Architect Archive
Thread: Actual Cost per respource
That is true....
I am happy ![]()
And my calculations are acurate, or at least as acurate as I need them to be. And certainly more acruate than trying togustimate overhead into a base material cost. Overhead after the fact is dead on acurate.
Whatever the answer to this calculation is - its a fact that if you sell at 2cr and dont use or save any resources - you are making a hugeamount of money.
Been doing that every day since beta
Did you read my post? Overhead is figured into the final price of the house. The question here is my resource costsnot counting overhead.
OverheadI calculate seperatly as they fall across the sales of many houses, while resource costs go into each one specifically.
You can figure it either way and be right, I prefer to keep overhead as a seperate figure. My overhead in a week, divided by how many $cr I sell in a week ( add %20 for unforseen expendatures ).
Then of course I add my profit margin
still a heafty one so far!
I did not say I dont figure overhead in the cost of a house, but I dont count it in the base reserouce costs.
If you dont move your harvesters at every shift, you are pretty much going to guarantee that you wont be harvesting useful architect resources at more than an average of 50%.. You may get a lucky week and find some ore at 60 on that harvester, but mostly after placing it and waiting for a shift, 20-30 on ore is likely, and almost always you will end up harvesting medium grade grinding metals at 60-75%, which is fine if you can use them in the structure assemblies. If you are going to harvest your own reactive gas, you will need to move frequently or you will be buying it on the bazaar for 4-10 cr per. Ore is pretty much the key for structures though, and without moving I would estimate a 5 week average at about 35% efficiency.. Figuring that in, I think (without cranking out the actual math) that a 1 cr per unit average is a good number to use.. Selling at 3 cr per unit is certainly profitable, but when there is a lot of demand, prices should go up. If the demand is low, the price should drop.. simple economics, but it is harder to raise prices on customers than to drop them. If I sell something lower than usual, I tell the customer that I will sell it at that on the condition that he tells noone the price.. That way when demand starts rising, I can sell at my normal 4-5 cr per.
Personal harvesters are not up to snuff for architects. When you havest 1500 a day from a personal and you need 20k ore for one house then you will see that using Medium and Heavy harvesters are your only options if you want to stay in business.
What's that? I'm netting 111k resources & 10k credits daily without selling a single mineral resource?
Yes.
My base cost / unit before redeeding is .32 cred/res at 65%. When I drop heavies on a metal at 90+, it's about .2 cred/res. Redeeding costs don't significantly alter my price/resource. Redeed costs bring it up to .455 cred/resouce. Ie: Redeeding=27% of the cost of a 1 week run. On the 91% spot I had last week, my total credit cost of operation was .32 cred/res.
So when someone says their credit costs for running harvs is between .3 & .6 cred/resource, they're correct. Selling at 3, that's about 600% profit, which is paid to their time.