Research Cost?
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Research Cost?
Can anyone come up with a suitable way of pricing research profitability?
Ive been thinking about it for a while but I cant come up with a way of finding the profitability of a growing research and therefor its value. Because when your Q rises the profit you make is dependent on how long you remain at that Q but you can not now how long that is going to be before you increase it or sell it on. Also it will depend on how much of your building space is tuned to that product, so someone with 100 wells will benefit far more from a oil Q than a player with 10.
Thoughts?
H
Ive been thinking about it for a while but I cant come up with a way of finding the profitability of a growing research and therefor its value. Because when your Q rises the profit you make is dependent on how long you remain at that Q but you can not now how long that is going to be before you increase it or sell it on. Also it will depend on how much of your building space is tuned to that product, so someone with 100 wells will benefit far more from a oil Q than a player with 10.
Thoughts?
H
One way to price the research is assigning the scientists same added value as workers in your buildings.
For example, a worker in joinery can make lets say 1000 caps/hour. So, by our definition, a scientist in research center also makes 1000/hour.
A research of q100 requires around 20 million research hours, therefore the price of 20 billion + the costs of research (1.2 bil) for q100 research is reasonable. q120 is by this logic worth 40bil+.
For example, a worker in joinery can make lets say 1000 caps/hour. So, by our definition, a scientist in research center also makes 1000/hour.
A research of q100 requires around 20 million research hours, therefore the price of 20 billion + the costs of research (1.2 bil) for q100 research is reasonable. q120 is by this logic worth 40bil+.
Well, Greed, thats true, BUT...
A research to produce Q100 seeds does cost the same like the one to produce Q100 chocolate ice creams (both money&time when you do the research in similar facilities). This is one.
The other: A 10k plantation does produce a hell of a lot more seeds than a 10k ice cream factory can produce chocolate ice creams within 24 hrs - due to not being inside the seeds business so I have no idea what you can charge for the seeds. Being inside the ice cream business I can tell you I have not sold any ice creams to other players - guess why, when its not low stock.
But from my point of view the seeds would be more profitable than the cocolate ice creams.
Dopamin
A research to produce Q100 seeds does cost the same like the one to produce Q100 chocolate ice creams (both money&time when you do the research in similar facilities). This is one.
The other: A 10k plantation does produce a hell of a lot more seeds than a 10k ice cream factory can produce chocolate ice creams within 24 hrs - due to not being inside the seeds business so I have no idea what you can charge for the seeds. Being inside the ice cream business I can tell you I have not sold any ice creams to other players - guess why, when its not low stock.
But from my point of view the seeds would be more profitable than the cocolate ice creams.
Dopamin
I would say there is no advantage if the only point is to make money.
If you are trying make a complicated chain work as efficiently and as profitably as possible, research becomes more important as it is one of the things that directly affects the price you can sell at.
How to value Reserach? I don't have a real idea yet except that I am taking building costs and research costs and trying to make them fit in with the business model.
At lower Q levels, where smaller buildings can research fairly quickly, I'm not having much luck. But as I expand the RCs and get the research level higher, the time it takes to get the next level researched is gradually getting longer.
I don't really care how much the research is "worth" in Kapis so much as I am worried about getting the investment paid back in a reasonable amount of time. I have an idea that I'll set the ROI on Research probably pretty close to the time it takes to research the next level.
Right now I have it set at 1 in 30 or a 3.33% ROI added to the product being researched. Once it takes longer than 30 days to research the next level, I'll most likely be setting the RIO product to that number. So that way, once I start researching another level, the previous level has been paid for PLUS, the physical plant(RCs) have been paid for AGAIN.
[edit]If it makes the above makes more sense, I am expanding the RCs when the time it takes to research the next level exceeds the time it takes to double the size of the RC.
If you are trying make a complicated chain work as efficiently and as profitably as possible, research becomes more important as it is one of the things that directly affects the price you can sell at.
How to value Reserach? I don't have a real idea yet except that I am taking building costs and research costs and trying to make them fit in with the business model.
At lower Q levels, where smaller buildings can research fairly quickly, I'm not having much luck. But as I expand the RCs and get the research level higher, the time it takes to get the next level researched is gradually getting longer.
I don't really care how much the research is "worth" in Kapis so much as I am worried about getting the investment paid back in a reasonable amount of time. I have an idea that I'll set the ROI on Research probably pretty close to the time it takes to research the next level.
Right now I have it set at 1 in 30 or a 3.33% ROI added to the product being researched. Once it takes longer than 30 days to research the next level, I'll most likely be setting the RIO product to that number. So that way, once I start researching another level, the previous level has been paid for PLUS, the physical plant(RCs) have been paid for AGAIN.
[edit]If it makes the above makes more sense, I am expanding the RCs when the time it takes to research the next level exceeds the time it takes to double the size of the RC.
And the time it takes to achieve Q90.armymen wrote:I think researches of q90 or above should generate enough profit to produce them constantly
I tried to sell in Electronics store the products I made at least Q20 and gave up because the products Q0 worth twice on the market that I could sell in stores every 24 hours.

Tbh, i agree with you, on my R2 account i am about to hit manager, but i don't see the point in producing my Q4 wood as opposed to Q0, i will never make more from it at this rate and the research is costly for a lower levelled player.
On my R1 account however, the brunt of my income is based on the high quality of my goods.
It's swings and roundabouts anyway, as we will all end up making wardrobes (i have a high wardrobe quality but don't produce them, it's just a future investment.) or Q0 contest/quest products.
On my R1 account however, the brunt of my income is based on the high quality of my goods.
It's swings and roundabouts anyway, as we will all end up making wardrobes (i have a high wardrobe quality but don't produce them, it's just a future investment.) or Q0 contest/quest products.
We are getting to the stage in Kapilands, especially those who want premium, where you can't "afford" to be in a bad business. You gotta stick with the main ones eg oil, gas, wardrobes etc. And in the main ones everyone competes via quality. If someone can make more money off a higher quality product then they will buy that one, not the lower quality one, clearly!
So these products and certain related products will have a huge increase in Q, but all other items will be neglected as no "large" players will be making them, hence a lot of Q0 items will be coming out.
And back to the original post. To price a research I work out how much it can earn. Say you have Q100 gas researched. divide that by 3 (2 things needed to make gas, plus gas itself) and that's 33.3333 recurring. Then round this up (May as well) to 34. That person is now making 34 more per gas than they would have originally(by your calculations ofc not theirs), as gas sells for X+Q and lots of people buy it.
On the other hand you could have an ice cream research Q100, people may pay an extra 10 for higher Q icecream and it'll be VERY hard to sell!
Then work out how much a "decent" sized player can make from this research I assume 50 10-15k sized buildings usually, take how much they will be producing, times that by the price increase of the product and over a period of time, say 6months, work out how much they'd make.
Only use this as a very rough estimate. That values Q100 gas research at 60-70bil, which may be a tad high in my opinion!
So these products and certain related products will have a huge increase in Q, but all other items will be neglected as no "large" players will be making them, hence a lot of Q0 items will be coming out.
And back to the original post. To price a research I work out how much it can earn. Say you have Q100 gas researched. divide that by 3 (2 things needed to make gas, plus gas itself) and that's 33.3333 recurring. Then round this up (May as well) to 34. That person is now making 34 more per gas than they would have originally(by your calculations ofc not theirs), as gas sells for X+Q and lots of people buy it.
On the other hand you could have an ice cream research Q100, people may pay an extra 10 for higher Q icecream and it'll be VERY hard to sell!
Then work out how much a "decent" sized player can make from this research I assume 50 10-15k sized buildings usually, take how much they will be producing, times that by the price increase of the product and over a period of time, say 6months, work out how much they'd make.
Only use this as a very rough estimate. That values Q100 gas research at 60-70bil, which may be a tad high in my opinion!