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Recommended Retail


Mark Collins
RJ: William Randall
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Unless I have made a great error in calculating the cost of a can of beer, the recommended price in a supermarket for the can is about $3, this does not cover the cost price which I reckon to be about $5. I assume it's a 6 pack because one can requires 6 cans.

Best
Scott (Admin)
RJ: Ratan Joyce
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I'm looking into this now, however it seems I may have introduced a bug in the pedia...
(yeah, I did, but fixed it already)
EDIT: GRRR, looks like someone actually filed a bug report in the past hour, so I've gotta give out reward again :-P

Anyways, the cost of beer seems to be around $2.6, so $3 is correct.
and thanks for reminding me on the cost thing, I left it out in the coding but it was planned, so after the next major update this week you will see the product cost in your warehouse.

Final product cost will be calculated from cash cost + raw material cost.
Erving Maxwell
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Well even where we can turn a profit, the profit is awfully slow. I've calculated that if I expand my supermarket to match the output of my farm, I'll be turning about %0.05 profit per hour versus fixed investment. Until then I'll be making even less.

%0.05 per hour means I'll double my money in 3 months. I know I'm new, maybe I could get it up to %0.2 if I really applied myself. Way too slow for a game. People need something more fast-paced if you want them to stick around. Don't be offended, the game is extremely promising if you can fix this one problem, which should be relatively easy (just speed everything up, or multiply all the money values).

Maybe the game could simulate an Emerging Market. A country trying to struggle out of the third world. There would be a provincial economy with lots of farming, exporting raw materials and importing modern products. We've seen how these kinds of economies can grow quickly in the real world. Businesses might be able to make a mint mass-producing shoes for a country where half the people are barefoot, or using cheap labor to export things to richer countries. Over time it could become a technological superpower by the hands of the players.
Scott (Admin)
RJ: Ratan Joyce
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Thanks for the feedback, I'll admit it, I've not spent too much time as a player in my own game, but let me do some basic calculations:

Mine:
(Assuming you're buying energy and water @ $0.10 and producing coal, then selling them on B2B at $10 ea)
100 m2 (1 mil) mine gives 67200 coal ($672k) over 168 hours at $470.4k + $67.2k + $67.2k = $604.8k raw material cost, yielding 67.2k profit, cap return period for building would be 104.17 days

Power Plant:
(Assuming you're buying coal @ $10 from B2B)
100 m2 (1 mil) power plant gives 30.24 mil ($3.024 M) electricity over 168 hours at $302.4k + $3.024 mil. I wonder what I was thinking here.
[Edit: Branch corrected to 10%, coal is now $8 and takes $7 to produce]

Fruit Plantation:
(Assuming bought water and elec @ $0.10)
100 m2 (500k) gives 604.8 k apples over 168 hours at $60.48k + $6.048k + $181.44k = $248k
If we sell the apples on B2B at $0.50 ea, then we get $54.4k profit, cap return in 64.33 days
If we sell the apples on B2B at $0.57 ea, then we get $96.7k profit, cap return in 36.19 days, clearly the winner for factories

Store Selling:
(This one will be COMPLEX and fun, you can even use calculus here if you can figure out what the functions are)
100 m2 (2 mil), Q15 Apple, 168 hours
Assuming we bought them cheap on B2B at $0.50 ea
At $0.57 ea, we can sell 1,209,600 units, for a profit of $84,672
At $0.60 ea, we can sell 1,091,664 units, for a profit of $109,166
At $0.70 ea, we can sell 802,038 units, for a profit of $160,408
At $0.80 ea, we can sell 614,061 units, for a profit of $184,218
At $0.90 ea, we can sell 485,183 units, for a profit of $194,073
At $1.00 ea, we can sell 392,999 units, for a profit of $196,499 <- 71.2 Days Cap Return
At $1.10 ea, we can sell 324,792 units, for a profit of $194,875
At $1.20 ea, we can sell 272,916 units, for a profit of $191,041
At $1.30 ea, we can sell 232,543 units, for a profit of $186,034

Same list, but only if we bought them at $0.60 from B2B
At $0.57 ea, don't bother
At $0.60 ea, don't bother
At $0.70 ea, we can sell 802,038 units, for a profit of $80,204
At $0.80 ea, we can sell 614,061 units, for a profit of $122,812
At $0.90 ea, we can sell 485,183 units, for a profit of $145,554
At $1.00 ea, we can sell 392,999 units, for a profit of $157,200
At $1.10 ea, we can sell 324,792 units, for a profit of $162,396
At $1.20 ea, we can sell 272,916 units, for a profit of $163,750 <- 85.5 Days Cap Return
At $1.30 ea, we can sell 232,543 units, for a profit of $162,780

Store selling profit is significantly affected by your cost.
Later on quality will really increase product price, but as of now...

36 days doubling rate is too long, I was actually aiming for something like 14 days.
I will NOT change the factories (except for anything related to coal), but on the next reset I will change all store values to 200% and see how that works. (Better profit from stores will drive up B2B prices, and I'll let the market correct itself)

Feeling awesome that I've given some room to the price multiplier system, now I can just use that.
Scott (Admin)
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You may want to read the in-game news :-)


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