Beiträge von CATcorp LTD

    If you ask me it did be the total amount of profit gain per space used, and the consumption of a particular resource. Since 100 space seems to be the true limitation after about a week into this game, I did suggest total profit/space consumption.

    since the max sale price formula is (1.5+(ql/100))*norm price, it means that each 1% QL adds .67% to your price.


    Of course considering production cost is constant, assuming that the product in question consist of 50% production cost, it will mean that your actual profit will increase by 1.33% for each 1% QL.


    Nevertheless increasing QL cost way more than what they can pay off in the round you research it. So the only reason to research QL is to set you up for the next round.

    Well I do have a way to calculate max pps of shop, which is not nearly as simple as the other formulas. One problem is that I am not sure how season should be counted in for sell value. It seems like you still sell the max amount in all season even if it saids otherwise. A joke article can sell all 30 every month, just that season affects demand. If this is wrong let me know so I can calculate average over the season instead of just using the biggest number.


    This is the original pps formula
    pps = ((norm price for 1 item*1.5)-production cost)/the combine space of all components
    space = 1/production per building (at lv 0)
    You will have to figure out pps for all items first (spreadsheet helps)


    So before we add a shop, we have to run this formula on all the items
    Initial value = (((norm price for 1 item*1.5)-production cost)-(shop cost/sell amount))/(the combine space of all components+(1/sell amount)
    *This pretty much just means the pps for the given item w/shop if we only produce this item.


    After finding the one with the largest number for the given R&D


    Max PPS = ((Max initial value*shop sell amount*combine space of all components w/shop for item 1)+(pps of item 2*shop sell amount*combine space of all component for item 2)+.......)/(shop sell amount*combine space of all components w/shop for item 1)+(shop sell amount*combine space of all component for item 2)+.......)


    And you just kinna have to include items from the highest pps one at a time until a point where the formula number is higher than the next items pps.


    So for example, lv 7 bookstore you only need books as adding other stuff lowers PPS (then of course there are shop value, so you still need to produce the next best thing, which will be newspaper)


    I will most likely edit my first post once I include shop in the PPS equation. So far it seems like a R&D 10 book store is better than a furniture from 0 - 37, is it will be interesting to see how everything turns out.


    Concerning this
    "I'll compare that to cafe at RL 0 where you only make icecream and cacao. need 3 FI, 3 cattle ranches (7 spc)
    income = 159,750, expenses = 42,865, net = 116,885
    pps = 16,697"


    Yea I just spotted a silly mistake on my spread. I was using "luxurious car bodies" instead of "milk" on the ice cream equation (that's what you get with copy/pasting). With icecream standing at 24117.6 pps cafe does become one of the better shop until you upgrade R&D (which hurts this shop a lot).

    Actually I already did the calculation for all the items in the game. I know beginner shop becomes obsolete after a certain R&D. The problem is that calculation like this alone does not work later on because of the supply/demand ratio. Has this been some kind of single player game it's pretty obvious to just generate a map with lots of irons and spam icebox/fridge until Car Dealer, but since it isn't I figure I wait and watch the SuDe to see how a round normally evolves. If profit is the only factor, it almost seem like it's all about going from beginner shop to car dealer/electric shop/jewelry. All the other shops seem to be way behind.


    As far as cafe goes, most items yields little to no return, with cacao and chocolate standing borderline at 16000 ish pps. Unless there are some bonus scores involve, I am not sure the purpose of this shop at all.


    Is there anywhere that provides detailed information on how scores are calculated?

    Well according to the new numbers on wiki, the amount of actual profits per building space (assuming building is at lv 0) is the following.


    telephone 20987.3
    clock radio 30582.29
    tv-set 34943.72
    cordless phone 26354.88
    pin-ball machine 29202.01
    jukebox 40766.62
    hi-fi unit 35232.63
    lcd tv 78413.63
    mobile phone 34962.08

    This is my first round playing this game and I just decided to post some thoughts about it.


    First thing first, in a game with limited building space, the best way to maximize profit is to use space efficiently. I notice that industries are not equal. I don't mean stuff like car dealers are better than a textile shop, that's pretty obvious. What I mean is that even among the lv 0 shops (furniture, DIY, textile, toy, cafe, grocery, book), their profit per building space (which I will call pps) isn't equal either.


    so to calculate pps
    pps = ((norm price for 1 item*1.5)-production cost)/the combine space of all components
    space = 1/production per building (at lv 0)
    *note* shop space is not included in this equation


    For example, the best lv 0 product a bookshop can produce is newspaper, standing at 15252 pps, while the best level 0 product a furniture shop can produce is a wooden table, standing at 18938 pps.


    Also I notice there are 'trap products' with exceptionally low pps as well. For example, Christmas trees have 5084 pps, and motor oil have 5922 pps.


    Here are the list of average PPS for the lv 0 shops
    Textile = 23151
    DIY = 21990
    Furniture = 20451
    Bookstore = 17790
    Toyshop = 17632
    Grocery = 10564
    Cafe = 8788


    Textile
    pros = crocodile bags, low natural resource dependency
    cons = too much other low pps items
    although it does have the highest average pps, most of it comes from crocodile bags, standing at 1354500 pps. After getting to 35 R&D it is best to minimize down to just a few products (to maintain shop SV) and build as many crocodile bags as you can. Although there is the problem that car dealer is at 34 R&D, which mean this huge pps boost really isn't unique for textile manufacturers.


    DIY
    pros = uses wide range of resources, all around high pps
    cons = none
    This shop is perhaps the easiest to maintain and best overall. PPS is generally high except for Christmas trees and lumbers (which you can skip entirely).


    Furniture
    pros = easy to maintain, all around high pps
    cons = uses too much lumber
    This shop is limited by the amount of lumbers you have, making it not possible to just fill your map with them.


    Bookstore
    pros = easy to maintain, average pps, low competition
    cons = use too much wood
    This shop suffers the same problem as furniture, except with a lower pps. But at least you can be sure that the demand will remain relatively high.


    Toy shop
    pros = average pps, uses wide range of resources
    cons = hard to maintain, moderate/high competition
    I am not sure why so many people like this shop. It's pps is average, and the production numbers doesn't come together at all.


    Grocery and Cafe
    pros = hard to maintain, low pps
    If you are looking for a challenge, then this is the way to go. Otherwise it's best to avoid them entirely.


    As far as shops goes, it's upgrade is simply not worth it at a low R&D level. To calculate shop efficiency level


    shop pps = (ratio*((1000*upgrade lv)+lv 0 upkeep of shop))-((ratio+1)*lv 0 upkeep of shop)
    ratio = 1/((1.05^upgrade lv)-1))
    note* rounding is not included in this equation, as this will take into consideration of individual items.


    So for example, a lv 0 furniture shop at 0 R&D will have a 18000 pps compare to a lv 1 furniture shop, or 13901 pps compare to a lv 10 furniture shop. This is to say that, even excluding the huge upgrade cost, if you stay at level 0 and just build 1 more shop when needed, this shop is technically giving you a 18000 pps. Of course this ratio changes according to the cost of the shop, which is affected by what it is and the current R&D.


    As far as QL goes, unless your intention is to set yourself up for next round, it's not worth the cost and effort. It simply cost too much to be pay back within the round that it is being utilized.


    I will probably update this as I gather more information about this game.