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Thread: Marketing: Cost To Produce List & More

  1. #1
    Settler
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    Marketing: Cost To Produce List & More

    Below you will find a Screenshot of Math done by a Marketing And Economics Major (Masters level of degree) Via a spreadsheet from our guild.
    Please note VOMC = Profit so at 0 its break even, at a negative integer its loss, and positive its profit.







    Please note some items (like sausage) should be sold for buff rates.
    and some items like Iron bars, are a loss no matter what you do. But they are excellent source of income if produced into a finished good.

    as it stands now these is the best money makers in game in order

    Steelswords (123g a day per building at level 3)
    Ironswords (121g a day per building at level 3)
    Butcher (76g a day per building at level 3)
    Steelsmelter (67.5g a day per building at level 3)
    Bakery (48g per a day per building at level 3)
    Breweries (27g per a day per building at level 3)
    Last edited by Talar; 02-22-12 at 06:00 am.

  2. #2
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    How are you assigning trade value? It's obviously not based on any data about actual production rates (or at least is very very soft about it), so is it just what people are trading for right now? Either way, I can immediately spot several very killer real(er) value trades I could make here that you would show as break even.

  3. #3
    Soldier Dudicus's Avatar
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    spreadsheets are nice, but not very helpful without knowing how the values are calculated, especially trade and material values in this case. also, i'm a bit confused how you derived the best money makers in game from the information presented, i don't see an immediate connection between the two. i guess we should just take your word for it??

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    Soldier Emahs2's Avatar
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    What level(s) and production time(s) are you using for these calculations? Although I'm guessing these things aren't accounted for since you are only listing a single value.

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  5. #5
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    The values differ. The finished production are based on
    1) Production rate (building cycle rate)
    2) Production amount
    3) Production conversion to stack
    4) Cost of Materials (assumed to be bought, not made)
    5) Buff production (If applicable) (cost assumed and calculated in finished rates)

    these are just a few
    However, the raw are set manually.
    Ie for example we (myself in this case) Added the raw material value rate. and as a result the calculations based profit off those rates while including all cost rates (IE cost of materials, buffs etc).

    I hope thats clear.

  6. #6
    Soldier Emahs2's Avatar
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    Quote Originally Posted by Talar View Post
    The values differ. The finished production are based on
    1) Production rate (building cycle rate)
    2) Production amount
    3) Production conversion to stack
    4) Cost of Materials (assumed to be bought, not made)
    5) Buff production (If applicable) (cost assumed and calculated in finished rates)

    these are just a few
    However, the raw are set manually.
    Ie for example we (myself in this case) Added the raw material value rate. and as a result the calculations based profit off those rates while including all cost rates (IE cost of materials, buffs etc).

    I hope thats clear.
    What building levels were used to calculate?

    SIGS BY EMAHS2
    "One of these days i will rebel and break the yoke of emahs"

  7. #7
    Mayor EpsilonSilver's Avatar
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    Does this show that the only way to make a profit making iron swords is if the mines, smelters and weapon-smiths are all run buffed?

    Am I also interpreting correctly that nothing you have listed makes any net profit over materials cost unless buffed?

    Thanks.

  8. #8
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    @ Emah, This is based on level 3 Production with Buffs.
    Let me post a sheet of all values.

    Just so you understand what you are looking at.

    PPD = Income Per Day

    1,2,3,4,5 = are the levels of the building
    Colors= whats cost effective (Ie the best buff for the building/level)

    Light blue color = Fishies
    Blue = Sammies
    Purple = Basketies



    Please note, these values are based on the above at cost to produce values.
    Last edited by Talar; 02-22-12 at 10:21 am.

  9. #9
    Noble Bobj's Avatar
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    I find this list to be suspect at best. Since it does not take into account how the market is affected by non-player produced goods (i..e. swords gained from adventure rewards in large chunks that get dumped onto the market by people for easy gold). I recently did some cost analysis on steel swords taking into account the real value of the goods used in making them and then the value of a reasonable trade on the market. It came down to you would be better off selling the composite materials than making them into steel swords. Also they are going to continue to decline in value as more people hit the mid tier adventures.

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  10. #10
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    So if you have an iron smelter, a coal mine, 2 iron mines, 3 marble masons, 4 hard sawmills, 2 hard cutters, 3 hard foresters, a copper mine, a bronze smelter, and a toolsmith, you would suffer a net decrease in total resource value per day as your iron ingot, hardwood plank, marble, copper and tool stores all go up?

    Aside from a pittance of fir planks and stone to rebuild copper mines, this covers the mine rebuild costs and then some.

    Also, you're not taking into account the cost of the buff items, but that seems like a small worry compared to other problems with the table.
    Last edited by Suzera; 02-22-12 at 11:06 am.

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