I wanted to draw attention to a discussion in the strategy forum about harvester versus economy command station resource efficiency. It's worthy of its own thread as a separate topic.
knowledge benefit (+)
Harvester 2 3250 8/per resource node
Harvester 3 4000 16/per resource node
economy station 1 free 32 metal and crystal
economy station 2 4000 80 metal and crystal
economy station 3 5000 160 metal and crystal
Starting position: 10,000--> 13,000 knowledge available
4 metal and 8 crystal nodesTaking the Harvester Path
If you research crystal harvester 3 for 7250 knowledge,
16*8 = +128(Crystal) after home planet
And after taking one planet,
one crystal resource node 16
two crystal resource nodes 32
three crystal resource nodes 48
four crystal resource nodes 64
All things being equal, you could end up with up to 192 bonus crystal resources. Interestingly, if you go this kind of route, it's because you want to rush raid starships, antimatter (also known as the dreadnought, siege starship, piece of shi* starship), or missile frigate (LOL missile frigates
). 64 + (8x)y adjusted!
If you want to divide by the average bonus in a ideal scenario, you get +96 resources. Conversion penalty is -11 (manufactories), so the adjusted resource bonus is +85 in the scenario where you get four crystal nodes.Taking the economic command station 3 path
The knowledge cost isn't entirely equal, but let's say that you rushed economic 3.
Proportion comparison (knowledge per resource, lower is better):
9000/256 ! = 7250/128
35.15 ! = 56.64 kpr0 resource bonus after home planet
After taking one planet, 256 resource bonus (128y adjusted!).
The balanced approach favors enclave, cloak, and Leech starships (yuck). It also favors fighters. There is no manufactory penalty .Taking the economic command station 2 + harvester 2 path
64+96 (economy 2 - economy 1) = +160 resources
kpr ratio (lower is better):
9000/256 ! = 7250/160
35.15 ! = 45.31
Let's look at this further…
8*8 = +64(Crystal) after home planet
And after taking one planet,
one crystal resource node 8
two crystal resource nodes 16
three crystal resource nodes 24
four crystal resource nodes 3264 resource bonus after home planet
After taking one planet, 64+96+8x resource bonus, 160+8x. 32+80y+(4x)y adjusted.
Economy 3 > Hybrid (Econ 2/harvester 2) > harvester 3
With some exceptions, most notably if you are not going to take the bordering planet of your home planet. In addition, I have not calculated this over time. The important statistics you should be getting out of this are that certain economic combinations favor different strategies. In addition, you should look at the starting position versus the position after one planet.
The difference between economy command stations and harvesters:
y is the number of additional planets after the home planet
x is the number of resource nodes
Adjustments are to average out resources, without regard to manufactory penalties, although we have mentioned them as -11 per manufactory. You can calculate that if you want.
|Adjustment||(home)||x = 4,y = 1||x =4,y = 2||x =4,y = 3|
|harvester||64 + (8x)y adjusted||64||96||128||160|
|Econ cmd station 3||128y adjusted||0||128||256||384|
|Hybrid (2/2)||32+80y+(4x)y adjusted||32||128||224||320|
When you do factor in penalties, the economy command station path looks better and better. But is it always? No. This is because you need to look at the whole game as occurring over time t. A slow start, deep strike, or rushing a certain ship could change your choice. Going full economy can make you militarily weak in the short term. By choosing the harvester or the hybrid path, it actually helps you in the short term with some knowledge left over for ship upgrades. However, as a general rule, economy command stations are noticeably superior with a 35.15 kpr!
I hope I didn't make any math errors! Feel free to point out any concerns, comments, or questions. I did use the tables feature to try and make this more readable, but it doesn't work at a certain size.