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Thread: Marketing: Cost To Produce List & More

  1. #11
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    Quote Originally Posted by Suzera View Post
    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.

    Please read what i said.

    All PDD buff values already factor

    1) Material Costs
    2) Buff Costs

    In addition to other things like
    Each license has a value cost thats tracked in another tab.
    amongst other things

    in other words if bakeries produce 50g a day each, that includes the XYZ wheat, water cost, and buff costs to keep the buffed.
    Last edited by Talar; 02-22-12 at 11:23 am.

  2. #12
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    If that includes mine reconstruction costs, that just makes it easier to pose an example question.

    If you make an iron smelter and stop there with all the other stuff behind it factored in pefectly and have no other buildings, your net value in resources goes down as your iron ingots go up and everything else stays the same because it has a negative PPD?

    I'll leave off any criticism of how you're doing buffs until this chart makes any sense.

  3. #13
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    Iron ore production is about equal to costs
    Iron bars are ALWAYS a loss.
    Iron swords are high income.
    Steel Swords are high income.

    There is not such thing as reconstruction costs.

    "reconstruction costs are not different then build costs, as there is no discount"
    the factor is based on 24 hours of productions

  4. #14
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    But with an iron smelter's PDD, you are gaining iron bars, not losing anything, and your chart shows this as a "loss". What is being "lost"? Speculative value?

    Also mines do run out. If you're not factoring rebuilding mines in to PPD, then maybe you should include it in some fashion (even if you only include the base amount for level 1 over all the levels you will be more accurate than not doing so) because it can actually be quite a drag on your real production capability, especially if you do any of the upgrades. Mines, fishers and hunters inherently include a trade of one resource to another because they become depleted and are replenished by rebuilding mines or using provision house deposits, while all other buildings involve a one-time cost then produce forever. So yes, there are trivially obviously reconstruction costs for mines, fish and meat that exist and have an impact on your production.
    Last edited by Suzera; 02-22-12 at 12:27 pm.

  5. #15
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    Suzera, the loss is the opprotunity cost, i.e. the money you could have made by selling coal and Iron ore. There is a bit of a false economy here with the S and I swords and S bars becuase it is calculating the cost based on buying the bars from the market, rather than the total raw material cost (I assume) what this really tells you is that you should sell all your iron and coal, and buy the iron bars from the market to make the iron and steel swords.

  6. #16
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    Trading fluctuates too much currently for the chart to mean much without constant updating if that's the case (and also mean that iron bars are not "ALWAYS a loss"), and this chart seemingly gives no guides for upper/lower bounds for when you start getting real production loss by making certain trades, which is what you would want for determining when you should/should not start building X on your island, and for getting an idea of how to most efficiently produce a particular end product if you don't want to rely on being able to rip people off forever.
    Last edited by Suzera; 02-22-12 at 02:37 pm.

  7. #17
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    Suzera, you are correct it is a free market and prices and margins will react to supply, demand, and price fixing schemes :P
    The real money is to be made when you can identify the areas of unbalance.

  8. #18
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    Market flux rates have nothing /little to do with production profit rates.
    these figures are accurate on production cost / profit levels

  9. #19
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    There are many factors involved in the CEO Economy that cannot be put in a spreadsheet (it is a nicely put together Spreadsheet and it looks like a lot of work has been put into IT):

    -Supply and Demand (as mentioned before)
    -People buying up the under priced goods and reselling at a higher value (this is done often)
    -Adventure Rewards - nothing like getting 1000 Steel Swords dropped in your lap a couple times a week
    -Fools and ignorant people (which if you ever go into Global Chat there is no shortage of them)
    -Progress of the game - all this information could be completely obsolete next week

    Right now the market is still chaos but better than it was in October. Good luck in controlling the Market.
    -

    Signature by Emahs2
    [13:13] SERVER: You are not allowed to add yourself to your ignore list.

  10. #20
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    we are not factoring trade rates here
    i am posting what a building makes per a day and you guys are arguing about what prices they should be traded at. please read the post

    This post is so people know what production cost of goods are.
    Last edited by Talar; 02-22-12 at 04:06 pm.

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