Architect Archive

Thread: is this a fair price list???

Dengor
Tue Aug 10, 2004 4:41 am
#1




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





Dengor Bwatty - Master Bounty Hunter - High Elder of the Shadow Knights.
Durban - Master Merchant, Master Architect.
Dantooine ShadowStone(-1495 -5398)
AgreaAtodlie
Tue Aug 10, 2004 4:53 am
#2

Sounds fair to me.
Athlon
Tue Aug 10, 2004 5:11 am
#3

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.


Some items like factories and small houses it is very difficult to make a decent markup on. Factories seem to rarely sell above 40k and small houses are a stretch at 10k. In fact these two items are barely worth making for a master architect and I for one tend to buy them from novices or other shops where I see a low price and resell them on my vendor to save me the effort of making them and save the resources which can be better used elsewhere.


I say the list doesn't quite make sense because I can't see a consistenancy to the way it is made. 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?


Efack Adate, Master Architect on Europe-Infinity (send me an email or /tell if you want to discuss further).
Fneegan
Tue Aug 10, 2004 5:49 am
#4






Heavy Harvesters:

ER11= 80k


ER12= 10k


ER13= 120k






I'd like to buy 100 of those 10k BER 12's please. Thanks......


Yes. These prices are *reasonable but prices varyamong servers - don't try to set what one server sells onanother server. Also, some thing tend to be less expensive on some planets then others.It's probably best to have a vendor in a busy city and check what other Architects in the city also sell their wares. I've seen small houses sell for 6k up to 25k. I also think, certain structures like Guild & CityHalls (which require identical Power Core Units) should be a little more expensive: they're NOT consumables such as houses and if you want them - you should pay a good price for them.


Overall, I find them very acceptable prices.

Plz quickly offer the 100 BER 12's to my vendor before PATCH 10.

Thanks
Dengor
Tue Aug 10, 2004 5:52 am
#5

thanks for the replys and well spotted with the typo on the harvys :-)

very greatfull for any advice.





Dengor Bwatty - Master Bounty Hunter - High Elder of the Shadow Knights.
Durban - Master Merchant, Master Architect.
Dantooine ShadowStone(-1495 -5398)
Splutty
Tue Aug 10, 2004 5:53 am
#6


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 (Although my last factory run of 10, when I finally took the decision to not handmake them anymore and end up with BER13's because of stupid critfails, sold out in a week)

Mad.
Fneegan
Tue Aug 10, 2004 6:25 am
#7






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 ?

Talon001
Tue Aug 10, 2004 6:41 am
#8

I actually price non-ber13 heaviesjust a little more than BER10s. They are failures and will cost alot more to maintain then 10s. o i price BER11 @ 65k and BER12 @ 75k BER13s 100K. Im a little low but prices are low where im at anyway.



Destroy

Destroy's Harvesters and Deeds
-5500 5500 Theed Naboo
closing dec 12 05
Sevardos
Tue Aug 10, 2004 7:06 am
#9

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.








Sevardos

The ))SUN(( Centre
636 -3836 Corellia (just outside Coronet) - Bria
Buff Packs * All Meds * Harvesters * Factories * Designer Furniture * Tools
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Dengor
Tue Aug 10, 2004 8:01 am
#10

thank you all for some detailed replies! very helpful.






Dengor Bwatty - Master Bounty Hunter - High Elder of the Shadow Knights.
Durban - Master Merchant, Master Architect.
Dantooine ShadowStone(-1495 -5398)
ZenDragonMLS
Tue Aug 10, 2004 9:13 am
#11



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.



Chilastra: Mikka R'zrPoint, Spy (Master Ranger/Master Pistoleer)
Chilastra: Zalle RazorPoint, Trader:Engineer (Master Architect, Master DE, Master Shipwright) - vendors just north of Theed at -3858 6181
Test Center: Rikka R'zrPoint, Master Artisan, Master Architect - showroom just south of Theed at -5370, 3139

Pawlin
Tue Aug 10, 2004 10:00 am
#12


No price is too high if your customers will gladly pay it and no price is too low if you make a good enough profit.


These prices are in line with the ranges we see across most servers.


One word of advice, if sales seem a little sluggish at the start then give it some time before resorting to price cutting. I think itsa common gut reaction that people have to lower their prices when their sales don't start out very strong. It will take a while of getting your name out there and building up a reputation and repeat business before you'll have a lot of steady sales. Just my opinion on this.



Pawlin Construction of Kettemoor.
Harvesters and Crafting stations - Triad Coronet Mall just outside Coronet (-177 -5490)
Architect, House, Furniture, Harvester FAQ

Oprolan the Wookiee of Sunrunner. Cheap resources W. Daeric Talus (-639 -3058)
"Worst FF ever *thumbsdown*" -- Pawlin fan club
"I am not going to win Miss Congeniality again this year in the Senate." -- John McCain


** Please refer to Elyssa's answer
JediArchon
Tue Aug 10, 2004 2:26 pm
#13

Agreed with Pawlin regarding building a customer base. I sell for a bit lower than you do. I typically charge 3cpu for resources (since I mine my own and don't buy) and then a charge on top of that for labor and difficulty to make. I feel that for my server, I'm priced slightly less than average. I don't like to gouge my customers, I like them to feel that they got a good deal and that they can always trust me with their orders. I get a lot of repeat customers because of my integrity and fair prices, and also a lot of "word of mouth" customers. It is, of course, frustrating to see other architects hawking wares in the starport for many thousands less than me, but I don't really think it's affected my business adversely.


Up until I mastered architect, most of my business was friends or friends of friends and the occasional stranger. This made forerratic income - one week I'd have 300k in the bank, the next I'd have 150k. Once I got the master title up, my business of course increased (free advertising!). Once you build a customer base, you can expect sales to pick up to a steady level. I'm a small time architect, I sell on average only around 100k a week, if that, but the big orders definitely help out. I don't have my vendor advertised yet, so I feel that I do relatively good business despite that handicap. Besides, if business were booming, I'd have to spend more of my time crafting rather than out enjoying the galaxy... so I like to keep it at a reasonable level.


Larris



I can no longer sit back and allow Imperial infiltration, Imperial indoctrination, Imperial subversion and the interplanetary Imperial conspiracy to sap and impurify all of our precious bodily fluids.
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