Buying/Selling/Transferring (TFTD)

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Purchase Times

Purchase Times
ITEM TIME (Hours) TIME (Days)
All Personnel 72 3
TRITON 72 3
BARRACUDA 96 4
Craft Weapons 48 2
Craft Missiles 48 2
Gas Rounds(×50) 96 4
SWS 96 4
SWS Ammo 48 2
All Weapons 24 1
All Ammunition 24 1
All Equipment 24 1

Non-Manufacturable Prices

Non-Manufacturable Prices
ITEM Buy Price ($) Sell Price ($)
Aquanaut 40,000 0
Scientist 60,000 0
Technician 50,000 0
TRITON 500,000 0
BARRACUDA 600,000 0
Ajax Launcher 16,000 12,000
D.U.P. Head Launcher 17,000 12,750
Craft Gas Cannon 30,000 22,500
Ajax Torpedoes 3,000 2,400
D.U.P. Head Torpedoes 9,000 7,200
Gas Rounds(×50) 1,240 1,012
Coelacanth/G. Cannon 420,000 340,000
Solid Harpoon Bolts 200 100
Coelacanth/Aqua Jet 480,000 360,000
Aqua Jet Missiles 3,000 2,250
Dart Gun 800 600
Dart Clip 70 52
Jet Harpoon 3,000 2,250
Harpoon Clip 200 150
Gas Cannon 6,400 4,800
GC-AP Bolts 300 225
GC-HE Bolts 500 275
GC-Phosphorous Bolts 400 300
Hydro-Jet Cannon 13,500 10,125
HJ-AP Ammo 500 400
HJ-HE Ammo 700 560
HJ-P Ammo 650 520
Torpedo Launcher 4,000 3,000
Small Torpedo 600 480
Large Torpedo 900 720
Phosphor Torpedo 1,200 960
Magna-Blast Grenade 300 240
Dye Grenade 150 120
Particle Disturbance Grenade 500 400
Magna-Pack Explosive 1,500 1,200
Thermal Tazer 1,260 945
Chemical-flare 60 40

Manufacturable Prices

Table

Manufacturable Prices
ITEM Start Price ($) Sell Price ($) Tech Hours $Profit/hr Payback
HAMMERHEAD 400,000 0 14000 - 82
MANTA 600,000 0 18000 - 82
LEVIATHAN 900,000 0 34000 - 66
Gauss Pistol 8,000 20,000 300 40 15 mon
Gauss Pistol Clip 1,000 1,050 20 2.5 (never)
Gauss Rifle 20,000 36,900 400 42 10 mon
Gauss Rifle Clip 2,000 1,950 45 - 1
Heavy Gauss 32,000 61,000 700 41 11 mon
Heavy Gauss Clip 4,000 3,220 70 - 11
Sonic Pistol 56,000 84,000 600 36 16 yrs
Pistol Power Clip 2,000 4,440 60 - 43
Sonic-Blasta Rifle 88,000 126,500 820 39 19 mon
Blasta Power Clip 3,000 6,290 80 - 84
Sonic Cannon 122,000 171,600 1,000 43 9 mon
Cannon Power Clip 6,000 9,590 80 -143
Sonic Pulser 6,700 14,850 200 - 9
Disruptor Pulse Launcher 90,000 144,000 1200 40 16 mon
Disruptor Ammo 8,000 17,028 220 - 27
Thermal Shok Launcher 78,000 120,000 900 39 17 mon
Thermal Shok Bomb 7,000 15,200 200 16 (never)
Vibro Blade 7,000 1,500 150 - 70
Thermic Lance 12,000 1,800 220 - 92
Heavy Thermic Lance 20,000 2,000 300 - 93
Particle Disturbance Sensor 34,000 45,600 220 53 4 mon
Medi-Kit 28,000 46,500 420 44 8 mon
M.C. Reader 262,000 304,000 1200 25 (never)
M.C. Disruptor 160,000 194,700 500 36 6 yrs
Gauss Cannon 182,000 211,000 300 97 33 days
Gauss Cannon Ammo 200 200 5 0
Sonic Oscillator 226,000 267,300 500 - 67
P.W.T. Cannon 242,000 281,100 400 81.5 44 days
P.W.T Ammo (craft) 28,000 53,300 600 9 (never)
Coelacanth/Gauss 500,000 594,000 1200 78 48 days
Displacer /Sonic 850,000 980,000 1200 - 44
Displacer /P. W. T. 900,000 1,043,000 1400 - 24
P.W. Torpedo (SWS) 15,000 31,500 400 -151
Ion-Beam Accelerators 130,000 250,000 1400 5 (never)
Magnetic Navigation 150,000 80,000 1600 - 56
Aqua Plastics 3,000 6,500 100 35 (never)
Plastic Aqua Armor 22,000 54,000 800 7.5 (never)
Ion Armor 42,000 85,000 1000 - 15
Magnetic Ion Armor 58,000 115,000 1400 - 40

Notes to Table

NOTE: Profit is measured in $ per technician hours. It is calculated by taking the difference between an item's selling price and its total build costs (including manufacturing start costs, and any exotic component costs) and dividing that by the technician hours required to build it. The profit is simply how much money you make in one hour with one technician building a particular item just to sell it. Payback is the time required for profits to repay all initial costs. So there is no "true profit" until after the Payback period has passed.

Further Notes

  • The profit levels calculated above include the lost resale value of all manufactured/recovered components (Zrbite, Aqua Plastics, Ion-Beam Accelerators, Magnetic Navigation) used in their manufacture. In many cases this reduces the profit considerably.
  • Also, keep in mind that that each technician costs $36/hr in salary, Living Quarters maintenance, and Workshop space maintenance. Any "profit" less than $36/hr is not really a true profit, it's just a subsidy to reduce your outgoings on Technician costs and overheads.
  • In addition, before a true profit is made, you must recover the initial costs of hiring the Technicians, building their Living Quarters and their Workshop. Recovering these initial outlays will cost the equivalent of $67/hr per Technician for one month (or just over $11/hr for six months, etc). The Payback period shown above is the time taken to repay these costs (assuming multiples of 50 Technicians).
  • As in the real world, fixed assets (such as workshops and living quarters) need to be fully utilised in order to be the most profitable. Whenever you use and hire Technicians in less than multiples of 50, the overhead costs are proportionally even higher, and the payback period on initial costs is longer.

Analysis

  • The most profitable item to produce is the Gauss Cannon. The (craft) PWT Launcher and the Coelecanth/Gauss SWS have similar profitability to the Gauss Cannon. The Gauss SWS can be discounted since the Gauss Cannon must be researched before the Gauss SWS, which also has the requirement of Manta research.
  • Whether the Gauss Cannon is likely to be researched before the PWT Launcher probably depends on the individual Commander's preference (or not) for Gauss weapons on the battlefield. For a Commander who generally avoids Gauss development, the PWT could provide an alternative route to profitability, as well as a usable craft weapon that is quicker to research than a Sonic Oscillator (if expensive to operate in terms of Zrbite and manufacturing time).
  • The next most profitable item is the Particle Disturbance Sensor, which has the advantage that it can be successfully researched very early in the game, and also requires no Zrbite or Aqua Plastics.
  • Almost all of the profitable manufacturing activities would be considered very good commercial investments. A Gauss Cannon factory, with an annual Return on Investment of nearly 1100%, would be considered an economic miracle. Even the Particle Disturbance Sensor (RoI just over 300%) would have investors beating down the doors. These high profits are presumably explained by XCOM's monopoly of the technology, combined with high demand that is perhaps due to the crisis facing the world. What is more mysterious is why only a few of the technologies attract enormous profit, while most of the others can only be sold at a loss, in some cases a 100% loss.

Alien Sub Recoverable Prices

Alien Sub Recoverable Prices
ITEM Sell Price
Zrbite 1 5,000
Alien Corpses 20,000
Alien Sub Construction 20,000
Alien Cryogenics 5,000
Alien Cloning 40,000
Alien Learning Arrays 20,000
Alien Implanter 38,000
Examination Room 9,000
Alien Re-animation Zone 100

1 Zrbite can only be acquired through salvaging from UFOs and Alien Colonies. As such, you are strongly advised NOT to sell it.

See Also