X4 station planner: how many modules for N hull parts an hour
Work backwards from a hull-parts target to module counts, feeder modules, ore and methane draw, and storage sizing — with the per-hour coefficients precomputed.
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Work backwards from a hull-parts target to module counts, feeder modules, ore and methane draw, and storage sizing — with the per-hour coefficients precomputed.
All 15 Corsair Cove worker and crew ranks with their per-minute upkeep, the building that makes each good, and the two ranks you cannot supply without raiding.
A dependency-derived opening build order for Corsair Cove, from free Woodcutter to your first crewed ship, with the two upkeep goods new players forget.
Plain definitions for Cohesion Value, Stack Size, Supplies and Dedicated Workers, plus two formulas that reproduce the game's own derived columns exactly.
All 77 production buildings and 30 unlockable buildings joined into one cost-and-output matrix, ranked by how many other buildings depend on each one's output.
Every Corsair Cove resource scored by how many production tiers sit under it, with total-input counts computed from the wiki's raw ingredient table.
Every producible resource's revenue minus its own input cost, set against its cohesion value, to show which goods pay in coin and which pay in crew morale.