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=Manufacture: Profit Chart=
=Incorrect Assumptions=
'''This is a work in progress: please change it your find an error!'''
<br>
 
''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.''
==Timing==
Wrong.
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 transtitution, was wa$ted!
* starting a project anytime within the current hour will also depend if it will be on-the-next-hour completion. It may take only a few minutes to build, but if that time stretches into the next hour, you will still get your results on-the-hour, wasting 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:<br>
The total amount possible (eg: takes five minutes to build) in one hour, and every hour thereafter is:<br>
:{60min / 5build = 12qty}<br>
but if the project is started at (eg:) 27minutes into the current hour, then optimal time VS quantity in the remaining hour would be:<br>
:{60min - 27min = 33min}<br>
of build time available, which would give:<br>
:{33mins / 5build = 6qty}<br>
with 3mins remaining before new-hour-transtition, meaning:
'''6qty versus 1qty''' built inside the current hour.<br>
...and if sold, x6 the profit!<br>
 
If the project were to be optimised for a multi-hour production run, the calculation would be:<br>
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.<br>
::{6qty + (12qty x 3hrs) = 4hours, or<br>
::{6qty + (12qty x 3hrs) = 42qty.<br>
...with three minutes wasted out of four hours!
 
==Overheads==
Engineers receive a salary at the end of the week and with maintenance costs of facilities (living and labs), will decease your end-of-week profits. Once a project's profit is calculated over a full one week run without interuption, exact profit ratios will be more accurate.
 
==Profit Per Build Time==
The only important thing!<br>
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.
 
{| class="wikitable sortable" border="1"
! Manufacture Item !! Build Cost !! Build Time !! Facility !! Quantity<br>Day&sup1; !! Market<br>Capacity !! Sell Price !! Raw Profit&sup2; !! Profit Per<br>Build Time&sup3;
|-
|style=white-space:nowrap|
|-
|[[Bio-Transport Moudle]] || 700 || 4000 || small || quantday || 4 || 950 || 250 || 0.0625
|-
|[[Boomeroid]] || 230 || 3000 || small || quantday || 15 || 840 || 610 || 0.2033&darr;
|-
|[[Vortex Mine]] || 250 || 5000 || small || quantday || 25 || 1130 || 880 || 0.176
|-
|[[Disruptor Gun]] || 600 || 7000 || small || quantday || 10 || 2100 || 1500 || 0.2143&darr;
|-
|[[Devastator Cannon]] || 1200 || 12000 || small || quantday || 20 || 4500 || 3300 || 0.275
|-
|[[Dimension Missile Launcher]] || 1200 || 5500 || small || quantday || 25 || 3100 || 1900 || 0.3455&darr;
|-
|[[Dimension Missile]] || 400 || 4000 || small || quantday || 30 || 1300 || 900 || 0.225
|-
|[[Personal Disruptor Shield]] || 2000 || 14000 || small || quantday || 30 || 5770 || 3770 || 0.2693&darr;
|-
|[[Personal Cloaking Field]] || 3000 || 18000 || small || quantday || 30 || 8300 || 5300 || 0.2944&darr;
|-
|[[Personal Teleporter]] || 6000 || 25000 || small || quantday || 40 || 18200 || 12200 || 0.488
|-
|[[Toxigun]] || 1200 || 3000 || small || quantday || 8 || 2780 || 1580 ||0.5267&darr;
|-
|[[Toxigun A]] || 200 || 800 || small || quantday || 16 || 500 || 300 || 0.375
|-
|[[Toxigun B]] || 300 || 900 || small || quantday || 16 || 700 || 400 || 0.4444&darr;
|-
|[[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&darr;
|-
|[[Disruptor Armor - Chest]] || 1500 || 3800 || small || quantday || 20 || 3480 || 1980 || 0.5211&darr;
|-
|[[Disruptor Armor - Arms]] || 1200 || 3400 || small || quantday || 20 || 2830 || 1630 || 0.4794&darr;
|-
|[[Disruptor Armor - Leg]] || 1200 || 3400 || small || quantday || 20 || 2830 || 1630 || 0.4794&darr;
|-
|[[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 (Apocalypse)|Light Disruptor Beam]] || 2000 || 12000 || large || quantday || 5 || 5600 || 3600 || 0.3
|-
|[[Medium Disruptor Beam (Apocalypse)|Medium Disruptor Beam]] || 4000 || 20000 || large || quantday || 10 || 10500 || 6500 || 0.325
|-
|[[Heavy Disruptor Beam (Apocalypse)|Heavy Disruptor Beam]] || 8000 || 35000 || large || quantday || 15 || 20500 || 12500 || 0.3571&darr;
|-
|[[Small Disruption Shield (Apocalypse)|Small Disruption Shield]] || 5000 || 20000 || large || quantday || 10 || 12500 || 7500 || 0.375
|-
|[[Large Disruption Shield (Apocalypse)|Large Disruption Shield]] || 8000 || 30000 || large || quantday || 15 || 19800 || 11800 || 0.66
|-
|[[Cloaking Field (Apocalypse)|Cloaking Field]] || 6000 || 35000 || large || quantday || 17 || 16450 || 10450 || 0.2986&darr;
|-
|[[Teleporter (Apocalypse)|Teleporter]] || 11000 || 45000 || large || quantday || 20 || 27700 || 16700 || 0.3711&darr;
|-
|[[Advanced Control System (Apocalypse)|Advanced Control System]] || 4000 || 15000 || small || quantday || 6 || 8000 || 4000 || 0.2667&darr;
|-
|[[Dimension Probe]] || 6000 || 25000 || large || quantday || 2 || 10000 || 4000 || 0.16
|-
|[[Bio-Trans]] || 12000 || 35000 || large || quantday || 2 || 34000 || 22000 || 0.6286&darr;
|-
|[[Explorer]] || 22000 || 55000 || large || quantday || 2 || 44000 || 22000 || 0.4
|-
|[[Retaliator]] || 35000 || 75000 || large || quantday || 2 || 70000 || 35000 || 0.4667&darr;
|-
|[[Annihilator]] || 50000 || 100000 || large || quantday || 2 || 100000 || 50000 || 0.5
|}
 
&sup1; when using all engineers with 100 skill. ie: the best possible scenario.<br>
&sup2; not regarding time, salary, maintenance.<br>
&sup3; basic profit per time, higher is better.<br>
&darr; shortened to four decimal places.<br>

Latest revision as of 02:45, 2 July 2022

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.