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Thread: Marketing: Cost To Produce List & More

  1. #21
    Settler SirDet's Avatar
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    Ok, then what basis are you using for tying Finished Goods to Income (i.e. Gold Coins) if not trade?

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  2. #22
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    Quote Originally Posted by imirk View Post
    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.
    Exactly. And this chart doesn't do it, or at least not anywhere near well since it isn't based on any of the actual limiting factors that create the differences in value of item. There are three things that I have been able to identify so far, such as the most obvious one of building slots, that can be used as a proper basis for determining values of goods. Four if you count gems, but if someone is paying enough for gems to buy resources directly with them as opposed to the longer term option of more building slots, they're probably not too concerned with efficiency. "We'll just call the value of this raw material X because it seems right" is not one of these factors.

    Also, the trades I have seen up involving iron ingots since I started looking due to this thread have so far been in favor of the person with the ingots, while ores seem to dip into bad for the person with the ore territory more.

    Edit: If anyone is using this chart, I'd love to set up an exchange of my iron ore for your gold ore at 20 to 50. I'm serious about this. Send me a mail or whisper.
    Last edited by Suzera; 02-22-12 at 04:49 pm.

  3. #23
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    Its 20 iron ore, for 50 gold coins. not 50 ore.
    That list is in gold coin value.

  4. #24
    Settler SirDet's Avatar
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    Quote Originally Posted by Talar View Post
    Its 20 iron ore, for 50 gold coins. not 50 ore.
    That list is in gold coin value.
    That makes no sense - 20 Iron Ore for 50 Gold Coins? I am assuming you have a typo.

    Are you basing the Gold Coin Trade Value based on the Gold Chain Production of it?

    The chart may make sense to the people who developed it, but those of us that are seeing it for the first time (and apparently only part of it) there are many things that could use some clarification.
    Last edited by SirDet; 02-22-12 at 06:34 pm.

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  5. #25
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    Quote Originally Posted by Talar View Post
    Its 20 iron ore, for 50 gold coins. not 50 ore.
    That list is in gold coin value.
    I'll assuming something in here was a typo too for now. I was talking about the first list where iron ore has a trade value of 20 and gold ore has a trade value of 50. So it would be 20 gold ore (total trade value 1000) for 50 iron ore (total trade value 1000). A trade I will gladly accept.

  6. #26
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    No, he was thinking its 20 iron ore for 50g, but the list is 20g for 1 stack of iron ore, and 50g for 1 stack of gold ore.

  7. #27
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    400 iron ore / 20 coins = 20 ore per coin
    400 gold ore / 50 coins = 8 ore per coin
    20 iron ore / 8 gold ore = 2.5 iron ore per gold ore

    Multiply that ratio by 20 on each side and you have 50 iron ore per 20 gold ore. Just like I said initially. It doesn't matter what scale you do the ratio at whether it is multiplied by 400 or 1. It's still the same ratio.
    Last edited by Suzera; 02-22-12 at 07:25 pm.

  8. #28
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    You guys are funny. Seems like your response to a very insightful way of looking at the game is you have chosen to look for reasons it is not always true. Of course the spreadsheet needs updated and it is based on market values that are irrational. Certainly, it does not compare adventure rewards to manufacturing. Yeah, the math behind it is not included.

    Still, you got free perspective. Your welcome.

    Maybe a better question is what does it show and why does it bother you so much?

    Lets play pretend. What if the math is solid? What then?
    Last edited by Alias1632; 02-24-12 at 09:00 pm.

  9. #29
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    Quote Originally Posted by Alias1632 View Post
    You guys are funny. Seems like your response to a very insightful way of looking at the game is you have chosen to look for reasons it is not always true. Of course the spreadsheet needs updated and it is based on market values that are irrational. Certainly, it does not compare adventure rewards to manufacturing. Yeah, the math behind it is not included.

    Still, you got free perspective. Your welcome.

    Maybe a better question is what does it show and why does it bother you so much?

    Lets play pretend. What if the math is solid? What then?
    Okay, let's.

    Well golly, it seems my ego just keeps getting in the way of logic.

  10. #30
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    This is CLASSIC "Can't see the forest for the trees" economics.
    The limiting factor in this game is licenses. Everyone can have only 335.
    If you take the big picture (Macro) view of the CEO economy there is an obvious answer.

    The building with the highest economic value is THE WAREHOUSE!
    A trader can generate more gc thru trading than any production chain!
    The problem with being a trader is the he stops making a profit as soon as he stops actively trading.

    The value of production chains is in their automation. You don't have to actively play to make gc from them.
    The funny thing is that the most profitable production chain isn't even listed in any of the posts above.

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