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THE JUMPGATE DEFINITIVE GUIDE - Tripod

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econstruction projects. Most such items have to be produced. Production in<br />

turn demands other commodities.<br />

Most things start out as raw materials, sometimes called '1st tier commodities'.<br />

Most raw materials are produced by planets and made available at a small<br />

number of stations. Asteroid mining (of regular and pure 'roids) produces some<br />

raw materials, but rarely in large quantities.<br />

Sometimes the raw material can be used immediately to satisfy a demand:<br />

Textiles are a good example.<br />

Textile Demand and Supply<br />

The planet Hypsos produces Textiles as a raw material. A fixed amount is<br />

supplied to Hyperial station market at regular intervals. Textiles have no specific<br />

uses in production, but are required at most stations to cloth pilots and<br />

planetary populations.<br />

Our Premia pilot, having finally dropped off that Radium, sees an opportunity to<br />

cloth his fellow pilots. He buys up Textiles and transports them to Solrain Core.<br />

On arrival and sale, he'll not only be benefiting the station, but because he has<br />

shipped from a production point to a demand point, he'll see some profit as well.<br />

If the demand for textiles was not met, the only consequence is a Role-Play one<br />

- Solrains begin to get known across the galaxy for their outdated dress sense.<br />

Many of the demands shown below have far more noticeable consequences for<br />

other pilots.<br />

In most cases raw materials need to be fed into production processes. In some<br />

cases the result of one production process is needed for another process, and<br />

so on. The production dependencies of certain items are long and complex.<br />

8. Production<br />

Every production process requires some combination of specific commodities.<br />

These commodities must be present at a producing station, either on the public<br />

market or in the hidden inventory, for production to occur.<br />

On the EU server production is restricted to a small number of stations for any<br />

one item. On the US server 'trickle' production allows the production of many<br />

items at many stations, in addition to the main production stations.<br />

Stations produce things in regular cycles. These 'production cycles' last just<br />

over six minutes. (There is currently a double production cycle every tenth cycle<br />

- the reason for this is not clear.)<br />

Each station has a production capacity per cycle for each item it can produce.<br />

This is often referred to as the 'production index'. This is the maximum number<br />

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