Artisan Archive

Thread: Harvesting 101 help me out here please :)

Ripsher0311
Thu Sep 11, 2003 4:47 am
#1

hello there,


ok heres the deal, last night i made 4 wind power harvesters, 2 mineral and 1 chem. i placed them all. i think theres a good chance im going to get back from work and find that they have stopped due to no credits being put in them. anyone wanna tell me the best way / cheapest way to go about placing them and such? it would be very helpfull and i appreciate any help on this. thanks in advance



Ripsher


master medic/artisian


Host3h
Thu Sep 11, 2003 6:00 am
#2

Generators will drain 1440 credits per day. This goes for all types; wind, solar, and fusion. They produce power which is in turn used to operate your harvesters. One wind generator in a 50% wind spot will spit out roughly 3500 power a day.


Harvesters (personal ones I'm talking about here, the kind placed in the engineering tree, not architect) take 720 credits and 600 power per day to run.


With both harvesters and generators, you want to use your respective survey tool (mineral tool if you want to mine metals, etc.) to find a high concentration of whatever you're after, then place a harvester there. Higher % = more harvest per day.


If the maintenance pool runs out, your structure will begin to decay. It happens over a period of time (days I think, never had one do this,I care for mine like children ) Once it decays all the way its gone. If you run out of power, the machine just stops operating, it does not decay, though it still draws maintenance. Generators are not subject to power shortage since they don't require power to run in the first place.


I hope I shot down any concerns you may have had




Yakoga Karokaba
Master Nobody
CH's had it coming. Suck it up.

Betatoxin
Fri Sep 12, 2003 12:21 am
#3

The key to harvester placement is your survey tool.

In order to take the primary risk out of harvestors you need to track when resources first appear and when they disappear. Otherwise you risk placing on a resource that may be just about to go out.

Everyday you log in open up all your survey tools for resources you care about (mineral, chem, solar etc) and make a note of any changes. Write this info down on paper or in a spreadsheet noting the resource type, name, date first seen and qualities. It will take a week or two or a couple resets until you get in the groove but with good tracking the resource game is a lot easier.

Other than that it all comes down to maintenance and power. To run personals a wind is fine, a solar is better. You only need 1 solar to run a whole account of personals. Solars are also decent for mediums. One solar on a 55% solar spot will run a bit more than 5 medium extractors. Once you start to get into heavy extractors fusion is the only way to go, but overkill until then and they are pretty expensive to buy and make.

On re-deeding, personals IMO are not worth the 1500 re-deed fee since you can buy them for 1000 credits each or make them for even cheaper at eng III so I just destroy em. Mediums and larger are worth the re-deed cost.

Also sell a portion of your resources on the market, you should be able to make at least 3:1 and as much as 6:1 for high quality minerals. So say sell 250 of the pull on each your personals ( they should make 1700-2200/day). That will make you at least 750cr per day per personal and basically cover your maintenance. Sell some extra to pay for the wind/solar.

In a few weeks things will start to move more smoothly as your business picks up and you upgrade to larger harvesters.
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