Upkeep

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'''Upkeep''' is the amount of [[Credits]] that you must pay daily to maintain your ship modules. Since a update on November 21, 2011, failure to afford daily upkeep only results in ship modules taking damage, while credits are not lost. In the same update upkeep will not need to be paid if you go to "inactive" status for 3 days.
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'''Upkeep''' is the amount of [[Credits]] that you must pay daily to maintain your ship [[Modules|modules]] and [[Allies|allies]]. All equipment increases the upkeep costs for your ship whether installed or uninstalled. Upkeep is normally 5% of the sum of all module prices and is automatically deducted from your credits on hand once per day. A module price is either the credit price you paid for the module, or a set value the module comes with when you get it.
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Since a update on November 21, 2011, failure to afford daily upkeep only results in ship modules taking damage, while credits are not lost. In the same update upkeep will not need to be paid if you go to "inactive" status for 3 days.
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If you have insufficient funds to pay daily upkeep some or all of your equipment will lose 10% durability.  Modules will also lose 10% durability each time they are uninstalled.  When durability reaches 0%, equipment becomes "broken" and you must pay credits to repair them.  However, broken modules no longer require upkeep.
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==Managing Upkeep==
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As you add more ship modules and allies to your ship, daily upkeep costs will steadily increase.  There are a variety of ways that you can boost credit supply to compensate. 
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===Mining Income===
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The main strategy is to boost your hourly mining income from planets.  The most efficient planets to target are maxed [[Planets#Toxic_Planets|toxic]] planets as their mining richness can be quickly boosted up to 15x or 16x megarich using [[Toxic Purifier]]s.
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===Ship Mods===
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As your ship gets stronger due to increasing crew count and ship modules, some researched modules become less efficient.  Selling these modules may be a way to decrease upkeep costs, but this should NOT be done with modules acquired from missions as there is no way to go back and repeat those missions.  For mission modules that are not currently required, the better option is to repeatedly install and uninstall the module until it is broken.  As mentioned before, modules with 0 durability are considered broken and no longer require upkeep.  However, to repair the module to functional status, you will have to pay the full credit cost that you originally paid to purchase the ship module (less any mineral costs). 
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It is natural to want to have the highest level ship modules that you have acquired via the [[Research Tree]], but there have been many pilots who have been caught unprepared by the higher upkeep costs after installing those new ship modules.  Downgrading those ship modules to a lower tier on the research tree will give you lower upkeep costs at the expense of more inefficient modules.
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- discount
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===Builder Profession===
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The [[Professions#Builder|Builder]] Profession has a passive ability that reduces upkeep and hull repair costs by 50%.  This can be enough to get you over a short-term fiscal crunch, but should not be relied upon in the long-term.
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===Research Contract===
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Once you have spent 47,400,000 Research points on the research tree or on discovery attempts in your legion's [[Collective Theory Lab]], a [[Research#Research_Contract|research contract]] option to turn your research directly into credits becomes available.  This option will appear in a blue-outlined box at the bottom of the research screen. 
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The exact rate of exchange is 25,000 credits for 1 Research point.  Thus 1000 Research points will get you an offer of 25 Million credits.  This means that your maxed research planets still have some utility after you have finished researching the entire technology tree.
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===Galactic Trade Center===
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If you have surplus artifacts and materials, you can sell them on the [[Galactic Trading Center]] for credits.

Revision as of 18:53, 27 August 2014

Template:Wikify


Template:Dead end

Upkeep is the amount of Credits that you must pay daily to maintain your ship modules and allies. All equipment increases the upkeep costs for your ship whether installed or uninstalled. Upkeep is normally 5% of the sum of all module prices and is automatically deducted from your credits on hand once per day. A module price is either the credit price you paid for the module, or a set value the module comes with when you get it.

Since a update on November 21, 2011, failure to afford daily upkeep only results in ship modules taking damage, while credits are not lost. In the same update upkeep will not need to be paid if you go to "inactive" status for 3 days.

If you have insufficient funds to pay daily upkeep some or all of your equipment will lose 10% durability. Modules will also lose 10% durability each time they are uninstalled. When durability reaches 0%, equipment becomes "broken" and you must pay credits to repair them. However, broken modules no longer require upkeep.

Contents

Managing Upkeep

As you add more ship modules and allies to your ship, daily upkeep costs will steadily increase. There are a variety of ways that you can boost credit supply to compensate.

Mining Income

The main strategy is to boost your hourly mining income from planets. The most efficient planets to target are maxed toxic planets as their mining richness can be quickly boosted up to 15x or 16x megarich using Toxic Purifiers.

Ship Mods

As your ship gets stronger due to increasing crew count and ship modules, some researched modules become less efficient. Selling these modules may be a way to decrease upkeep costs, but this should NOT be done with modules acquired from missions as there is no way to go back and repeat those missions. For mission modules that are not currently required, the better option is to repeatedly install and uninstall the module until it is broken. As mentioned before, modules with 0 durability are considered broken and no longer require upkeep. However, to repair the module to functional status, you will have to pay the full credit cost that you originally paid to purchase the ship module (less any mineral costs).

It is natural to want to have the highest level ship modules that you have acquired via the Research Tree, but there have been many pilots who have been caught unprepared by the higher upkeep costs after installing those new ship modules. Downgrading those ship modules to a lower tier on the research tree will give you lower upkeep costs at the expense of more inefficient modules.


- discount

Builder Profession

The Builder Profession has a passive ability that reduces upkeep and hull repair costs by 50%. This can be enough to get you over a short-term fiscal crunch, but should not be relied upon in the long-term.

Research Contract

Once you have spent 47,400,000 Research points on the research tree or on discovery attempts in your legion's Collective Theory Lab, a research contract option to turn your research directly into credits becomes available. This option will appear in a blue-outlined box at the bottom of the research screen.

The exact rate of exchange is 25,000 credits for 1 Research point. Thus 1000 Research points will get you an offer of 25 Million credits. This means that your maxed research planets still have some utility after you have finished researching the entire technology tree.

Galactic Trade Center

If you have surplus artifacts and materials, you can sell them on the Galactic Trading Center for credits.

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