Beiträge von One-Stroke

    I'm looking to buy high ql steel for max price. I want ql 100 but I have a feeling that I'll have to settle for ql 50 like I did last round.


    Any way, if you're planning on making excess steel, now's the time to make it.

    Catfood,


    Yeah, I just now blew up my cafe line and my toyshop line in the slow game (RL 26). I see a couple patterns in this game.


    1. Exponential growth with an insanely high exponent when you are buying new buildings to fill 100 squares.
    2. Exponential growth when upgrading building levels with a much lower exponent.
    3. Then the climb up the RL tree. Most of the products on this climb do little to improve your earnings with a few exceptions. I'll leave my favorites as a mystery, but Jik has posted that he likes icebox, telephone, fridge, and a good portion of the auto industry. In the low RL's it's hard to profit 5M/wu. In the high RL's it's far easier to profit 15M/wu. So, yeah, I don't mind destroying my cafes. Not in the least.


    I'm glad you're enjoying the game. Best wishes.

    So, you're new to IT and want a quick way to start. Earlier wrote a post about how to start with cafe ( IT quick start Cafe). Today I'll write about how to start with textile industry.


    There are several ways to start with textile store, but I like shoes and wool best so here it is.


    build:


    1 sheep farm - set to wool/product whse
    2 cattle ranches - set to leather/raw goods whse
    1 oil derrick - set to oil (duh)/raw goods whse
    1 chemical plant - set to rubber/raw goods whse
    1 textile industry - set to shoes/product whse
    1 textile store - set your prices to 1.5*normal price or a little less for shoes if they're oversold


    These buildings cost 2,260,000 so you'll be able to build them on day 1.


    Wishing you a good game.

    Well, I just lower the price until I sell as much as I wish. It's too much trouble to set the price for every season. Usually I'll under produce dolls and set the price a little high. When my warehouse gets too many dolls in it, I lower the price.


    I think everybody sets their prices for these types of products to satisfy the market on low demand seasons. Then in high demand seasons you just sell for less than you could if you were online 24/7 :)

    The SuDe is only a guideline. Some products like Dolls, ice cream, and motorcycles have a big difference between what they can sell in good seasons and what they can sell in bad seasons. The SuDe is a good guideline in good seasons. So in the winter dolls sell the best and as long as the SuDe is not too far above 100% you should be able to sell the full amount. The problem is the demand in the other three seasons is much less. You could have trouble selling the full amount when SuDe shows 50%.


    So to finnaly answer your question of "When should I lower my selling price?" Lower it when you can't sell all your goods ;p

    I'll pay max price for wheat up to 6,000.
    I'm looking for a supply of 36/wu (864 per day)
    All you need are 7 squares of wheat farm at level 4 to provide this quantity.


    To finish the math, that's 7 squares, 864 units of wheat, 6,000 each yields 5.2M/day just from 7 squares. That ends up being 30.8K/wu*square. That's a great return, just try to get that from some other ql 0 product.


    BTW, if you have high ql wheat, I'll pay more.

    Well dok, maybe you could check this out because I think I detect a change. I've done this routine in previous rounds and it worked much differently then.


    Here's the routine. I set up a textile shop and made wool, shoes, and knitting needles. I also sold all my finished goods in the shops on the same round in which they were made. Because none of the materials* used to make these products can be sold in stores and all my finished products were sold immediately I always maintained a zero vendor score.


    This round when I returned to my computer after a few hours on this plan I noticed that I had an empty product warehouse (as it should be) but a vendor score of -33.


    From what I can tell this is either a bug or a change. Since you've said that there's no change I think it's a bug.


    *Just to clarify the materials are oil, rubber, plastic, and leather. The production of these materials has never in the past lead to negative vendor score. Also the production of finished goods that are immediately sold in your own store in the same round has never in the past lead to a negative vendor score. Since those were the only things I did in the early part of the round and I had a negative vendor score, a change has happened.

    Has there been a change in the way that vendor score is calculated? In the past if you sold all of the items that you created that could be sold in a store in your stores your vendor score would be zero. I've done that this round as I have many times before but I have a large negative vendor score.

    Here are a couple tables that show what it costs to do research. FYI.


    Total Cost of attaining a QL with 40wu research and a level 0 research facility. For every level of research facility above zero, just add 20M to the research cost.


    Target QL Total Cost
    5 21,000,000
    10 24,000,000
    15 29,000,000
    20 36,000,000
    25 45,000,000
    30 56,000,000
    35 69,000,000
    40 84,000,000
    45 101,000,000
    50 120,000,000
    55 141,000,000
    60 164,000,000
    65 189,000,000
    70 216,000,000
    75 245,000,000
    80 276,000,000
    85 309,000,000
    90 344,000,000
    95 381,000,000
    100 420,000,000


    This table shows the monthly cost for research with a level 0 facility. For each level above 0 for your research facility just add 500,000.
    5 525,000
    10 600,000
    15 725,000
    20 900,000
    25 1,125,000
    30 1,400,000
    35 1,725,000
    40 2,100,000
    45 2,525,000
    50 3,000,000
    55 3,525,000
    60 4,100,000
    65 4,725,000
    70 5,400,000
    75 6,125,000
    80 6,900,000
    85 7,725,000
    90 8,600,000
    95 9,525,000
    100 10,500,000


    I hope you can make good use of these tables. I'll leave this post with a few tidbits of information regarding QL research.


    It costs a total of 3.27 Billion to reach ql 100 when researching with 40wu researches.
    It costs a total of 3.31 Billion if you do two 40wu researches followed by fifteen 48wu researches.
    The above numbers are for level zero research facilities. For every level above zero add 400M to the price of the research.

    When I'm in the market screen and I select a company with an apostrophe in its name I get a view of all their products. Good. But then I buy a product and when I hit the "back" button I get a bunch of \\\\\\\ in the name and no products listed.


    I see this in slow now. I don't know if it's in speed or not.


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    -Dave
    One-Stroke (slow)
    No-Knots (speed)