RAM run

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Re: RAM run

Postby RAM » Fri May 26, 2017 10:57 pm

Wulf wrote:Fantastic so for 1st tier and 2nd tier not currently covered, would that be tobacco and cigars or just cigars as an example. I will try and get my economics modeling up this weekend.


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According to Admiral Hall, the president can request any item that is produced to be purchased at the LM. I see no reason not to have tobacco AND cigars being purchased.

BoshingTong wrote:This is great news. I long for a place to sell Mech Parts and Elec. parts. add graphite would be nice too.


Bosh, thanks so much for starting this process. It was your suggestion that got things moving. I really think this will increase the ability of Apollo Sector to keep more of the Pilot Citizens (PC) active and producing.
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Re: RAM run

Postby Mooncrest » Sat May 27, 2017 8:50 am

RAM wrote:I contacted Admiral Hall about T2 commodities. Here was her response.

Admiral Hall wrote:I am happy for Presidents to set a demand price on the inner systems for _any_ nameable cargo that comes in 1 ton lots - so anything you can sell on a stock market, the President should be able to email me with an inner system price. You can quote me on this, in fact it's probably a good idea for it to be public knowledge.

This is excellent news. I see no reason not to include any product other than ships ad ship modules from the list of items saleable to the NPC Stations. After all the bulk of the population deserves to have access to any product our colonists have.

This will also stabilise pricing of these products and help open up trading as a true career path, as long as the fault with the Player Stock Market can be solved.
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Re: RAM run

Postby RAM » Sat May 27, 2017 12:37 pm

Mooncrest wrote:This is excellent news. I see no reason not to include any product other than ships ad ship modules from the list of items saleable to the NPC Stations. After all the bulk of the population deserves to have access to any product our colonists have.

This will also stabilise pricing of these products and help open up trading as a true career path, as long as the fault with the Player Stock Market can be solved.


I agree, with the exception of a few things. Neurostimulators come to mind.

I also think that Magnesium, uranium, gold, and antimony can be added to the raw materials list. We will have to work out pricing, but this will also expand mining as a career.
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Re: RAM run

Postby BoshingTong » Sat May 27, 2017 1:08 pm

I like the it. I am not sure a .2 cost on 2 tier is enough of a cost. I will use Graph. to explain.

I get 2 carbon so 2Xs the cost of carbon is good, .2 is low for manufacturing. The reason is I need an OSB with shipyard and then warehouse, stock market just to get started. Then I build a factory and power plant. All of that takes people which have to be paid, feed, provide transportation to hospitals, as well as entertainment, and life needs like cigar, beer, wine. Even though most of that is cheep I have to manage it and keep everyone happy. I use a lot of NPC pilots which means I need to buy or build ships. At that kind of cost I think .5 would be a little fairer as I would like to make a profit. I am not just working for the colonists.

I will say I that with adding those to the markets lowering the price on carbon is a good idea, and I don't think its to low.

Also you should add gases to the list of 1st tier.
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Re: RAM run

Postby RAM » Sat May 27, 2017 1:55 pm

BoshingTong wrote:I like the it. I am not sure a .2 cost on 2 tier is enough of a cost. I will use Graph. to explain.

I get 2 carbon so 2Xs the cost of carbon is good, .2 is low for manufacturing. The reason is I need an OSB with shipyard and then warehouse, stock market just to get started. Then I build a factory and power plant. All of that takes people which have to be paid, feed, provide transportation to hospitals, as well as entertainment, and life needs like cigar, beer, wine. Even though most of that is cheep I have to manage it and keep everyone happy. I use a lot of NPC pilots which means I need to buy or build ships. At that kind of cost I think .5 would be a little fairer as I would like to make a profit. I am not just working for the colonists.

I will say I that with adding those to the markets lowering the price on carbon is a good idea, and I don't think its to low.

Also you should add gases to the list of 1st tier.


I agree that it is a little low. I think I will suggest a 30% markup at first. It can always be raised if we feel it is too low. I think we need to be careful with dumping so much extra credits into the economy since we already have a glut of it. I am really concerned about massively increasing the credit flow into the game. I would feel better with a 50% markup if we dropped the price of some of the T1 items. Most of the materials we use to build the T2 structures are produced very inexpensively. Colonists, once acquired work cheap. What T2 does is cuts PC haul time to the LM in half. That is quite valuable as is. It is not so much about profit, but about time investment.
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Re: RAM run

Postby Mooncrest » Sat May 27, 2017 5:30 pm

If it helps, my original price structure for ship modules was to work out the cost of the raw materials, based on the prices the mats sold for on the Local Market and using the Contract Board price for Magnesium and Uranium and the Players buying price for Tin and Niobium. Labour Cost came from the my total population and I added 30% as a profit margin.

This gave me a workable profit which I could reinvest in new Blueprints.
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Re: RAM run

Postby Wulf » Sat May 27, 2017 6:53 pm

once I get the economics up you will see that we MUST have a cost of production in place this will remove some of the issue with cash glut also make some of the tier two products more desirable, and also give colonies much needed value, which shouldn't take much as colonies are worthless at the moment lol.

ok it's up, note the cash issue, Cost of production or inherent costs, whatever you want to call it, effectively removes a portion of the credits and gives it to the colony that made the item. no more stuff for 1 credit

please note it will likely still be able to sell below CoP but the colony owner will see there credits decrease as they subsides the costs.
Last edited by Wulf on Sun May 28, 2017 2:48 am, edited 1 time in total.
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Re: RAM run

Postby Wulf » Sun May 28, 2017 2:45 am

ECONOMICS, COST OF PRODUCTION
viewtopic.php?f=6&t=3417

please push this.
IF you strongly disagree please push that as well.
WE must have economics or the game feels obviously unfinished.

please remember if Jam sees disagreement or iffiness then he will not bother and we will lose an economics upgrade that we desperately need. so IF you feel strongly that this is wrong, make a full economics model so that we can vote and push an agenda. I don't really care what system we get we just need one.
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Re: RAM run

Postby Wulf » Thu Jun 01, 2017 3:44 am

RAM wrote:Here is the updated recommendations to the Local Markets. I added Basic Med and increased the T2 items to a 20% markup.

Image



I would like to say for pricing, at the current core system profit margins think i have seen max of 30% so a profit on carbon of 250, ti about 200 and meat 90. example you buy meat for 300 and sell at a core for 30% profit (usually the percentage is a lot less). then if we are going to not change production cost and continue offer items for 1 credit (people always sell for 1 credit unless forced to do otherwise as history has proven) then we should adjust buy markets to reflect the original profit margins. it will make buying core products and selling them unprofitable but should balance everything else. this should help with the hauling issue.
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Re: RAM run

Postby Loke » Mon Jul 03, 2017 9:22 pm

Suggested prices for alcohol is to low, using 2 ton of fruit/grain per ton wine/beer its barely above raw material cost. Also raw materials farms/mines has a lot higher prodution per building, which should mean that profit per ton should be higher for alcohol. And lastly, 33% of the labour are highly educated, which can be scares on colonies, not like the other slaves we use for labour.

I would assume that the last 2 tier2 colony made commodities are the same, but havent checked.

The low production per building/module is also an issue for tier2 made at space stations, although graphene is by far the most profitable if you manage to get production high enough, since graphene factories only use 1 carbon per 1 graphene.
Future graphene OSBs wil make our current OSBs look tiny :shock:

I really do like the initative though, and hope to see it happen soon

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Statistics for Nio and Tin prices: viewtopic.php?f=9&t=3427

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