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| Chart format stolen from Quant page!! This ''eventually'' will be the '''Profit Per Item''' chart.
| | =Incorrect Assumptions= |
| | | <br> |
| {| class="wikitable sortable" border="1"
| | ''For best min/maxing it is recommended to juggle Engineers around for an average skill level of 450 for the small Workshops and 850-900 for the Advanced Workshops. As the random factor (time for research/manufacturing) of the previous 2 games has not been implemented in Apocalypse, you will always get the full skill level progress for each ingame hour passed, while the total skill level required for the project will also always stay the same. Therefore the highest "realistic" even skill number (450 / 850 /900) per Workshop will allow for the fastest manufacturing of items/craft (as most projects have even total Skill Requirement numbers). The difference between 449 and 450 can already be 1 - 5 hours, depending on the project.'' |
| ! Manufacture Item !! Build Cost !! Build Time !! Facility !! Quantity<br>Day¹ !! Market<br>Capacity !! Sell Price !! Raw Profit² !! Profit³
| | Wrong. |
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| |style=white-space:nowrap|
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| | manufacturable || buildcost || buildtime || small/large || quantday || marketcap || sellprice || rawprofit || money
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| |[[Bio-Transport Moudle]] || 700 || 4000 || small || quantday || 4 || 950 || rawprofit || money
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| |-
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| |[[Boomeroid]] || 230 || 3000 || small || quantday || 15 || 840 || rawprofit || money
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| |[[Vortex Mine]] || 250 || 5000 || small || quantday || 25 || 1130 || rawprofit || money
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| |[[Disruptor Gun]] || 600 || 7000 || small || quantday || 10 || 2100 || rawprofit || money
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| |[[Devastator Cannon]] || 1200 || 12000 || small || quantday || 20 || 4500 || rawprofit || money
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| |[[Dimension Missile Launcher]] || 1200 || 5500 || small || quantday || 25 || 3100 || rawprofit || money
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| |[[Dimension Missile]] || 400 || 4000 || small/large || quantday || 30 || 1300 || rawprofit || money
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| |[[Personal Disruptor Shield]] || 2000 || 14000 || small || quantday || 30 || 5770 || rawprofit || money
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| |[[Personal Cloaking Field]] || 3000 || 18000 || small || quantday || 30 || 8300 || rawprofit || money
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| |[[Personal Teleporter]] || 6000 || 25000 || small || quantday || 40 || 18200 || rawprofit || money
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| |[[Toxigun]] || 1200 || 3000 || small || quantday || 8 || 2780 || rawprofit || money
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| |[[Toxigun A]] || 200 || 800 || small || quantday || 16 || 500 || rawprofit || money
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| |[[Toxigun B]] || 300 || 900 || small || quantday || 16 || 700 || rawprofit || money
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| |[[Toxigun C]] || 400 || 1000 || small || quantday || 16 || 900 || rawprofit || money
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| |[[AAG Heavy]] || 280 || 1200 || small || quantday || 15 || 700 || rawprofit || money
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| |[[AAG Mini]] || 360 || 1600 || small || quantday || 30 || 900 || rawprofit || money
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| |[[AAG Grenade]] || 250 || 1000 || small || quantday || 15 || 600 || rawprofit || money
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| |[[Disruptor Armor - Head]] || 1500 || 3800 || small || quantday || 20 || 3480 || rawprofit || money
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| |[[Disruptor Armor - Chest]] || 1500 || 3800 || small || quantday || 20 || 3480 || rawprofit || money
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| |[[Disruptor Armor - Arms]] || 1200 || 3400 || small || quantday || 20 || 2830 || rawprofit || money
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| |[[Disruptor Armor - Leg]] || 1200 || 3400 || small || quantday || 20 || 2830 || rawprofit || money
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| |[[Inversion Launcher]] || 3000 || 8000 || large || quantday || 8 || 7000 || rawprofit || money
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| |[[Inversion Missile]] || 1500 || 4000 || large || quantday || 25 || 3500 || rawprofit || money
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| |[[Stasis Launcher]] || 2000 || 6000 || large || quantday || 10 || 4760 || rawprofit || money
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| |[[Stasis Missile]] || 1200 || 2000 || large || quantday || 20 || 2650 || rawprofit || money
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| |[[Multibomb Launcher]] || 4000 || 10000 || large || quantday || 14 || 9260 || rawprofit || money
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| |[[Multibomb Missile]] || 1800 || 5000 || large || quantday || 30 || 4230 || rawprofit || money
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| |[[Light Disruptor Beam (Apocalypse)|Light Disruptor Beam]] || 2000 || 12000 || large || quantday || 5 || 5600 || rawprofit || money
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| |[[Medium Disruptor Beam (Apocalypse)|Medium Disruptor Beam]] || 4000 || 20000 || large || quantday || 10 || 10500 || rawprofit || money
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| |[[Heavy Disruptor Beam (Apocalypse)|Heavy Disruptor Beam]] || 8000 || 35000 || large || quantday || 15 || 20500 || rawprofit || money
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| |[[Small Disruption Shield (Apocalypse)|Small Disruption Shield]] || 5000 || 20000 || large || quantday || 10 || 12500 || rawprofit || money
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| |[[Large Disruption Shield (Apocalypse)|Large Disruption Shield]] || 8000 || 30000 || large || quantday || 15 || 19800 || rawprofit || money
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| |[[Cloaking Field (Apocalypse)|Cloaking Field]] || 6000 || 35000 || large || quantday || 17 || 16450 || rawprofit || money
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| |[[Teleporter (Apocalypse)|Teleporter]] || 11000 || 45000 || large || quantday || 20 || 27700 || rawprofit || money
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| |[[Advanced Control System (Apocalypse)|Advanced Control System]] || 4000 || 15000 || small || quantday || 6 || 8000 || rawprofit || money
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| |[[Dimension Probe]] || 6000 || 250000 || large || quantday || 2 || 10000 || rawprofit || money
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| |[[Bio-Trans]] || 12000 || 35000 || large || quantday || 2 || 34000 || rawprofit || money
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| |[[Explorer]] || 22000 || 550000 || large || quantday || 2 || 44000 || rawprofit || money
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| |[[Retaliator]] || 35000 || 75000 || large || quantday || 2 || 70000 || rawprofit || money
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| |[[Annihilator]] || 50000 || 100000 || large || quantday || 2 || 100000 || rawprofit || money
| |
| |}
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| ¹ when using all engineers with 100 skill.<br>
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| ² not regarding salary or maintenance each week.<br>
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| ³ removal of outlay cost.
| |
Incorrect Assumptions
For best min/maxing it is recommended to juggle Engineers around for an average skill level of 450 for the small Workshops and 850-900 for the Advanced Workshops. As the random factor (time for research/manufacturing) of the previous 2 games has not been implemented in Apocalypse, you will always get the full skill level progress for each ingame hour passed, while the total skill level required for the project will also always stay the same. Therefore the highest "realistic" even skill number (450 / 850 /900) per Workshop will allow for the fastest manufacturing of items/craft (as most projects have even total Skill Requirement numbers). The difference between 449 and 450 can already be 1 - 5 hours, depending on the project.
Wrong.