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EsTeR (talk | contribs)
deleted testing text = don't need it anymore
EsTeR (talk | contribs)
more ramblings (just to show others my calcs), soon will all excess deleted, then page can be formatted properly
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Theis a discussion page of me taking to myself!
(not really, i just want to show my calculations so others can understand it)
=Manufacture: Profit Chart=
=Manufacture: Profit Chart=
'''This is a work in progress: please change it if you find an error!''' [[User:EsTeR|EsTeR]]<br>
'''This is a work in progress: please change it if you find an error!''' [[User:EsTeR|EsTeR]]<br>
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* using an example ie: 100bt, 5 x 75sk, we could optimise production:
* using an example '''TO PROVE WRAP AROUND''' ie: 100bt, 5 x 75sk, we could optimise production:
: Hour 1: 375sk - 300bt = '''x3mod''' with 75skR  
: Hour 1: 375sk - 300bt = '''x3mod''' with 75skR  
: Hour 2: 375sk + 75skR = 450sk
: Hour 2: 375sk + 75skR = 450sk
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Confirmed: SK wraps to next hour, which determines the optimal time period.
Confirmed: SK wraps to next hour, which determines the optimal time period.


'''More testing:'''
'''but'''
ratios
 
* in-game testing is never SK>BT:<br>
 
BT / SK = '''H'''rs<br>
'''H'''rs / 24 = Days <br>
(remainder) x24 = '''h'''rs<br>
hrs is rounded up to next whole number.<br>
eg:<br>
110,000bt / 500sk = 220Hrs<br>
220 / 24 = 9.16r days<br>
0.16r x 24 = 3.9999984 which rounded up = 4hrs<br>
220hrs = 9days & 4hrs using 500sk.<br>
but using 499sk<br>
gives 9.1850366 days, or<br>
9days + 4.4408784hrs, which is <br>
= 9days, 5hrs using 499sk.
but using 495sk give 9days,7hrs
but using 491sk give 9days,9hrs
but using 488sk give 9days,10hrs
...
for low bt items, the ratio swings wildly for a single item, but make 50 of them and the advantage of using ENG maximum is obvious.
 
OCD /off [[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]])
 
 





Revision as of 05:46, 26 June 2022

Theis a discussion page of me taking to myself! (not really, i just want to show my calculations so others can understand it)


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:

FIRST RULE

SK total ÷ BT single = QTY first hour

SK = engineer skill
BT = built time
QTY = whole number quantity

  • using an example TO PROVE WRAP AROUND ie: 100bt, 5 x 75sk, we could optimise production:
Hour 1: 375sk - 300bt = x3mod with 75skR
Hour 2: 375sk + 75skR = 450sk
450sk - 400bt = 50skR = x4mod with 50skR
Hour 3: 375sk + 50skR = 425sk
425sk - 400bt = 25skR = x4mod with 25skR
Hour 4: 375sk + 25skR = 400sk
400sk - 400bt = x4mod with 0skR

Soo, optimal time to build without wasting any engineer skill would be:
4 x hours at 15 x modules built!

Confirmed: SK wraps to next hour, which determines the optimal time period.

but

  • in-game testing is never SK>BT:

BT / SK = Hrs
Hrs / 24 = Days
(remainder) x24 = hrs
hrs is rounded up to next whole number.
eg:
110,000bt / 500sk = 220Hrs
220 / 24 = 9.16r days
0.16r x 24 = 3.9999984 which rounded up = 4hrs
220hrs = 9days & 4hrs using 500sk.
but using 499sk
gives 9.1850366 days, or
9days + 4.4408784hrs, which is
= 9days, 5hrs using 499sk. but using 495sk give 9days,7hrs but using 491sk give 9days,9hrs but using 488sk give 9days,10hrs ... for low bt items, the ratio swings wildly for a single item, but make 50 of them and the advantage of using ENG maximum is obvious.

OCD /off EsTeR (talk)



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!

Chart Definitions

  • Manfacture: no know = no no
  • Build Cost: supposedly raw material costs.
  • Build Time: the universal-contructor-machine-thing needs time.
  • Facility: space needed to build it.
  • Quantity Per Day: how much is made in a full 24hrs.
  • Market Capacity: how much to sell before price gets affected every week.
  • Sell Price: what you get for each thing.
  • Raw Profits: sell one-something to get this many credit-dollars, without paying your way.
  • Profit Per Build Time: portion of a credit-dollar you get for each tick of the build clock.
  • Total Profit Per Week: total monies made when paying your way to financial freedom... or something.
  • I've got a headache.
Manufacture Item Build Cost Build Time Facility Quantity
Per 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.