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Thread: Values by Total Production Seconds

  1. #1
    Recruit Freckledguy's Avatar
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    Post Values by Total Production Seconds

    How many seconds does it take to produce 1 steel sword from planting the tree and sending the geologist until the finished product makes it to the garrison? Assuming level 1 production buildings, no buffing, standard explorers, and coker for coal, it requires about 17.5 cummulative hours to make that single steel sword. An iron sword takes about 7.25 hours and a bronze sword takes about .75 hours. Trades would look very different if trade values were based on how long it took to make the item. I'll try to add a table showing the results from the spreadsheet I created. The spreadsheet takes into account type of explorer used, production building levels, buffing, and source choices regarding coal, water, and wheat.

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    i have one of these as well i have been planning on posting, perhaps we can compare.
    I used a overhead for buildings of 2 years to add in. i think i have a link set up i can share but it is still rough, and i only have level 1 done at this time

    CEO Base Labor values

    There are some assumptions on this and also some non-existant buildings.
    I don't have the full explorer costs yet but was going to be adding some of them I do not have buffs applied either


    To the comment about trades being different, i agree but the previous published ratios are some valid.

    These sheets do not take into account Supply and demand, only the labor cost ratios per item (standardized to fir logs)


    I looked at my values for the swords and get 1.32 hrs, 10.61 hrs and 24.71 hrs, so we have some disagreement in our calculations, probably in my building overhead being added in
    Last edited by Hydraa; 12-20-11 at 09:18 pm. Reason: added link

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    There are several variables that cant really be quantified. Some mines don't contain the same amount of material when discovered by geologist. I had to choose between the lowest value or the average for calculations. If the coal mine is used to produce tools it creates an infinite loop. Therefore had to manually input tool cost for coal mine using the total production cycle time for tools made by coker. Using coal mines or recycle plant for coal decrease cost in seconds. Transportation distances are not computed whereas production time is calculated.

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    Post Mining Values based on total production times

    Assuming no depreciation on permanent buildings, tavern geologist, coker plant provides coal to make tools, level 1 buildings, and no buffs.
    • Stone Mason takes 300 sec to produce 1 stone; add to that a portion of geologist time = 300.26 total production sec
    • Copper Mine takes 180 sec to produce 1 copper ore; add to that a portion of building costs in sec and a portion of geologists time = 222.77 total production seconds
    • Marble Mason takes 540 sec to produce 1 marble; add to that a portion of geologist time = 542.00 total production sec
    • Iron Mine takes 360 sec to produce 1 iron ore; add to that a portion of building costs in sec and a portion of geologist time = 1,549.96 total production seconds
    • Coal Mine takes 90 sec to produce 1 coal ore; add to that a portion of building costs in sec and a portion of geologist time = 257.73 total production seconds

    trade values based on above total production time for 1 unit of ore
    • 400 stone = 221 marble, or 539.1 copper, or 70.7 iron, or 466.0 coal
    • 400 marble = 722.0 stone, or 973.2 copper, or 127.6 iron, or 841.2 coal
    • 400 copper = 296.8 stone, or 164.4 marble, or 52.5 iron, or 345.7 coal
    • 400 iron = 2,263.2 stone, or 1,253.8 marble, or 3,050.4 copper, or 2636.7 coal
    • 400 coal = 343.3 stone, or 190.2 marble, or 462.8 copper, or 60.7 iron
    In the area of mining, currently, the most unbalanced trade in CEO is coal to iron. It should be trading at about 61 iron to 400 coal, but it is not. If you can get a trade of 100 or 200 iron for 400 coal, take it. It represents a huge win compared to you making it on your own.

    Table below, cut and paste into spreadsheet, select "|" for seperator

    Production Building|Production Cycle Seconds|Goods Input|Goods Output|Input Costs|Output Costs in Seconds Per 1 Unit
    Geologist (Stone)|240|0|920 Stone|240.00|0.26
    Stone Mason|300|1 Stone|1 Stone|300.26|300.26
    Geologist (Copper)|720|0|600 Copper|720.00|0.83
    Copper Mine|180|600 Copper|30 Fir Plank|45 Stone|600 Copper|133,662.74|222.77
    Geologist (Marble)|1800|0|900 Marble|1,800.00|2.00
    Marble Mason|540|1 Marble|1 Marble|542.00|542.00
    Geologist (Iron)|3600|0|500 Iron|3,600.00|7.20
    Iron Mine|360|500 Iron|250 Hardwood Plank|250 Marble|200 Tool|500 Iron|774,981.56|1,549.96
    Geologist (Coal)|14400|0|2900 Coal|14,400.00|4.97
    Coal Mine|90|2900 Coal|200 Hardwood Plank|200 Marble|150 Tool|2900 Coal|747,404.97|257.73
    Last edited by Freckledguy; 12-23-11 at 06:49 pm.

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    Total production cost in seconds for coal from a coking plant is 630.0 seconds.
    That makes the trading value for coal made from a coking plant as 400 coal = 148.3 iron.
    I have 3 lvl 2 coking plants (495.0s/1 coal), 6 lvl 1 coal mines (257.73s/1 coal), and 1 lvl 3 recycle plant (60.0s/1 coal) for my coal production.
    Therefore my combined total production cost is for coal runs about 441.6s/1 coal or about 400 coal to 114.0 iron.
    I always take a trade where i pay 400 coal for 200 iron.
    This information also demonstrates that a better economy builds a coal mine than adds a coker plant and the logs/trees to support. Coal mines versus coker plants cuts your production costs for coal by more than half.
    Last edited by Freckledguy; 12-23-11 at 08:28 pm.

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    OP should take a look at this:
    [link invalid - removed]

    Regarding coal, you can only have a max of 6 coal mines, while cooking plants as many as your building permits can afford.
    Last edited by mod_Magenta; 08-09-16 at 01:17 pm.

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    This type of approach is hardly practical in real game terms. Consider that you include the geologist's time, but this would only be relevant in your calculations during the first time you build a work field. The reason being, the geologist's time is mitigated since he can search out an additional deposit during the lifespan of the previous building. This factor once again comes into play once all deposit types are being used, as the geologist is then restricted from locating additional deposits.

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    I'm just now producing a positive rate of coal with 7 level 3 coking plants and 3 level 2 coal mines.

    edit: The biggest production restriction in this chain for me is iron ore. I have 7 level 2 iron mines which are regularly buffed.

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