Difference between revisions of "Talk:Engineering (Apocalypse)"
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::{6qty + (12qty x 3hrs)} = '''42'''qty.<br> | ::{6qty + (12qty x 3hrs)} = '''42'''qty.<br> | ||
...with three minutes wasted out of four hours! | ...with three minutes wasted out of four hours! | ||
+ | <u>Note:</u> Maximum build quantity is limited to '''50''' for each small or large facility. | ||
− | '''Items with short production times ''basically'' should be manufactured in multiple-quantity and multiple-hour manufacturing runs''' to get the <s>best</s> decent profit margin, however, if wanting to micro-manage each start hour, | + | '''Items with short production times ''basically'' should be manufactured in multiple-quantity and multiple-hour manufacturing runs''' to get the <s>best</s> decent profit margin, however, if wanting to micro-manage each start hour, like in the example above, it would give the best margins for such quick-build items. |
==Overheads== | ==Overheads== | ||
or, ''Costs Of Upkeep''<br> | or, ''Costs Of Upkeep''<br> | ||
− | Engineers receive a salary at the end of the week and with maintenance costs of facilities (living and labs), will | + | Engineers receive a salary at the end of the week and with maintenance costs of facilities (living and labs), will reduce your end-of-week profits by a certain percentage. Once a project's profit is calculated over a full one week run without interuption, then matched with the type of facility, profit margins will be more accurate. |
==Offset The Total Cost== | ==Offset The Total Cost== | ||
− | Some items, irrelevant of build quantity over a complete week-time manufacturing run, may not actually be profitable enough to | + | Some items, irrelevant of build quantity over a complete week-time manufacturing run, may not actually be profitable enough to produce liquid funds! As with any minor profitable items, it will help reduce the weekly costs of your engineering personel and lab/living mantainance costs. |
==Flooding The Market== | ==Flooding The Market== | ||
− | Every item is profitable to manufacture, but your sell price is determined by market forces. If you sell so much (ie: flooding) that you drive the price down in the proceeding weeks, you will have to re-e'''value'''uate each manufacturing run using | + | Every item is (usually) profitable to manufacture, but your sell price is determined by market forces. If you sell so much (ie: flooding) that you drive the price down in the proceeding weeks, you will have to re-e'''value'''uate each manufacturing run using this new sell price of the new week, to find the best profits. ...have fun!<br> |
Items have differing amounts in the '''Market Capacity''' column which is a rough indicator of how many you can sell before you influence the '''Sell Price'''.<br> | Items have differing amounts in the '''Market Capacity''' column which is a rough indicator of how many you can sell before you influence the '''Sell Price'''.<br> | ||
:eg: selling x25 Dimension Missiles may slightly reduce the new-week sell price, but selling x25 Disruptor Guns will be classed as 'flooding' and will drive the sell price down, faster with each 'flood', every new week.<br> | :eg: selling x25 Dimension Missiles may slightly reduce the new-week sell price, but selling x25 Disruptor Guns will be classed as 'flooding' and will drive the sell price down, faster with each 'flood', every new week.<br> | ||
+ | Note: 'Flooding' is excessive selling of a product, typically more than {2 x market capacity} per week, causing a sell-price drop every week until the lowest selling price is reached. | ||
+ | |||
Note: There is a lowest-sell-price limit. (but i don't know what is it, [[User:EsTeR|EsTeR]]) | Note: There is a lowest-sell-price limit. (but i don't know what is it, [[User:EsTeR|EsTeR]]) | ||
Revision as of 08:40, 23 June 2022
Manufacture: Profit Chart
This is a work in progress: please change it if you find an error! EsTeR
ToDo:
- find lowest sell price possible, new column, then re-calc the profit for each when prices are rock-bottom.
- that should find some money losing items!
- infill total capacity in one week.
- infill a new column adjusted with overhead costs vs total one-week capacity
Timing
Time to build is always completed on the hour:
- one simple project may be take three minutes to make one item, but your 'Construction Complete' screen appears only on the new hour - all the other idle minutes waiting for the new hour transition, were wa$ted!
- starting a project anytime within the current hour will also depend if it will complete on-the-hour or at the following one. It may take only a few minutes to build, but if that time stretches into the next hour, you just wasted up to 59minutes of manufacturing time. (your project should have taken one hour, but you guessed wrong and it took two hours, wasting alot of time)
- optimising time-versus-output is best when calculating the quantity possible so that it completes just before on-the-hour:
- eg: there is no point in building one simple item (eg: takes five minutes to build) if the "building completion screen" only appears on-the-hour.
Example in Quantity Optimisation
The total amount possible (eg: takes five minutes to build) in one hour, and every hour thereafter is:
- {60min / 5build = 12qty}
but if the project is started at (eg:) 27minutes into the current hour, then optimal time VS quantity in the remaining hour would be:
- {60min - 27min = 33min}
of build time available, which would give:
- {33mins / 5build = 6qty}
with 3mins remaining before new-hour-transition, meaning:
6 items built versus 1 item built, inside this current hour.
...and if sold, x6 the profit!
If the project were to be optimised for a multi-hour production run, the calculation would be:
eg: four hours production time and using that example above.
- quantity in remaining hour time + (quantity build each hour x hours you want) = Total Project Quantity.
- {6qty + (12qty x 3hrs)} = 4hours, or
- {6qty + (12qty x 3hrs)} = 42qty.
- {6qty + (12qty x 3hrs)} = 4hours, or
...with three minutes wasted out of four hours! Note: Maximum build quantity is limited to 50 for each small or large facility.
Items with short production times basically should be manufactured in multiple-quantity and multiple-hour manufacturing runs to get the best decent profit margin, however, if wanting to micro-manage each start hour, like in the example above, it would give the best margins for such quick-build items.
Overheads
or, Costs Of Upkeep
Engineers receive a salary at the end of the week and with maintenance costs of facilities (living and labs), will reduce your end-of-week profits by a certain percentage. Once a project's profit is calculated over a full one week run without interuption, then matched with the type of facility, profit margins will be more accurate.
Offset The Total Cost
Some items, irrelevant of build quantity over a complete week-time manufacturing run, may not actually be profitable enough to produce liquid funds! As with any minor profitable items, it will help reduce the weekly costs of your engineering personel and lab/living mantainance costs.
Flooding The Market
Every item is (usually) profitable to manufacture, but your sell price is determined by market forces. If you sell so much (ie: flooding) that you drive the price down in the proceeding weeks, you will have to re-evalueuate each manufacturing run using this new sell price of the new week, to find the best profits. ...have fun!
Items have differing amounts in the Market Capacity column which is a rough indicator of how many you can sell before you influence the Sell Price.
- eg: selling x25 Dimension Missiles may slightly reduce the new-week sell price, but selling x25 Disruptor Guns will be classed as 'flooding' and will drive the sell price down, faster with each 'flood', every new week.
Note: 'Flooding' is excessive selling of a product, typically more than {2 x market capacity} per week, causing a sell-price drop every week until the lowest selling price is reached.
Note: There is a lowest-sell-price limit. (but i don't know what is it, EsTeR)
Profit Per Build Time
The only important thing!
The higher the decimal number, the better the profit. The best item may not be researched yet! Find another suitable item from your current manufacturing list.
Note: Everything is profitable (no negative decimals) as default until you start flooding!
Manufacture Item | Build Cost | Build Time | Facility | Quantity Day¹ |
Market Capacity |
Sell Price | Raw Profit² | Profit Per Build Time³ |
---|---|---|---|---|---|---|---|---|
Bio-Transport Moudle | 700 | 4000 | small | quantday | 4 | 950 | 250 | 0.0625 |
Boomeroid | 230 | 3000 | small | quantday | 15 | 840 | 610 | 0.2033↓ |
Vortex Mine | 250 | 5000 | small | quantday | 25 | 1130 | 880 | 0.176 |
Disruptor Gun | 600 | 7000 | small | quantday | 10 | 2100 | 1500 | 0.2143↓ |
Devastator Cannon | 1200 | 12000 | small | quantday | 20 | 4500 | 3300 | 0.275 |
Dimension Missile Launcher | 1200 | 5500 | small | quantday | 25 | 3100 | 1900 | 0.3455↓ |
Dimension Missile | 400 | 4000 | small | quantday | 30 | 1300 | 900 | 0.225 |
Personal Disruptor Shield | 2000 | 14000 | small | quantday | 30 | 5770 | 3770 | 0.2693↓ |
Personal Cloaking Field | 3000 | 18000 | small | quantday | 30 | 8300 | 5300 | 0.2944↓ |
Personal Teleporter | 6000 | 25000 | small | quantday | 40 | 18200 | 12200 | 0.488 |
Toxigun | 1200 | 3000 | small | quantday | 8 | 2780 | 1580 | 0.5267↓ |
Toxigun A | 200 | 800 | small | quantday | 16 | 500 | 300 | 0.375 |
Toxigun B | 300 | 900 | small | quantday | 16 | 700 | 400 | 0.4444↓ |
Toxigun C | 400 | 1000 | small | quantday | 16 | 900 | 500 | 0.5 |
AAG Heavy | 280 | 1200 | small | quantday | 15 | 700 | 420 | 0.35 |
AAG Mini | 360 | 1600 | small | quantday | 30 | 900 | 540 | 0.3375 |
AAG Grenade | 250 | 1000 | small | quantday | 15 | 600 | 350 | 0.35 |
Disruptor Armor - Head | 1500 | 3800 | small | quantday | 20 | 3480 | 1980 | 0.5211↓ |
Disruptor Armor - Chest | 1500 | 3800 | small | quantday | 20 | 3480 | 1980 | 0.5211↓ |
Disruptor Armor - Arms | 1200 | 3400 | small | quantday | 20 | 2830 | 1630 | 0.4794↓ |
Disruptor Armor - Leg | 1200 | 3400 | small | quantday | 20 | 2830 | 1630 | 0.4794↓ |
Inversion Launcher | 3000 | 8000 | large | quantday | 8 | 7000 | 4000 | 0.5 |
Inversion Missile | 1500 | 4000 | large | quantday | 25 | 3500 | 2000 | 0.5 |
Stasis Launcher | 2000 | 6000 | large | quantday | 10 | 4760 | 2760 | 0.46 |
Stasis Missile | 1200 | 2000 | large | quantday | 20 | 2650 | 1450 | 0.725 |
Multibomb Launcher | 4000 | 10000 | large | quantday | 14 | 9260 | 5260 | 0.526 |
Multibomb Missile | 1800 | 5000 | large | quantday | 30 | 4230 | 2430 | 0.486 |
Light Disruptor Beam | 2000 | 12000 | large | quantday | 5 | 5600 | 3600 | 0.3 |
Medium Disruptor Beam | 4000 | 20000 | large | quantday | 10 | 10500 | 6500 | 0.325 |
Heavy Disruptor Beam | 8000 | 35000 | large | quantday | 15 | 20500 | 12500 | 0.3571↓ |
Small Disruption Shield | 5000 | 20000 | large | quantday | 10 | 12500 | 7500 | 0.375 |
Large Disruption Shield | 8000 | 30000 | large | quantday | 15 | 19800 | 11800 | 0.3933↓ |
Cloaking Field | 6000 | 35000 | large | quantday | 17 | 16450 | 10450 | 0.2986↓ |
Teleporter | 11000 | 45000 | large | quantday | 20 | 27700 | 16700 | 0.3711↓ |
Advanced Control System | 4000 | 15000 | small | quantday | 6 | 8000 | 4000 | 0.2667↓ |
Dimension Probe | 6000 | 25000 | large | quantday | 2 | 10000 | 4000 | 0.16 |
Bio-Trans | 12000 | 35000 | large | quantday | 2 | 34000 | 22000 | 0.6286↓ |
Explorer | 22000 | 55000 | large | quantday | 2 | 44000 | 22000 | 0.4 |
Retaliator | 35000 | 75000 | large | quantday | 2 | 70000 | 35000 | 0.4667↓ |
Annihilator | 50000 | 100000 | large | quantday | 2 | 100000 | 50000 | 0.5 |
¹ when using all engineers with 100 skill. ie: the best possible scenario.
² not regarding time, salary, maintenance.
³ basic profit per time, higher is better.
↓ shortened to four decimal places.