Money from the NPC: Setting the right retail price.
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I dont know if this might be too much to ask. Since i'm not that good using a excell spread sheet as you guys i'm asking for a little help. I used a spread sheet but i had to do everything manually. and it turns out to sell gas in france the best price would be for 15 caps. well i'm kind of having a little trouble believing into this since i was never good in math so if someone could please take the numbers and double check my math to make sure that i'm selling my gas for the best price. I.m going to paste spread sheet onto here. for anyone willing to help thank you very much..
Gas
Store: France 20 m2
How many Value to me tested price hours nedded minutes nedded total minutes profit profit per minute
250 10 35 23 1380 6250 4.5289
250 10 34 20 33 1233 6000 4.8661
250 10 33 18 18 1098 5750 5.2367
250 10 32 16 14 974 5500 5.6468
250 10 31 14 21 861 5250 6.0975
250 10 30 12 38 758 5000 6.5963
250 10 29 11 4 664 4750 7.1536
250 10 28 9 39 579 4500 7.772
250 10 27 8 22 502 4250 8.4661
250 10 26 7 13 433 4000 9.2378
250 10 25 6 12 372 3750 10.806
250 10 24 5 17 317 3500 11.041
250 10 23 4 28 268 3250 12.1268
250 10 22 3 45 225 3000 13.3333
250 10 21 3 7 187 2750 14.7058
250 10 20 2 35 155 2500 16.129
250 10 19 2 6 126 2250 17.8571
250 10 18 1 42 102 2000 19.6078
250 10 17 1 21 81 1750 21.6049
250 10 16 1 4 64 1500 23.4375
250 10 15 49 49 1250 25.5102
250 10 14 40 40 1000 25
250 10 13 32 32 750 23.4375
250 10 12 25 25 500 20
250 10 11 19 19 250 13.1578
250 10 10 14 14 0 0
and if no one is willing to help still thank you!!! sry I can not figure out how to copy and paste it so that it looks excactly like it does on my spread sheet. Once again if anyone is lwilling to help thank you...
Gas
Store: France 20 m2
How many Value to me tested price hours nedded minutes nedded total minutes profit profit per minute
250 10 35 23 1380 6250 4.5289
250 10 34 20 33 1233 6000 4.8661
250 10 33 18 18 1098 5750 5.2367
250 10 32 16 14 974 5500 5.6468
250 10 31 14 21 861 5250 6.0975
250 10 30 12 38 758 5000 6.5963
250 10 29 11 4 664 4750 7.1536
250 10 28 9 39 579 4500 7.772
250 10 27 8 22 502 4250 8.4661
250 10 26 7 13 433 4000 9.2378
250 10 25 6 12 372 3750 10.806
250 10 24 5 17 317 3500 11.041
250 10 23 4 28 268 3250 12.1268
250 10 22 3 45 225 3000 13.3333
250 10 21 3 7 187 2750 14.7058
250 10 20 2 35 155 2500 16.129
250 10 19 2 6 126 2250 17.8571
250 10 18 1 42 102 2000 19.6078
250 10 17 1 21 81 1750 21.6049
250 10 16 1 4 64 1500 23.4375
250 10 15 49 49 1250 25.5102
250 10 14 40 40 1000 25
250 10 13 32 32 750 23.4375
250 10 12 25 25 500 20
250 10 11 19 19 250 13.1578
250 10 10 14 14 0 0
and if no one is willing to help still thank you!!! sry I can not figure out how to copy and paste it so that it looks excactly like it does on my spread sheet. Once again if anyone is lwilling to help thank you...
I think you did it right actually.
Assuming that the cost of gas to you is 10 (meaning if you were to buy or sell it by contract the price would be 10) then your store will make the most profit selling around 15.
Of course this way you would have to refill your rack every 4 hours, and you would need a lot of factories and oil wells to support that price. (Or else buy more from others - at 10.) Therefore if you wanted to raise the price and sell out more slowly for human reasons (i.e. you can't be in the game every 4 hours) that would be perfectly fine.
But in terms of simply making your store be as profitable as possible, your calculation was correct - you want to price around 15 and sell 250 units in under an hour, or 1000 in 4. This is probably lower than you expected. It usually is, that's why I wrote this.
Assuming that the cost of gas to you is 10 (meaning if you were to buy or sell it by contract the price would be 10) then your store will make the most profit selling around 15.
Of course this way you would have to refill your rack every 4 hours, and you would need a lot of factories and oil wells to support that price. (Or else buy more from others - at 10.) Therefore if you wanted to raise the price and sell out more slowly for human reasons (i.e. you can't be in the game every 4 hours) that would be perfectly fine.
But in terms of simply making your store be as profitable as possible, your calculation was correct - you want to price around 15 and sell 250 units in under an hour, or 1000 in 4. This is probably lower than you expected. It usually is, that's why I wrote this.

Thanks for double checking for me it became a little suspicious when i would sell out every 4 hours. So i guess i'm not to bad in math after allKnolls wrote:I think you did it right actually.
Assuming that the cost of gas to you is 10 (meaning if you were to buy or sell it by contract the price would be 10) then your store will make the most profit selling around 15.
Of course this way you would have to refill your rack every 4 hours, and you would need a lot of factories and oil wells to support that price. (Or else buy more from others - at 10.) Therefore if you wanted to raise the price and sell out more slowly for human reasons (i.e. you can't be in the game every 4 hours) that would be perfectly fine.
But in terms of simply making your store be as profitable as possible, your calculation was correct - you want to price around 15 and sell 250 units in under an hour, or 1000 in 4. This is probably lower than you expected. It usually is, that's why I wrote this.

Stats (average quality and average price) are calculated at least once per day, possibly twice. That makes shop prices static in between, variable from day to day.den160593 wrote:very intersting, I'm just curious. DO shop prices change everyday, or do they stay the same? OR do they change real time, or they static?
However, in regard to this guide, you can generally assume that they aren't changing that much. People will frequently sell at double, triple, or more times their mathematically optimal price. So if the stats shift even 10% (which would be a lot) from day to day, it's not that much to worry about.
In practice I generally figure it out once, then calculate a reasonable increase per quality, and don't worry about it anymore. I figure that as the average price and quality are rising over time, mine are too so I'm still in the zone.
Good article on throughput - I think I'll build it into my application:
http://www.ParanoidAndroid.co.za/files/JKLT-0.0.2.jar
http://www.ParanoidAndroid.co.za/files/JKLT-0.0.2.jar
use the market price or the price that a big company which buys computers pays for a computer. (i found one that pays 1300+50q) this should be your reference price. so if you sold q0 comps at 600 in your stores you would make 600-1300 = 700 caps loss. if you sell at 1300 this makes you zero (0) profit from your store. correct formula for you would be
(SHOP PRICE - (1300+50*q))/(time needed to sell one unit) = max.
(SHOP PRICE - (1300+50*q))/(time needed to sell one unit) = max.
Greed is correct. You should ultimately use 12 or 24 hour durations, but if you came up with a price of 600 then you did something wrong. Try again using 1300 as your cost instead of whatever number you used before, and see what you come up with.
Then, as explained in the last step, adjust the quantity until it hits that 12 or 24 hour mark.
Then, as explained in the last step, adjust the quantity until it hits that 12 or 24 hour mark.
Just to point out, some higher prices items, such as wardrobes, should be sold in 48 hour shifts. That way you don't crash the average price and lose more cash down the road.Knolls wrote:Greed is correct. You should ultimately use 12 or 24 hour durations, but if you came up with a price of 600 then you did something wrong. Try again using 1300 as your cost instead of whatever number you used before, and see what you come up with.
Then, as explained in the last step, adjust the quantity until it hits that 12 or 24 hour mark.
You know I originally had written "or 48" but backspaced it out because I thought it was too wordy. 
btw, since you bring up stats prices, I figured I'd share my little trick for anyone who's concerned enough to try a little manipulation.
Right before the stats calculate, go into your stores and adjust the prices way way up. Then afterwards, adjust it back down to where you'd wanted it to be. You can't fight the quality march, but you can make the average price seem higher than your prices would actually make it. Only catch is that you have to know when the stats calculate, and be online before and after to make the shift.

btw, since you bring up stats prices, I figured I'd share my little trick for anyone who's concerned enough to try a little manipulation.
Right before the stats calculate, go into your stores and adjust the prices way way up. Then afterwards, adjust it back down to where you'd wanted it to be. You can't fight the quality march, but you can make the average price seem higher than your prices would actually make it. Only catch is that you have to know when the stats calculate, and be online before and after to make the shift.