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HypernetTower effectivness Messages in this topic - RSS

nynobernie
nynobernie
Posts: 60


10/11/2019
nynobernie
nynobernie
Posts: 60
There was discussion about the benefit of the hypernet tower. So I ll try to calculate what you safe with each level vs what it costs. Since base production costs are 100 credits per 1 output, it doesnt matter if you count raw material mines, component factories or anthing else. It all the same in terms of savings.

So here are the numbers if you have no other research bonus (best case in terms of effectivness of the hypernet tower)


LevelUpkeep in creditsSavings per industry point in creditsIndustry to break even
150000.995050
2250001.9612750
3500002.9117167
4750003.8519500
51000004.7621000
61500005.6626500
72000006.5430571
83000007.4040500
94000008.2548444
105000009.0955000


Considering you ll put this propably in your hq location which already has 15 production bonus it gets worse

LevelUpkeep in creditsSavings per industry point in creditsIndustry to break even
150000.746670
2250001.4816818
3500002.2122616
4750002.9225659
51000003.6227600
61500004.3134787
72000004.9940085
83000005.6553043
94000006.3163377
105000006.9571875


So 5050 industry is the minimum industry you ll need under perfect conditions to make level 1 hypernet tower worth it. So this may be worth if the resource node has 3 different resources at a high resource value, but then again the numbers get worse the more research points you already have.
In cities you could justify a couple levels eventually. But the numbers are high. You might need to split the upkeep with another corporation to make level 2 worth it if you cant get to 16000+ industry alone.
edited by nynobernie on 10/11/2019
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Doctor Dread
Doctor Dread
Administrator
Posts: 1478


10/12/2019
Doctor Dread
Doctor Dread
Administrator
Posts: 1478
The Megastructure cost per turn has been reduced for all the megastructures. Hypernet Tower / Arcology is now 1000, Mobile Fortress is 5000 (its 25 artillery at base) So you can divide everything on that grid by 5 and it makes a lot more sense.

We can tweak the cost of megastructures right now because its very early in the reset and no one has any. The military ones are kind of based off their equivalent, the production structures are the easiest ones to put against a grid of cost efficiency. The Pop boosters are a little more subjective. Your HT tower cost should be changing on next turn flip
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