't care about faction balance. If maximizing trades is my goal then I'll want to repeat the steps I made with Argon but do it with the Holy Order. This means that Argon won't take their strong economy and out produce the Holy Order. After creating a strong economy for the Holy Order I also want to do the same for the Paranid Godrealm so that they aren't overpowered by the Holy Order's strong economy. For Station Traders my goal is to create a single trading station that will deal in all the wares my repeat traders are dealing in or separate those wares into different stations. This will allow me to easily scale the amount of traders in an area and relieve me of the tedious nature of promoting pilots and setting repeat orders. Trade stations also serve a dual purpose of storing cheap goods that I can later use for my player made stations. For Station Miners my goal is similar to station traders but in the fact that now my miners can go to the most dense mining area and quickly fill up. They will then also be able to constantly make money by selling to the station paying the most. A mining station also serves the dual purpose of being able to supply any player made station station with raw resources. Since there are already guides on how to make trading and mining stations I'll leave links to those. There are of course more guides out there but these should provide a good starting point. Trade Stations: https://gameplay.tips/guides/10148-x4-foundations.html (New link to guide, Thanks Harlockin!) https://steamcommunity.com/sharedfiles/filedetails/?id=2426397291&searchtext=trade+station (Old guide link that was removed) Mining Stations: https://steamcommunity.com/sharedfiles/filedetails/?id=2786130190&searchtext=trade+station Other Stations, Misc trading thoughts So here I'd like to address some common issues that might come up and my thoughts on other mechanics related to trading. Mining: Nividium - Although Nividium mining can provide a short influx of cash it is pretty much a dead end after the initial demand is gone. There are ways to create more demand through Terraforming but that demand doesn't make much and still requires the player to manually interact with it. Given these issues I suggest not mining it at all for money or quickly moving on once the initial supply goes away. Ice - Given the new Boron DLC many people may consider that Ice mining and refining is now viable. I disagree as Ice still has a very poor price per volume and easily gets filled by most factions. If you must help the Borons then stick with the process laid out above and transport water for them and only mine Ice if they run out. Gas - Most gases and gas product demand seems to be easily met by the AI for the early game. As such I recommend focusing on Ore and Silicon until you notice an actual demand that isn't being met. ------------------------- Trading: Food / Medical - Like gas products, food and medical seem to be easily filled by the AI. In some of my earlier pictures you may notice that the supply for food and / or medical supplies is low. A few hours in I doubled checked and those demands were no longer there. As such I recommend focusing on other wares and only coming back to Food and Medical when there is a high demand. Energy Cells - Like Food and Medical, the AI seems to be able to meet this demand by themselves. You can keep an eye on it, and possibly assign small traders to Fill Shortages, but I personally don't worry about Energy Cell demand being filled. ------------------------- Station Building: To me station building is used to fill the holes that the above method cannot fill. I find that if you try to use station building for profit ONLY, you will end up saturating the economy and not being able to sell wares. That means that if you make these for profit, it is best to use it when you have identified a hole that cannot be met by the already existing AI factories. There is also the fact to consider that stations take a long time in order to pay for themselves. A basic Energy Cell factory takes on average seven hours to pay for itself if you can sell at average price. Hull Part production takes on average fifty hours to pay for itself if buying all the wares, fifteen hours if you buy raw resources and make everything yourself, and four hours if you provide raw resources and make everything yourself. These times aren't accounting for the price of ships or blueprints. The times also aren't accounting for station construction speed. The main idea I want to express is to make sure that there is a high and constant demand for your wares before making a station that's sole focus is making money. Instead of profit only stations, there are also stations used for player shipbuilding. I'd argue that you should be using the cheap wares from trading first and then use your own stations to supplement that. I consider this to be an endgame activity, along with Terraforming, in which money isn't an issue so the return on investment doesn't matter. Solar: http://www.x4-game.com/#/station-calculator?l=@$module-module_arg_stor_container_s_01,count:1;,$module-module_arg_dock_m_01,count:1;,$module-module_gen_prod_energycells_01,count:1 Hull Parts: http://www.x4-game.com/#/station-calculator?l=@$module-module_gen_prod_hullparts_01,count:1;,$module-module_arg_stor_container_s_01,count:1;,$module-module_arg_dock_m_01,count:1;,$module-module_gen_prod_energycells_01,count:1;,$module-module_gen_prod_graphene_01,count:1;,$module-module_gen_prod_refinedmetals_01,count:1 ------------------------- SETA: Don't use this. If you have followed the steps laid out above then you should realize how fragile the AI economy is without player intervention. There are so many things the player can be doing at any point in time. When you fast forward your simulation the AI is stuck with the economy they have. Given how fragile and weak some of these are it can lead to unintended consequences such as Xenon invading or weak economy factions losing stations and sectors to factions they're at war with. ------------------------- X-TREME Trade Rank: I figure I might as well mention this. Like it's name suggests, getting this rank requires extreme amounts of trading. If you want to work towards this you want to maximize trades with trade stations and mining. You also want to minimize the amount of production you create. When getting this, my production stations were just the items required to eliminate a bottleneck. On those stations, I imported all needed goods including food and medicine so that I was able to create demand in the food sector. The last thing you want to do is maximize wars. There are a few story states and here are my recommendations: Split - Patriarchy Terran - War with Argon Paranid - Unification , fight all (still needs tested for 8.0 but can still use Diplomacy if no longer available.) Other than those story states you can freely cause factions to become at war by making them enemies. I've also observed that factions that were enemies, but not in conflict, will start conflict if Status Quo is reached on the enemy relation. Closing Thoughts, Acknowledgements, Etc. As mentioned in the beginning I will try to update this periodically as my playthrough progresses. At time of publishing I'm sitting at 4 traders and 2 miners supplying my Hull Parts and Weapon Components and I'm at 10 hours playtime. This playtime is high compared to ships due to me focusing purely on the methods listed in the guide to make money. As a primer I feel the guide covered most of the main aspects. Going further would require going into trade stations, mine stations, and the like which there are already guides for. Acknowledgements: Patola [Linux]: QA , expanded explanation of trade reasoning and stock level colors. Harlockin: Finding and providing a working link to the Trade Station guide that was changed/removed. Other guides I've made: https://steamcommunity.com/sharedfiles/filedetails/?id=2810269037&searchtext=scrap