stajny wrote:Depends on your definition of "many caps".
For wardrobes you can get 60 per quality. Wardrobes consists of wood, steel, power and wardrobes research. So for steel you get 60/4 = 15 per quality. If we take 135c as base for Q0 steel, to make steel production better then stones production you will have to sell Q((540-135)/15). That means at least Q27. Probably higher as production cost increases with researched quality...
Till you reach this quality, steel production is economically unreasonable.
One would expect a lot more when making such a complex product...
Of course this is not true when you buy your inputs for low prices from others. But then profit you make is profit these supplier just gave to you by their wrong pricing policy:)
Also I assume that wardrobes producers will split the extra money they get for better quality equally between their suppliers. Which is not the case I think...I haven't seen a fax saying buying steel for 135+15*Q yet...

The only problem is you have to divide the number for steel by 4 again, because of the amount of quality of steel it takes to get one quality, so the actual benefit to wardrobes economically is 60/4/4 = 3.75. Steel production therefore only becomes profitable at q108.
To the first poster, the problem isn't profit per unit, the problem is profit per m2. Every building can only be expanded to 32767m2, and you can only have 100 buildings in your company, so there is a finite number of m2 your company can have (3,276,700). Because of this, the primary number you want to look for is profit per m2 per day, not profit per unit of material.
For instance, with wardrobes, in a 32767m2 joinery at tycoon level i can produce 26884 wardrobes per day. Each wardrobe costs ~2400 to make. If i make q25 wardrobes (my research is level 100 in this example), then i can sell them for 3500 on r2. Lets say i make 1000 per wardrobe, as it costs something to use that high level research.
26884 x 1000 = 26,884,000 profit per day.
For steel, a green factory produces 43313 steel per day (using the same max size building at the same level).
Even if i were to sell every steel with no expenses (ie, i didn't pay for production, and got literally free iron, chemicals, and coal.) steel would make.
43313 x 135 = 5,847,255. By the way, thats like 1/5. That doesn't include the input costs of steel, but it does include in the input costs of wardrobes.
That is the main reason most companies go with wardrobes. Wardrobes make a ton of money.
Retailing wardrobes, i could even more, as i don't suffer DMR with the size that the buildings are.
Given what i currently sell wardrobes for, in a 32767 building i could sell 32767 wardrobes per day, for a profit of 1000 each.
32767 x 1000 = 32,767,000 profit per day.
I am willing to save you some calculations, so get ready for the knowledge.
As far as profit is concerned, at low levels production is better, at higher levels and building sizes sales are better. Research always helps increase profit (a q120 gas research to a large gas company is worth above 100 billion because of the profit you gain from it), but research helps the most in Wardrobes (which are not profitable with no research).
Here are some of the industries that calculations show are viable...
Wardrobes - approx max possible profit/day using current numbers - ~2.5-3 billion
Pros - High profit, everything to produce is sold by NPC at super low prices
Cons - High inventory costs, low margins (means you have to keep more in your warehouse), high entry costs via research, highest building costs.
Gas - approx max possible profit/day using current numbers - ~2-2.5 billion (1.5-2 billion if you make your own oil)
Pros - High Profit, high margins, low inventory costs (inventory can be kept very small), low building costsm, research is less important
Cons - Difficulty to find an oil supplier often forces gas companies to make their own oil, which reduces the value of your research (selling less gas means research doesn't do as much).
A few more industries are viable, but not as viable as wardrobes and gas
Jewelry (2-3 billion profit/day at max size)
Problem here is gold. No one really makes gold, because gold is terrible profit. The problem is that if you are selling any kind of jewelry, you need ~5 gold suppliers that are your size in order to continue producing at full capacity.
Electronics (TVs) (1.5-2.5 billion profit/day at max size)
The problem with this one is plastic. If you could find a plastic supplier, you could make 3.5 billion per day with TVs, but plastic is extremely hard to come by. Ecomps and Glass in high quality aren't exactily a walk in the park either. Efacts also take double expansion time, which really hurts this business.
Leather Jackets (1.5-2 billion profit/day at max size)
Leather and Textiles are the problem here. The prices of these are getting very high, which is lowering the max profits. The other problem is that textile factories take double expansion time. Last problem here is leather jacket demand can be met fairly easily, ruining profits.
Anyway, just my 2 cents, if anyone has anything to add, go ahead.
Also, you can send me an IGM if you'd like, i can explain just about anything to ya if you need it

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Thanks,
APCE