are wardrobes profitable?

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Guest

Post by Guest » 19.02.2009, 14:52

i make wardrobes and sell them in shops and to other players. i dont make wood and steel

Guest

Post by Guest » 19.02.2009, 16:13

SiberianTiger wrote:No my daily net profit it's around 900 million, I also produce and sell gaz, produce and sell cabrios and jewells.
Those are the usual suspects, expect missing leather jackets. Funny we don't know much about people's earnings, when that's what publicly traded corporations talk about most.

Guest

Post by Guest » 19.02.2009, 17:02

GREED inc. wrote:i make wardrobes and sell them in shops and to other players. i dont make wood and steel
I have made some calculations and it seems like wardrobes cannot be profitable. What is the prime cost for your wardrobes and what is your sale price? Sorry, I become a bit annoying :)

Guest

Post by Guest » 19.02.2009, 19:37

my production price for wardrobes (q21 from npc wood and steel q0) is about 2300, i can sell them for 2200+50q by contract, that is 3350, or even higher at market. so this is 1150 profit per wardrobe. I can make as high as q34 with materials from my suppliers, which cost me 2900. i sell those wardrobes in my stores for 2500+75q. that is 5050. 2150 profit per wardrobe.

However, it is more enlightening to calculate profit per employee, lets use the q34 wardrobes for this example:

-they cost me 2900 caps to produce
-sale price by contract is 3900 (note i pay decent price to my suppliers and therefore i even lose money if i sell q34 quality wardrobes by contract compared to q21 made from npc materials)
-sale price in store is 5050
-i make 543.34/h in a joinery with 800 employees
-full rack (20 wardrobes per employee) in store is sold roughly in 55 hours

so:

1000 (profit per wardrobe)* 543 (amount per hour)/ 800 (number of employees) = 678 caps hourly per employee. (joinery)
-------------------------------------------------------------------------------

ok so now in store we add even more value to the product, namely 5050-3900=1150. 20 wardrobes per employee in 55 hours means 0.36 wardrobe hourly per employee. 0.36(wardrobes hourly per employee)*1150(profit) =418 caps hourly per employeein store hourly per employee.

you might wanna ask why dont i have just joineries if they make 50% more profit. well, there are several reasons. probably the main reason is that production buildings lose efficiency with expanding (my stores are all 15k sqm or expanding to 15k, joineries are 8k sqm) and lvling up. Also important is that there are fluctuations in the price the buyers are willing to pay for the wardrobes, you dont want to sell your wardrobes at say 1400+20q.

one more interesting fact: producing stones at low levels (like enterpreneur) in 2k sqm mines gives you roughly 500 caps hourly per employee, which is quite good profit at that level.

Guest

Post by Guest » 19.02.2009, 20:18

Thank you very much for your analysis!
It gives a lot of information for futher calculations. I have never tried to calculate a profit per employee, this approach can help a lot to choose a right direction in the business.

Wardrobes become profitable at very high quality. Does this mean that I should start researching wardrobes now? Because it will take much time.

Guest

Post by Guest » 19.02.2009, 20:36

a good approach would be to produce raw materials, which dont require research. they are good profit for beginners. you also build 2 RC's for wardrobes. you research wardrobes in one rc and expand the other rc. when the expansions/research are finished, you switch the rc's, one rc expands, the other researches. in a few months you will have decent research to begin building joineries. in the time joineries expand, research the wardrobes even further. you can use http://www.kapitools.de to make calculations when its worth to begin making joineries ;)

Guest

Post by Guest » 19.02.2009, 21:01

Hourly income per employee (Industrialist):

Germany gas station - Q15 gas (buy 40, sell 59): 277 (70% of shelf daily)
red 2000 factory - Q15 gas (price 40 in contract): 483
------------------ Q0 gas (price 23 in contract): 207 (for newbie)
yellow 1520 well - Q15 oil (value 90 internally): 379
------------------ Q0 oil (price 60 in contract): 205 (for newbie)
------------------ water (price .22 in market): 385
------------------ water (price .15 in market): 239
yellow 1520 mine - stones (price 22 in market): 444
------------------ stones (price 15 in market): 281
============================================
Greed says:

my production price for wardrobes (q21 from npc wood and steel q0) is about 2300, i can sell them for 2200+50q by contract, that is 3350 ...
============================================
But at Q0, he'd sell at a loss, so it's only Q research that makes wardrobes production possible. Gas is profitable for anyone, like stones, power, wood, water and oil.

Guest

Post by Guest » 20.02.2009, 00:30

Straw Man wrote:Hourly income per employee (Industrialist):

Germany gas station - Q15 gas (buy 40, sell 59): 277 (70% of shelf daily)
red 2000 factory - Q15 gas (price 40 in contract): 483
------------------ Q0 gas (price 23 in contract): 207 (for newbie)
yellow 1520 well - Q15 oil (value 90 internally): 379
------------------ Q0 oil (price 60 in contract): 205 (for newbie)
------------------ water (price .22 in market): 385
------------------ water (price .15 in market): 239
yellow 1520 mine - stones (price 22 in market): 444
------------------ stones (price 15 in market): 281
============================================
Greed says:

my production price for wardrobes (q21 from npc wood and steel q0) is about 2300, i can sell them for 2200+50q by contract, that is 3350 ...
============================================
But at Q0, he'd sell at a loss, so it's only Q research that makes wardrobes production possible. Gas is profitable for anyone, like stones, power, wood, water and oil.
So??
This only proves 1 thing.
Q0 wardrobes aren't any good.

Thats why all the producers have huge research.
lvl 80 research would result in about Q20.
20x 50 each Q gives 1000 profit.
Joineries have a very decent production resulting in a very nice profit despite the high raw material cost.


If you want selling buildings there aren't that many options.
Jewelers give crappy profit.
Groceries give crappy profit.
Drugstores give crappy profit.
Textile stores give crappy profit.

Only decent selling buildings are gas stations and furniture stores.

I know there are people doing well on some of the other, but usually they sell 1.000 units in a store that can sell 100.000 in order to get their products sold.

Guest

Post by Guest » 20.02.2009, 07:13

Does this mean that the game is not balanced at all?
There are so many different products, but only 2 of them are profitable in the long perspective (and their ingredients of course).
It's a pity that everyone should go in wardrobe or gas industry and have no options at all...

Guest

Post by Guest » 20.02.2009, 08:29

rasfast wrote:Does this mean that the game is not balanced at all?
There are so many different products, but only 2 of them are profitable in the long perspective (and their ingredients of course).
It's a pity that everyone should go in wardrobe or gas industry and have no options at all...
Many people disagree with what i'm writing.
People love to produce things that make no profit claiming it does make a profit.

They produce cattle using their own corn claiming it only costs them 0.25 each.
Producing gold with their self produced power which they produced at 0.01 each ignoring the fact they could sell the power at 0.25 on the market easily.

Many products get profitable for sale when you use tricks like this.

Also many people only sell small amounts in big stores.
Selling 1000 units in a 100.000 unit store results in a decent profit after all.
Tho in fact i think a product isn't any good when you can only sell small amounts other people obviously disagree..


This results in several raw materials being very profitable.
Mines are very profitable when you produce minerals/coal/ore/stones.
Same goes for several other buildings.
Its only some buildings i consider to be no good and even some of them can be made profitable.
Just production of some products is an extreme loss.

For instance:
Minerals are identical in cost/production to quarts.
Despite that the market price of minerals is 15+ and of quarts it is below 5.
People obviously don't care and continue producing quarts despite it being no profit.
Same goes for silicon and e-comps, the mere production costs are more then the value on the market.
It obviously doesn't keep people from producing it.

Guest

Post by Guest » 20.02.2009, 14:30

Ronintje wrote:
Same goes for silicon and e-comps, the mere production costs are more then the value on the market.
It obviously doesn't keep people from producing it.
I fully agree with you, except with the last sentences, cause you are forgetting that silicon and e-comps are needed to produce computers, televisions, printers and monitors, and those products are needed to complete the tasks of the special buildings, and their prices are usually very high on the market.

Guest

Post by Guest » 20.02.2009, 17:09

SiberianTiger wrote:
Ronintje wrote:
Same goes for silicon and e-comps, the mere production costs are more then the value on the market.
It obviously doesn't keep people from producing it.
I fully agree with you, except with the last sentences, cause you are forgetting that silicon and e-comps are needed to produce computers, televisions, printers and monitors, and those products are needed to complete the tasks of the special buildings, and their prices are usually very high on the market.
Indeed, but why produce them when they (e-comps) are being offered at the market at prices from 80-100 each while producing them already takes 90 each on production costs (in green) ??
Then you don't even take into account the 500kwh needed which (even when produced in your own green PowerPlant) takes 5 each.
So even when you use only 0.10 each kwh it would be 50 each taking the e-comps production cost to 140 each.

I noticed yesterday the least expensive e-comps were 150 each, but still i wouldn't produce any e-comps myself when i could buy at that price.
I probably wouldn't produce them untill price will rise above 225 each on the market.

The game is loaded with products like that.
But i don't mind, i'll just buy them on the market and have a good laugh :P

Guest

Post by Guest » 20.02.2009, 18:55

Ronintje wrote:Many people disagree with what i'm writing.
People love to produce things that make no profit claiming it does make a profit.

They produce cattle using their own corn claiming it only costs them 0.25 each.
Producing gold with their self produced power which they produced at 0.01 each ignoring the fact they could sell the power at 0.25 on the market easily.
There should be a Hall of Shame for people who enroll in a business game and can't analyze their operations. Let them find a whack 'em, hack 'em feudal game.
Ronintje wrote: Also many people only sell small amounts in big stores.
Selling 1000 units in a 100.000 unit store results in a decent profit after all.
Tho in fact i think a product isn't any good when you can only sell small amounts other people obviously disagree..
That's a different matter. Selling fractional shelves is justified if the profit per slot is okay.

Guest

Post by Guest » 20.02.2009, 19:28

Straw Man wrote:
Ronintje wrote: Also many people only sell small amounts in big stores.
Selling 1000 units in a 100.000 unit store results in a decent profit after all.
Tho in fact i think a product isn't any good when you can only sell small amounts other people obviously disagree..
That's a different matter. Selling fractional shelves is justified if the profit per slot is okay.
It might be justified, but i think a product isn't great when it can't be sold in full stores.
I think the "isn't any good" is to much indeed.

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