The 3x3 Cube system is designed to maximise production from the Mars colonies. This system will demonstrate how it is possible to generate 900K credits every 16 turns with 9 colonies.
PART I - ENERGY
An interesting limitation to this game is a colony cannot produce enough energy to power even one of its factory on its own. This means no one colony can function self sufficiently.
If maximum production involves a single colony refining all three ores into their respective finished products (steel, glass & chemicals) via factories
Per Turn
1 factory: 600 ore + 600 energy = 300 product
3 factories: 1800 ore + 1800 energy = 900 product
Energy Required: 1800 units
Since maximum energy production per colony is 500 units, 3 additional colonies are required to power one master colony.
2x2 Cube
Master Colony: 500 energy
Slave Colonies: 3 x 500 energy = 1500 energy
Energy Produced: 2000 energy
This can be expanded to a more productive 3x3 Cube system.
Total Energy Production - 9 x 500 = 4500 units
Total Energy Usage - 1300 + (600*4) = 4200 units
This energy will need to be transported between colonies.
PART II - Goods Production
Bulk freighters have the largest cargo holds for goods transport to Earth. Therefore to maximise productivity these vessels should be at capacity for every trip back to Earth. This also means colonies shouldn't produce more than the bulk freighters can transport.
9 bulk freighters are used in the 3x3 Cube system. Each colony is assigned one bulk freighter and for ease of management name them after their assigned colony and synchronize their movements.
Each bulk freighter can hold 20000 units and require 16 turns to complete a return trip. Therefore in order to fill each bulk freighter to capacity each colony needs to produce
20000 / 16 = 1250 units per turn
Colony 1
3 factories = 900 products
350 extra ore/magnesium/aluminium
= 1250 cargo
Colony 2-5
1 factory = 300 products
625 max extra ore/magnesium/aluminium
325 extra ore/magnesium/aluminium
= 1250 cargo
Due to each colony only having a capacity of 10000 units per ore/products
10000 / 16 turns = 625 max units per turn
Colony 6-9
625 max extra ore/magnesium/aluminium
625 max extra ore/magnesium/aluminium
= 1250 cargo
By the time the 3x3 Cube system can be fully implemented the trade market has usually collapsed.
Your study is interesting, Arikande says it's all correct, but...
... but I'm affraid it's just theorerical. Can it stand the test of practice? We're very dependant on the local conditions.
I'm often puzzled with the terrain's features. Sometimes, a basic resource (Iron, Silica, Minerals) is missing. Sometimes, extra resources (Aluminium and Magnesium) are missing.
A Bulk Freighter's cost is 120,000. The 3x3 Cube system requires 9 of them, that is an investment of more than 1,000,000 credits (plus the Starports' cost!).
How many turns are you used to play before the 3x3 Cube system is set up?
Can you post a compressed (RAR or ZIP) Savegame file with an example of the 3x3 Cube in practice?
Anyway, I'll try the 2x2 Cube system on the next FM version's test ;)
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
The 3x3 Cube system is designed to maximise production from the Mars colonies. This system will demonstrate how it is possible to generate 900K credits every 16 turns with 9 colonies.
Manifesto Definition:
‘ A manifesto is a published verbal declaration of the intentions, motives, or views of the issuer, be it an individual, group, political party or government.’
Wikipedia
PART III - GAMEPLAY - STAGE 1
Aim: Establish 3 colonies, each with a starport and a supply Bulk Freighter.
Timeframe: 155 Turns (12 years, 11 months) – Nov 2089
Outcome: 200K per 16 turns
Starting Location
Choose a map with 3 colony sites that contain at least 1 mountain or crater in each. These are the tiles that generate Magnesium & Aluminium, essential for rapid development of Mars. Mag/Alum ore can yield significant returns early on, as their initial sell price is very high, and there is no need for a factory.
Also required on each colony site is 1 (preferably 2) additional mining tiles and 3 tiles suitable for irrigation. If only 1 additional mining tile is available, a factory and solar array is also required at Stage 1 for that colony.
Important Concepts
· Engineers should make 1 irrigation & 1 mine priority for each colony. Do not automate. Tile improvements are irreversible and can disable the profitability of the 3x3 Cube.
· Shuttles make a return trip to Earth every 12 months and have cargo space of 3000 units. This means if a colony produces 250 cargo per turn, the shuttle can return to Earth fully loaded without excess left in the colony.
· Mine Mag/Alum where possible. The market quickly collapses after 8,000-10,000 units sold per ore, but over 200,000 credits can be accumulated at these high prices. Production of these ores should be managed to maintain high ore prices.
The 3x3 Cube
The 3x3 Cube system is designed to maximise production from the Mars colonies. This system will demonstrate how it is possible to generate 900K credits every 16 turns with 9 colonies.
PART I - ENERGY
An interesting limitation to this game is a colony cannot produce enough energy to power even one of its factory on its own. This means no one colony can function self sufficiently.
If maximum production involves a single colony refining all three ores into their respective finished products (steel, glass & chemicals) via factories
Per Turn
1 factory: 600 ore + 600 energy = 300 product
3 factories: 1800 ore + 1800 energy = 900 product
Energy Required: 1800 units
Since maximum energy production per colony is 500 units, 3 additional colonies are required to power one master colony.
2x2 Cube
Master Colony: 500 energy
Slave Colonies: 3 x 500 energy = 1500 energy
Energy Produced: 2000 energy
This can be expanded to a more productive 3x3 Cube system.
1st Colony - 3 factories + Solar array (-1800 + 500) = - 1300
2nd Colony - 1 factory + Solar array (-600 + 500) = - 100
3rd Colony - 1 factory + Solar array (-600 + 500) = - 100
4th Colony - 1 factory + Solar array (-600 + 500) = - 100
5th Colony - 1 factory + Solar array (-600 + 500) = - 100
6th Colony - 0 factories + Solar array = + 500
7th Colony - 0 factories + Solar array = + 500
8th Colony - 0 factories + Solar array = + 500
9th Colony - 0 factories + Solar array = + 500
Total Energy Production - 9 x 500 = 4500 units
Total Energy Usage - 1300 + (600*4) = 4200 units
This energy will need to be transported between colonies.
PART II - Goods Production
Bulk freighters have the largest cargo holds for goods transport to Earth. Therefore to maximise productivity these vessels should be at capacity for every trip back to Earth. This also means colonies shouldn't produce more than the bulk freighters can transport.
9 bulk freighters are used in the 3x3 Cube system. Each colony is assigned one bulk freighter and for ease of management name them after their assigned colony and synchronize their movements.
Each bulk freighter can hold 20000 units and require 16 turns to complete a return trip. Therefore in order to fill each bulk freighter to capacity each colony needs to produce
20000 / 16 = 1250 units per turn
Colony 1
3 factories = 900 products
= 1250 cargo
Colony 2-5
1 factory = 300 products
= 1250 cargo
Due to each colony only having a capacity of 10000 units per ore/products
10000 / 16 turns = 625 max units per turn
Colony 6-9
625 max extra ore/magnesium/aluminium
625 max extra ore/magnesium/aluminium
= 1250 cargo
By the time the 3x3 Cube system can be fully implemented the trade market has usually collapsed.
Iron - 2
Silica - 4
Minerals -2
Steel - 6
Glass - 6
Chemicals - 6
Magnesium - 6
Aluminium - 6
Colony 1
3 factory = 900 * 6 = 5400 credits
Extra Mag/Alum = 350 * 6 = 2100 credits
= 7500 credits per turn
Colony 2-5
1 factory = 300 * 6 = 1800 credits
extra ore = 450 * 4 = 1800 credits
Mag/Alum = 500 * 6 = 3000 credits
= 6600 credits per colony per turn
Colony 6-9
extra ore = 625 * 4 = 2500 credits
Mag/Alum = 500 * 6 = 3000 credits
extra ore = 125 * 2 = 250 credits
= 5750 credits per colony per turn
Total = 7500 + (66004) + (57504) = 56200 credit per turn
= 56200 * 16 turns = 899200 credits per round trip
To be continued
Moken
Now, this IS good :)
I think I will have to make the game a little harder. :)
thanks
Hi Moken!
Do you work at the NASA as Mission Planner? ;)
Your study is interesting, Arikande says it's all correct, but...
... but I'm affraid it's just theorerical. Can it stand the test of practice? We're very dependant on the local conditions.
I'm often puzzled with the terrain's features. Sometimes, a basic resource (Iron, Silica, Minerals) is missing. Sometimes, extra resources (Aluminium and Magnesium) are missing.
A Bulk Freighter's cost is 120,000. The 3x3 Cube system requires 9 of them, that is an investment of more than 1,000,000 credits (plus the Starports' cost!).
How many turns are you used to play before the 3x3 Cube system is set up?
Can you post a compressed (RAR or ZIP) Savegame file with an example of the 3x3 Cube in practice?
Anyway, I'll try the 2x2 Cube system on the next FM version's test ;)
The 3x3 Cube Manifesto
The 3x3 Cube system is designed to maximise production from the Mars colonies. This system will demonstrate how it is possible to generate 900K credits every 16 turns with 9 colonies.
PART III - GAMEPLAY - STAGE 1
Aim: Establish 3 colonies, each with a starport and a supply Bulk Freighter.
Timeframe: 155 Turns (12 years, 11 months) – Nov 2089
Outcome: 200K per 16 turns
Starting Location
Choose a map with 3 colony sites that contain at least 1 mountain or crater in each. These are the tiles that generate Magnesium & Aluminium, essential for rapid development of Mars. Mag/Alum ore can yield significant returns early on, as their initial sell price is very high, and there is no need for a factory.
Also required on each colony site is 1 (preferably 2) additional mining tiles and 3 tiles suitable for irrigation. If only 1 additional mining tile is available, a factory and solar array is also required at Stage 1 for that colony.
Important Concepts
· Engineers should make 1 irrigation & 1 mine priority for each colony. Do not automate. Tile improvements are irreversible and can disable the profitability of the 3x3 Cube.
· Shuttles make a return trip to Earth every 12 months and have cargo space of 3000 units. This means if a colony produces 250 cargo per turn, the shuttle can return to Earth fully loaded without excess left in the colony.
· Mine Mag/Alum where possible. The market quickly collapses after 8,000-10,000 units sold per ore, but over 200,000 credits can be accumulated at these high prices. Production of these ores should be managed to maintain high ore prices.
A brief walkthrough of Stage 1
To be continued
Moken
Last edit: moken 2014-06-29
Yes, I will add something like "Remove road, Destroy Irrigation". Though not often, it is needed sometimes.
These quantities are too small, I plan to increase them to 25,000 - 30,000.
This strategy makes the game REALLY easy :) I will have to do something about it. :)
Last edit: arikande 2014-06-30