Architect Archive
Thread: is this a fair price list???
Factories:
Wearable Factory = 55k
Equipment Factory = 55k
Structure Factory= 55K
Food Factory= 55K
Houses:
Generic Guild Hall = 300k
Guild Hall = 250k
Large House = 150k
Medium Generic House = 70k
Medium House = 60k
Small House = 10k
Harvesters:
Medium Mineral:
ER8 = 30k
ER9 = 40k
ER10 = 50k
Medium Gas, Flora, Chemical and Water:
ER8= 30k
ER9= 40k
ER10= 50k
Heavy Harvesters:
ER11= 80k
ER12= 10k
ER13= 120k
Fusion Generator:
ER14 = 140
- City Structures
City Hall= 450k
Shuttle port= 250k
Cantina= 250k
Cloning Station= 200k
Hospital= 150k
Theatre= 150k
Bank= 80k
Fountains= 10k
Statues= 18k
Gardens:
Small= 50k
Medium= 150k
Large= 250k
Heavy Harvesters:
ER11= 80k
ER12= 10k
ER13= 120k
Athlon wrote:For example your Fusion Generators are the most expensive 'Heavy' harvester (not really a heavy I know, but I classify it in the group). In fact they take less resources than a Heavy Mineral and are easier to make (being that you can reliably make them by hand without failing at the maximum BER of 14).Make sense?
No
The reason I can imagine pricing Fusions the highest (and the reason I do it as well), is because they are a [femaledog] to make.. They require no less than 5 identical generator turbines (2 for the 2 identical manufacturing mechanisms, which aren't used anywhere else as identicals, and 3 for the final assembly), and those are the exact subcomponents that are the most annoying to make. So yeah. I sell my fusions for a higher price as well, quite honestly hoping no one will buy them
Mad.
Splutty wrote:
not handmake them anymore and end up with BER13's because of stupid critfails, sold out in a week)
I typically sell fusions 10k more than BER 13's harvesters but for no reason other than that's the norm and not because they use a few more gerator turbines. You really can't be an Architect if you don't have a gazillion walls, OMU's, generator turbines and MM (Manufacturing Mechs) readily available.
Actually, fusions are much EASIER to make than BER 13's harvesters if you have good enough resources you ALREADY have a BER 14 without expermentation.Really, has hopper size EVER been a problem ???
BER13's you have to experiment and work UP to a BER 13. Fusions, on the other hand start as a BER 14 BUT will work DOWN - if you experiment and have lower qual resources...........do you get it now ?
The following are my personal opinion and as many of said, it varies per server. But it also depends on what your business plan / goal is. High volume or High Profitability. I've tried to strike a balance between the 2. The following advice is what has worked for me ....
Dengor wrote:
Factories:
Wearable Factory = 55k
Equipment Factory = 55k
Structure Factory= 55K
Food Factory= 55K
- same as I do. I sell a lot of factories at this price and the margin is good compared to the complexity required to make (i.e., fairly easy)
Houses:
Generic Guild Hall = 300k
Guild Hall = 250k
Large House = 150k
Medium Generic House = 70k
Medium House = 60k
Small House = 10k
- I sell houses for a higher price than what you have listed.Then again, I don't care if I sell a lot of houses. I could use the resources for other things for the trouble and profit of houses. I sell small for 15K, Medium for 100K and Large for 200K. I don't sell a lot, but they sell.
Harvesters:
Medium Mineral:
ER8 = 30k
ER9 = 40k
ER10 = 50k
- Same as I sell
Medium Gas, Flora, Chemical and Water:
ER8= 30k
ER9= 40k
ER10= 50k
- You are short changing yourself here. Water requires the same resources as Medium but Gas, Flora Chemical require walls. I personally sell them higher (75K) and I sell a lot. Flora and Chemical very popular.
Heavy Harvesters:
ER11= 80k
ER12= 10k
ER13= 120k
- I sell BER 13's higher and I do factory runs on Heavies so I don't have failures (the odd occassional one). But I price them higher. This is a personal decision for yourself but I think you can sell them for a higher price.
Fusion Generator:
ER14 = 140
- I price them the same as the Heavies. /shrug No actual reason for it other than I didn't want another price point to remember.
- City Structures
City Hall= 450k
Shuttle port= 250k
Cantina= 250k
Cloning Station= 200k
Hospital= 150k
Theatre= 150k
Bank= 80k
Fountains= 10k
Statues= 18k
- Fountains are too cheap in my opinion. Fountains are 10 times more popular than statues. At minimum, you should sell them for more than statues. I sell them for 35K and sell quite a bit of them. Players are always buying them for their houses.
- Hospital, Theatre and Bank you could raise your prices without affecting sales.
Gardens:
Small= 50k
Medium= 150k
Large= 250k
- Can't commit on this one because ... I haven't sold enough gardens to remember the pricing
My 2 cents. Take it for what it is.
Athlon wrote:Fair, sure. Make sense, not really.I find it works well to have a price list based on a cpu cost per resource used. As a rule for example I charge 4cpu for my archetictual structures and 7cpu for furniture. I am considering raising my prices on structures a bit as at this price I"m having trouble meeting demand and paying more than 2cpu for a raw resource is killing my profits.
I find it works well to understand my *COST* in terms of cpu of resource used. I find it works very well to base my *prices* on the *value* that customers will get from them. There are so many factors to *value* (e.g., well stocked vendor, location, understanding the payback period on harvesters, etc) that I think that calculating *PRICE* on cpu is not a good way to go.