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EsTeR (talk | contribs)
more ramblings (just to show others my calcs), soon will all excess deleted, then page can be formatted properly
EsTeR (talk | contribs)
something close
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Theis a discussion page of me taking to myself!
=Workshop Manufacturing=
(not really, i just want to show my calculations so others can understand it)
X-Com will need to build facilies to enable the manufacture of advanced weapons, crafts and devices, armors, etc. Constructing an item will allow a profit to be made when sold on the market. Optimising production allows larger profits!
 
 
=Manufacture: Profit Chart=
'''This is a work in progress: please change it if you find an error!''' [[User:EsTeR|EsTeR]]<br>
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:
 
{|style="border-style: solid; border-width: 5px"
|
'''FIRST RULE'''
 
'''SK''' <sup>total</sup> &divide; '''BT''' <sup>single</sup> = '''QTY''' <sup>first hour</sup>
 
SK = engineer skill<br>
BT = built time<br>
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:<br>
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:<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]])
 
 


==Completion And Timing==
Time to finish anything built is always completed on the hour. Small items with short build times should be optimised to best use the small workshop and five engineers, to complete a manufacturing run on the hour, however:
* multiple small items built over a multiple day production run, more efficiently use workshop space and engineer skills instead of short stop-start projects.
* massive projects, usually taking many days for just one item, may not profitable if those items can be recovered from a mission since higher-profit items should be X-Com's priority.
* An idle workshop is not making money!


==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 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.
Engineers receive a salary and maintenance of facilities (living and workshop) will reduce your profits by a certain amount, each and every week. Once a project's profit is calculated without interuption then matched with the size of the facility, profit totals will become more accurate:
 
* Small Workshop costs = 250
==Offset The Total Cost==
: living quarters is half filled, so maintenance can be halved as well.
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.
* Large Workshop costs = 500<br>
Note: an idle workshop should make something even if it is barely profitable but flooding the market may turn it into a eventual loss.


==Flooding The Market==
==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-e'''value'''uate each manufacturing run using this new sell price of the new week, to find the best profits. ...have fun!<br>
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-evaluate each manufacturing run using this new sell price of the new week, to find the best profits.<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 heavily influence the '''Sell Price''' towards its lowest value.<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 a 'flood' every consecutive 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]])


==Profit Per Build Time==
==Profit Per Build Time==
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==Chart Definitions==
==Chart Definitions==
* Manfacture: no know = no no
* Manfacture: no know = no no
* Build Cost: supposedly raw material costs.
* Build Cost: internal cost to build one item
* Build Time: the universal-contructor-machine-thing needs time.
* Build Time: one unit
* Facility: space needed to build it.
* Build Time: one unit in hours (rounded up) to make it easier to understand.
* Quantity Per Day: how much is made in a <u>full</u> 24hrs.
* Facility: small (250/week) or large (500/week)
* Market Capacity: how much to sell before price gets affected every week.
* Market Capacity: how much to sell before price gets affected every week.
* Sell Price: what you get for each thing.
* Sell Price: what you get for each thing.
* Raw Profits: sell one-something to get this many credit-dollars, without paying your way.
* 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.
* 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.
{| class="wikitable sortable" border="1"
{| class="wikitable sortable" border="1"
! Manufacture Item !! Build Cost !! Build Time !! Facility !! Quantity<br>Per Day&sup1; !! Market<br>Capacity !! Sell Price !! Raw Profit&sup2; !! Profit Per<br>Build Time&sup3;
! Manufacture Item !! Build Cost !! Build Time !! Build Time&sup1; !! Facility !! Market<br>Capacity !! Sell Price !! Raw Profit&sup2; !! Profit Per<br>Build Time&sup3; !!
|-
|-
|style=white-space:nowrap|
|style=white-space:nowrap|
|-
|-
|[[Bio-Transport Moudle]] || 700 || 4000 || small || quantday || 4 || 950 || 250 || 0.0625
|[[Bio-Transport Moudle]] || 700 || 4000 || 8hrs || small || 4 || 950 || 250 || 0.0625
|-
|-
|[[Boomeroid]] || 230 || 3000 || small || quantday || 15 || 840 || 610 || 0.2033&darr;
|[[Boomeroid]] || 230 || 3000 || 6hrs || small || 15 || 840 || 610 || 0.2033&darr;
|-
|-
|[[Vortex Mine]] || 250 || 5000 || small || quantday || 25 || 1130 || 880 || 0.176
|[[Vortex Mine]] || 250 || 5000 || 10hrs || small || 25 || 1130 || 880 || 0.176
|-
|-
|[[Disruptor Gun]] || 600 || 7000 || small || quantday || 10 || 2100 || 1500 || 0.2143&darr;
|[[Disruptor Gun]] || 600 || 7000 || 14hrs || small || 10 || 2100 || 1500 || 0.2143&darr;
|-
|-
|[[Devastator Cannon]] || 1200 || 12000 || small || quantday || 20 || 4500 || 3300 || 0.275
|[[Devastator Cannon]] || 1200 || 12000 || 24hrs || small || 20 || 4500 || 3300 || 0.275
|-
|-
|[[Dimension Missile Launcher]] || 1200 || 5500 || small || quantday || 25 || 3100 || 1900 || 0.3455&darr;
|[[Dimension Missile Launcher]] || 1200 || 5500 || 11hrs || small || 25 || 3100 || 1900 || 0.3455&darr;
|-
|-
|[[Dimension Missile]] || 400 || 4000 || small || quantday || 30 || 1300 || 900 || 0.225
|[[Dimension Missile]] || 400 || 4000 || 8hrs || small || 30 || 1300 || 900 || 0.225
|-
|-
|[[Personal Disruptor Shield]] || 2000 || 14000 || small || quantday || 30 || 5770 || 3770 || 0.2693&darr;
|[[Personal Disruptor Shield]] || 2000 || 14000 || 28hrs || small || 30 || 5770 || 3770 || 0.2693&darr;
|-
|-
|[[Personal Cloaking Field]] || 3000 || 18000 || small || quantday || 30 || 8300 || 5300 || 0.2944&darr;
|[[Personal Cloaking Field]] || 3000 || 18000 || 36hrs || small || 30 || 8300 || 5300 || 0.2944&darr;
|-
|-
|[[Personal Teleporter]] || 6000 || 25000 || small || quantday || 40 || 18200 || 12200 || 0.488
|[[Personal Teleporter]] || 6000 || 25000 || 50hrs || small || 40 || 18200 || 12200 || 0.488
|-
|-
|[[Toxigun]] || 1200 || 3000 || small || quantday || 8 || 2780 || 1580 ||0.5267&darr;
|[[Toxigun]] || 1200 || 3000 || 6hrs ||small || 8 || 2780 || 1580 ||0.5267&darr;
|-
|-
|[[Toxigun A]] || 200 || 800 || small || quantday || 16 || 500 || 300 || 0.375
|[[Toxigun A]] || 200 || 800 || 2hrs&uarr; ||small || 16 || 500 || 300 || 0.375
|-
|-
|[[Toxigun B]] || 300 || 900 || small || quantday || 16 || 700 || 400 || 0.4444&darr;
|[[Toxigun B]] || 300 || 900 || 2hrs&uarr; ||small || 16 || 700 || 400 || 0.4444&darr;
|-
|-
|[[Toxigun C]] || 400 || 1000 || small || quantday || 16 || 900 || 500 || 0.5
|[[Toxigun C]] || 400 || 1000 || 2hrs ||small || 16 || 900 || 500 || 0.5
|-
|-
|[[AAG Heavy]] || 280 || 1200 || small || quantday || 15 || 700 || 420 || 0.35
|[[AAG Heavy]] || 280 || 1200 || 3hrs&uarr; ||small || 15 || 700 || 420 || 0.35
|-
|-
|[[AAG Mini]] || 360 || 1600 || small || quantday || 30 || 900 || 540 || 0.3375
|[[AAG Mini]] || 360 || 1600 || 4hrs&uarr; ||small || 30 || 900 || 540 || 0.3375
|-
|-
|[[AAG Grenade]] || 250 || 1000 || small || quantday || 15 || 600 || 350 || 0.35
|[[AAG Grenade]] || 250 || 1000 || 2hrs || small || 15 || 600 || 350 || 0.35
|-
|-
|[[Disruptor Armor - Head]] || 1500 || 3800 || small || quantday || 20 || 3480 || 1980 || 0.5211&darr;
|[[Disruptor Armor - Head]] || 1500 || 3800 || 8hrs&uarr; || small || 20 || 3480 || 1980 || 0.5211&darr;
|-
|-
|[[Disruptor Armor - Chest]] || 1500 || 3800 || small || quantday || 20 || 3480 || 1980 || 0.5211&darr;
|[[Disruptor Armor - Chest]] || 1500 || 3800 || 8hrs&uarr; || small || 20 || 3480 || 1980 || 0.5211&darr;
|-
|-
|[[Disruptor Armor - Arms]] || 1200 || 3400 || small || quantday || 20 || 2830 || 1630 || 0.4794&darr;
|[[Disruptor Armor - Arms]] || 1200 || 3400 || 7hrs&uarr; || small || 20 || 2830 || 1630 || 0.4794&darr;
|-
|-
|[[Disruptor Armor - Leg]] || 1200 || 3400 || small || quantday || 20 || 2830 || 1630 || 0.4794&darr;
|[[Disruptor Armor - Leg]] || 1200 || 3400 || 7hrs&uarr; || small || 20 || 2830 || 1630 || 0.4794&darr;
|-
|-
|[[Inversion Launcher]] || 3000 || 8000 || large || quantday || 8 || 7000 || 4000 || 0.5
|[[Inversion Launcher]] || 3000 || 8000 || 8hrs || large || 8 || 7000 || 4000 || 0.5
|-
|-
|[[Inversion Missile]] || 1500 || 4000 || large || quantday || 25 || 3500 || 2000 || 0.5
|[[Inversion Missile]] || 1500 || 4000 || 4hrs || large || 25 || 3500 || 2000 || 0.5
|-
|-
|[[Stasis Launcher]] || 2000 || 6000 || large || quantday || 10 || 4760 || 2760 || 0.46
|[[Stasis Launcher]] || 2000 || 6000 || 6hrs || large || 10 || 4760 || 2760 || 0.46
|-
|-
|[[Stasis Missile]] || 1200 || 2000 || large || quantday || 20 || 2650 || 1450 || 0.725
|[[Stasis Missile]] || 1200 || 2000 || 2hrs || large || 20 || 2650 || 1450 || 0.725
|-
|-
|[[Multibomb Launcher]] || 4000 || 10000 || large || quantday || 14 || 9260 || 5260 || 0.526
|[[Multibomb Launcher]] || 4000 || 10000 || 10hrs || large || 14 || 9260 || 5260 || 0.526
|-
|-
|[[Multibomb Missile]] || 1800 || 5000 || large || quantday || 30 || 4230 || 2430 || 0.486
|[[Multibomb Missile]] || 1800 || 5000 || 5hrs || large || 30 || 4230 || 2430 || 0.486
|-
|-
|[[Light Disruptor Beam (Apocalypse)|Light Disruptor Beam]] || 2000 || 12000 || large || quantday || 5 || 5600 || 3600 || 0.3
|[[Light Disruptor Beam (Apocalypse)|Light Disruptor Beam]] || 2000 || 12000 || 12hrs || large || 5 || 5600 || 3600 || 0.3
|-
|-
|[[Medium Disruptor Beam (Apocalypse)|Medium Disruptor Beam]] || 4000 || 20000 || large || quantday || 10 || 10500 || 6500 || 0.325
|[[Medium Disruptor Beam (Apocalypse)|Medium Disruptor Beam]] || 4000 || 20000 || 20hrs || large || 10 || 10500 || 6500 || 0.325
|-
|-
|[[Heavy Disruptor Beam (Apocalypse)|Heavy Disruptor Beam]] || 8000 || 35000 || large || quantday || 15 || 20500 || 12500 || 0.3571&darr;
|[[Heavy Disruptor Beam (Apocalypse)|Heavy Disruptor Beam]] || 8000 || 35000 || 35hrs || large || 15 || 20500 || 12500 || 0.3571&darr;
|-
|-
|[[Small Disruption Shield (Apocalypse)|Small Disruption Shield]] || 5000 || 20000 || large || quantday || 10 || 12500 || 7500 || 0.375
|[[Small Disruption Shield (Apocalypse)|Small Disruption Shield]] || 5000 || 20000 || 20hrs || large || 10 || 12500 || 7500 || 0.375
|-
|-
|[[Large Disruption Shield (Apocalypse)|Large Disruption Shield]] || 8000 || 30000 || large || quantday || 15 || 19800 || 11800 || 0.3933&darr;
|[[Large Disruption Shield (Apocalypse)|Large Disruption Shield]] || 8000 || 30000 || 30hrs || large || 15 || 19800 || 11800 || 0.3933&darr;
|-
|-
|[[Cloaking Field (Apocalypse)|Cloaking Field]] || 6000 || 35000 || large || quantday || 17 || 16450 || 10450 || 0.2986&darr;
|[[Cloaking Field (Apocalypse)|Cloaking Field]] || 6000 || 35000 || 35hrs || large || 17 || 16450 || 10450 || 0.2986&darr;
|-
|-
|[[Teleporter (Apocalypse)|Teleporter]] || 11000 || 45000 || large || quantday || 20 || 27700 || 16700 || 0.3711&darr;
|[[Teleporter (Apocalypse)|Teleporter]] || 11000 || 45000 || 45hrs || large || 20 || 27700 || 16700 || 0.3711&darr;
|-
|-
|[[Advanced Control System (Apocalypse)|Advanced Control System]] || 4000 || 15000 || small || quantday || 6 || 8000 || 4000 || 0.2667&darr;
|[[Advanced Control System (Apocalypse)|Advanced Control System]] || 4000 || 15000 || 30hrs  || small || 6 || 8000 || 4000 || 0.2667&darr;
|-
|-
|[[Dimension Probe]] || 6000 || 25000 || large || quantday || 2 || 10000 || 4000 || 0.16
|[[Dimension Probe]] || 6000 || 25000 || 25hrs || large || 2 || 10000 || 4000 || 0.16
|-
|-
|[[Bio-Trans]] || 12000 || 35000 || large || quantday || 2 || 34000 || 22000 || 0.6286&darr;
|[[Bio-Trans]] || 12000 || 35000 || 35hrs || large || 2 || 34000 || 22000 || 0.6286&darr;
|-
|-
|[[Explorer]] || 22000 || 55000 || large || quantday || 2 || 44000 || 22000 || 0.4
|[[Explorer]] || 22000 || 55000 || 55hrs || large || 2 || 44000 || 22000 || 0.4
|-
|-
|[[Retaliator]] || 35000 || 75000 || large || quantday || 2 || 70000 || 35000 || 0.4667&darr;
|[[Retaliator]] || 35000 || 75000 || 75hrs || large || 2 || 70000 || 35000 || 0.4667&darr;
|-
|-
|[[Annihilator]] || 50000 || 100000 || large || quantday || 2 || 100000 || 50000 || 0.5
|[[Annihilator]] || 50000 || 100000 || 100hrs || large || 2 || 100000 || 50000 || 0.5
|}
|}


&sup1; when using all engineers with 100 skill. ie: the best possible scenario.<br>
&sup1; when using all engineers with 100 skill. (Small=500, Large=1000)<br>
&sup2; not regarding time, salary, maintenance.<br>
&sup2; not regarding time, salary, maintenance.<br>
&sup3; basic profit per time, higher is better.<br>
&sup3; basic profit per time, higher is better.<br>
&darr; shortened to four decimal places.<br>
&darr; shortened to four decimal places.<br>
&uarr; to next full hour, recalculate with quantity to get accurate time<br>

Revision as of 15:14, 26 June 2022

Workshop Manufacturing

X-Com will need to build facilies to enable the manufacture of advanced weapons, crafts and devices, armors, etc. Constructing an item will allow a profit to be made when sold on the market. Optimising production allows larger profits!

Completion And Timing

Time to finish anything built is always completed on the hour. Small items with short build times should be optimised to best use the small workshop and five engineers, to complete a manufacturing run on the hour, however:

  • multiple small items built over a multiple day production run, more efficiently use workshop space and engineer skills instead of short stop-start projects.
  • massive projects, usually taking many days for just one item, may not profitable if those items can be recovered from a mission since higher-profit items should be X-Com's priority.
  • An idle workshop is not making money!

Overheads

or, Costs Of Upkeep
Engineers receive a salary and maintenance of facilities (living and workshop) will reduce your profits by a certain amount, each and every week. Once a project's profit is calculated without interuption then matched with the size of the facility, profit totals will become more accurate:

  • Small Workshop costs = 250
living quarters is half filled, so maintenance can be halved as well.
  • Large Workshop costs = 500

Note: an idle workshop should make something even if it is barely profitable but flooding the market may turn it into a eventual loss.

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-evaluate each manufacturing run using this new sell price of the new week, to find the best profits.
Items have differing amounts in the Market Capacity column which is a rough indicator of how many you can sell before you heavily influence the Sell Price towards its lowest value.
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 a 'flood' every consecutive new week.

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: internal cost to build one item
  • Build Time: one unit
  • Build Time: one unit in hours (rounded up) to make it easier to understand.
  • Facility: small (250/week) or large (500/week)
  • 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.
Manufacture Item Build Cost Build Time Build Time¹ Facility Market
Capacity
Sell Price Raw Profit² Profit Per
Build Time³
Bio-Transport Moudle 700 4000 8hrs small 4 950 250 0.0625
Boomeroid 230 3000 6hrs small 15 840 610 0.2033↓
Vortex Mine 250 5000 10hrs small 25 1130 880 0.176
Disruptor Gun 600 7000 14hrs small 10 2100 1500 0.2143↓
Devastator Cannon 1200 12000 24hrs small 20 4500 3300 0.275
Dimension Missile Launcher 1200 5500 11hrs small 25 3100 1900 0.3455↓
Dimension Missile 400 4000 8hrs small 30 1300 900 0.225
Personal Disruptor Shield 2000 14000 28hrs small 30 5770 3770 0.2693↓
Personal Cloaking Field 3000 18000 36hrs small 30 8300 5300 0.2944↓
Personal Teleporter 6000 25000 50hrs small 40 18200 12200 0.488
Toxigun 1200 3000 6hrs small 8 2780 1580 0.5267↓
Toxigun A 200 800 2hrs↑ small 16 500 300 0.375
Toxigun B 300 900 2hrs↑ small 16 700 400 0.4444↓
Toxigun C 400 1000 2hrs small 16 900 500 0.5
AAG Heavy 280 1200 3hrs↑ small 15 700 420 0.35
AAG Mini 360 1600 4hrs↑ small 30 900 540 0.3375
AAG Grenade 250 1000 2hrs small 15 600 350 0.35
Disruptor Armor - Head 1500 3800 8hrs↑ small 20 3480 1980 0.5211↓
Disruptor Armor - Chest 1500 3800 8hrs↑ small 20 3480 1980 0.5211↓
Disruptor Armor - Arms 1200 3400 7hrs↑ small 20 2830 1630 0.4794↓
Disruptor Armor - Leg 1200 3400 7hrs↑ small 20 2830 1630 0.4794↓
Inversion Launcher 3000 8000 8hrs large 8 7000 4000 0.5
Inversion Missile 1500 4000 4hrs large 25 3500 2000 0.5
Stasis Launcher 2000 6000 6hrs large 10 4760 2760 0.46
Stasis Missile 1200 2000 2hrs large 20 2650 1450 0.725
Multibomb Launcher 4000 10000 10hrs large 14 9260 5260 0.526
Multibomb Missile 1800 5000 5hrs large 30 4230 2430 0.486
Light Disruptor Beam 2000 12000 12hrs large 5 5600 3600 0.3
Medium Disruptor Beam 4000 20000 20hrs large 10 10500 6500 0.325
Heavy Disruptor Beam 8000 35000 35hrs large 15 20500 12500 0.3571↓
Small Disruption Shield 5000 20000 20hrs large 10 12500 7500 0.375
Large Disruption Shield 8000 30000 30hrs large 15 19800 11800 0.3933↓
Cloaking Field 6000 35000 35hrs large 17 16450 10450 0.2986↓
Teleporter 11000 45000 45hrs large 20 27700 16700 0.3711↓
Advanced Control System 4000 15000 30hrs small 6 8000 4000 0.2667↓
Dimension Probe 6000 25000 25hrs large 2 10000 4000 0.16
Bio-Trans 12000 35000 35hrs large 2 34000 22000 0.6286↓
Explorer 22000 55000 55hrs large 2 44000 22000 0.4
Retaliator 35000 75000 75hrs large 2 70000 35000 0.4667↓
Annihilator 50000 100000 100hrs large 2 100000 50000 0.5

¹ when using all engineers with 100 skill. (Small=500, Large=1000)
² not regarding time, salary, maintenance.
³ basic profit per time, higher is better.
↓ shortened to four decimal places.
↑ to next full hour, recalculate with quantity to get accurate time