Architect Archive
Thread: Price Check: Merchant Tent, Solar Power Generator, Mineral Mining Installation + More Stuff
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Mazuun
Sun Oct 03, 2004 4:06 am
#14
Server: Chimaera
Architect Item - Prices:
Merchant Tent - ~10k (no fixed price as I've only sold two on custom order)
Heavy Mineral Mining Installation (Assume BER 13) - 130k
Deep Crust Chemical Extractor - 120k
Heavy Natural Gas Processor - 150k
PA Guild Hall - 250k
City Hall - 500k
Parking Garage (Generic or Planet Specific) - don't sell
Small Tatooine,Naboo,Corellia House - 20k
Small Generic Planet House - 17k
Medium Tatooine, Naboom Corellia House - 100k
Medium Generic Planet House - 120k
Large Tatooine,Naboo, Corellia - 175k
Large Generic Planet House - 175k
Food and Chemical Factory - 50k
Wearables Factory - 50k
Equipment Factory - 50k
Structure Factory - 50k
Crafting Stations (+30) - 40k
As you see, my house prices is sky high when compared to others. I don't expect to sell houses at this price, but I REFUSE to sell them cheaper since I can make more money from selling the resources than by lowering my prices to what I perceive being the average price for them. Resources (grind quality) can be sold for 2.5 cpu on Chimaera, so charging less than that for my creations wouldn't work. I know you have to adapt prices to the market and not just apply a simple credits per unit strategy, but the market is so screwed when it comes to housing prices that there is no use in adjusting to it. Better to shift to resource sales and concentrate on selling harvesters and factories instead.
The harvester prices I figured using a 4/10 cpu formula. That means charging 4 cpu for low Q materials, and 10 cpu for high Q materials (for the ore minin units and final assembly).
Architect Item - Prices:
Merchant Tent - ~10k (no fixed price as I've only sold two on custom order)
Heavy Mineral Mining Installation (Assume BER 13) - 130k
Deep Crust Chemical Extractor - 120k
Heavy Natural Gas Processor - 150k
PA Guild Hall - 250k
City Hall - 500k
Parking Garage (Generic or Planet Specific) - don't sell
Small Tatooine,Naboo,Corellia House - 20k
Small Generic Planet House - 17k
Medium Tatooine, Naboom Corellia House - 100k
Medium Generic Planet House - 120k
Large Tatooine,Naboo, Corellia - 175k
Large Generic Planet House - 175k
Food and Chemical Factory - 50k
Wearables Factory - 50k
Equipment Factory - 50k
Structure Factory - 50k
Crafting Stations (+30) - 40k
As you see, my house prices is sky high when compared to others. I don't expect to sell houses at this price, but I REFUSE to sell them cheaper since I can make more money from selling the resources than by lowering my prices to what I perceive being the average price for them. Resources (grind quality) can be sold for 2.5 cpu on Chimaera, so charging less than that for my creations wouldn't work. I know you have to adapt prices to the market and not just apply a simple credits per unit strategy, but the market is so screwed when it comes to housing prices that there is no use in adjusting to it. Better to shift to resource sales and concentrate on selling harvesters and factories instead.
The harvester prices I figured using a 4/10 cpu formula. That means charging 4 cpu for low Q materials, and 10 cpu for high Q materials (for the ore minin units and final assembly).
Cafa
Wed Oct 13, 2004 9:19 am
#15
TheMightyChuff wrote:
hmm prices do vary server to server but why?
most architect items (apart from harvestors) do not require qualty resources, so prices should just refeletct the cpu mutilplied by the amount of resources required to make the item (plus a bonus as per the necessity of identical prefab subcomponts i.e. factory overheads)
So in my mind architect goods shouldnt vary so much in priceas resource dependentcy isnt as impportant as say weaponsmith or armorsmith, i know as a n architect that we should protect our profits but shouldnt prices stabilise as we all know that for example mediuem minerals take the same resources to make as a small house but yet we sell for 3x times the price?
Perhaps im shooting myself in the foot here...
Any harvestors use high HR SR UT steel. Houses do not. Hope that answers one of your questions.
BTW, a simple sword in this game sells for more than my medium mineral harvestors.
Fivo Asia
Pawlin
Fri Oct 29, 2004 8:52 am
#16
Another bump.
I think I'll link to this in the FAQ to give some examples of price.
Stawei_Idow
Fri Oct 29, 2004 10:01 am
#17
no wonder you dont sell any solar gens.
75k is BEYOND insane.
they only take 4300 resources
im all for making a profit and just because i sell something for less, i dont expect the server to lower their prices but wow, 17cpu pricing?????
the reasoning behind the lower ber than wind is that the pe of solar has the potential to go over 500, where wind wont do that.
although i admit i have only seen solar with a pe of over 500 once or twice, it still happens.
75k is BEYOND insane.
they only take 4300 resources
im all for making a profit and just because i sell something for less, i dont expect the server to lower their prices but wow, 17cpu pricing?????
the reasoning behind the lower ber than wind is that the pe of solar has the potential to go over 500, where wind wont do that.
although i admit i have only seen solar with a pe of over 500 once or twice, it still happens.
Pawlin
Fri Oct 29, 2004 10:25 am
#18
Stawei_Idow wrote:
...
the reasoning behind the lower ber than wind is that the pe of solar has the potential to go over 500, where wind wont do that.
although i admit i have only seen solar with a pe of over 500 once or twice, it still happens.
The BER of solars is lower than windmills right now because you can not experiment on solars but you can experiment on windmills.
I've never seen SOE explain or even discuss how / why experimentation on solars and fusions was removed.
I think the PE on solar might max at 600 rather than 500. I didn't realize it went over 500 but SWGcraft does show solar energy getting up to the 500-599 range. Wind does appear capped at 500 though.
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