Raw materials NPC

Ideas how the game could be improved and suggestions for subsequent versions of the game. (this is just a space for ideas! We can't guarantee suggestions will be implemented!)

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Guest

Raw materials NPC

Post by Guest » 07.04.2008, 08:00

I agree with them even with steel NPC, but steel is only one of them, that is depending on others raw materials: coal + iron ore (+ 0,5 chemical with is 0,5 mineral).

NPC is selling steel for 135

Guest

Post by Guest » 07.04.2008, 08:30

i completely agree with you :)

Guest

Post by Guest » 07.04.2008, 10:10

1. and 2. solution are unacceptable i guess because

1. coal, iron ore and minerals are (by kapilands definition) not raw materials + adding new npcs is out of question anyway
2. same as above + just how would you calculate the prices for the higher quality npcs? there would be some people very pleased and some left out

3. is the most plausible, though not very likely either as it would take lot of work to recalculate and recode the whole thing. i think none of the suggested changes are going to be made as it changes the whole game.

maybe it would help if stones required a lot more water/power than coal/iron ore to produce?

Guest

Post by Guest » 07.04.2008, 10:58

GREED inc. wrote:maybe it would help if stones required a lot more water/power than coal/iron ore to produce?
You did not understand what I was writing about. Just for example: manufacturing cost for Q14 coal is 1,43 caps and for stone 2,43...
If manufacturing cost for coal will stay and stones will be raisen at 20, it will not help to coal and iron ore market anyway.

Why? Because stones are limited at 27,00 caps (2,34M profit for 2K m

Guest

Post by Guest » 07.04.2008, 11:37

well i did understand you but you miscalculated a bit. if stones cost 20 to produce then the coal and iron ore would be about 7-8 caps on market for q0.
anyway, coal and iron ore are not there to make q0 steel but to make high q steel. 8) which is profitable at least after you make q12 steel ... i think (somewhere around that quality)

Guest

Post by Guest » 07.04.2008, 12:11

Yes, at Q12 could be sold for profit and with price 135 + 3Q it will be 171.
171 - 133,5 - 3,5 = 34

34 x 14.400 = 500K daily profit (if you get inputs for 12 + power 0,09).

Counted with Q0 inputs + Q60 steel reserach, because by using higher Q inputs profit is decreasing extremly.


If I am right, you can count on finger of your hand how many ppl are interested in buying high Q steel. To make counting easyer I am one of them :lol:

I was also producing steel and my max was Q16, but it was only for my high Q wardrobes. If I cout it now, I make miltiple more money by buying Q0 steel from NPC like making it by myself.
I have mines, wells, powerplants, factorys to make steel the cheapest, but when I count one to one, making steel is only bussines for steel NPC and no1 else :?

Guest

Post by Guest » 07.04.2008, 12:18

snapser wrote:If I cout it now, I make miltiple more money by buying Q0 steel from NPC like making it by myself.
I have mines, wells, powerplants, factorys to make steel the cheapest, but when I count one to one, making steel is only bussines for steel NPC and no1 else :?
and thats exactly, why the big players dont produce steel. at least its cheaper to buy steel from npc. ;)

Guest

Post by Guest » 07.04.2008, 19:55

Just so we're clear about that, I have learned to accept and love the NPC

Still, I think the NPC should work as a price limiter on raw materials
The way it is now in R2 I buy 3 out of 4 steels from NPC (numbers based on educated guess), and I don't think that's how it should be.

The most feasible solution I have come up with is also to increase production rate, and in that case I think it should be done atleast for steel, coal and iron ore. However large parts of the game would probably have to go through balancing to adjust to the numbers and I'm very happy it's someone else's job to do those calculations.

In my opinion someone should go through the game and rebalance so that the NPC works as a price limiter and not be a very significant (main) source of supplies

Guest

Steel

Post by Guest » 10.04.2008, 00:55

I think that the only solution to the lack of steel producers is to eliminate the NPC. This would make if fair for all players and would encourage more people to produce steel, this would increase the demand for power, iron ore, coal, water and chemicals. this would help hundreds of players.

Guest

Post by Guest » 10.04.2008, 03:02

I think that the NPC works well for everything except steel. Getting rid of it would raise the price of steel. It would have other effects too, like slowing down expansion of the larger players.

I think that the NPC would be OK with a small adjustment. For the raw materials, the NPC could check market prices periodically. It could see what the average price is for the cheapest 10,000 (or whatever) units besides itself currently on the market. Then it would make its price some percent (e.g., 10%) above that.

Guest

Post by Guest » 10.04.2008, 03:31

You can't eliminate the NPC for such important products.

Guest

Post by Guest » 11.04.2008, 06:18

Advanced Electrics wrote:You can't eliminate the NPC for such important products.
Goal is to add more NPCs into game (especialy for coal and iron ore market). Function of steel NPC is to regulate steel price, but it can regulate it only at Q0 level.

With no coal and iron ore miners, we will still have unlimited amounth of steel. Where it comes from? Hocus pocus?

Guest

Post by Guest » 16.04.2008, 11:27

Hm,

thought about producing the coal + iron ore yourself?

I produce Coal for 0.33 Caps and Iron ore for 0.51 Caps.

--> 1.65 Caps Coal + 1.02 Caps Iron ore = 2.67 Caps costs for 1 steel

+ of course self-made chemicals 2.59 Caps
+ power 2 Caps
+ 15 Caps production cost

= 22.26 Caps costs per Steel

134-22.26

= 111.74 Caps profit (I can live with that!)


Were is my mistake :?:

Guest

Post by Guest » 16.04.2008, 12:50

you don't count the price of the building.

Guest

Post by Guest » 16.04.2008, 13:06

Stash wrote:thought about producing the coal + iron ore yourself?

[....]

134-22.26

= 111.74 Caps profit (I can live with that!)
Yes, you do get that much profit per unit. However, you might want to calculate how much profit you get per day. Then compare that daily profit to the daily profit of having only mines (no factories) and selling the mine product.

Of course, I enjoy making steel, and it is scarce enough that I am guaranteed a price of 132-134. I haven't watched the market for coal or other mining products, but it is probably more prone to price fluctuations. If you get a daily contract, that might not matter.

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