Talk:Engineering (Apocalypse)
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 |
- 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.
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.