Jack08 wrote:If you have a specific equation in mind that you would like, ill see what i can do.
Thanks, but I just needed clarity to setup my spreadsheet in LibreOffice Calc. (Had used R1 +(R2/2), but fixed now).
[EDIT3]What do you do if the (R1+R2)/2 comes up with a fraction? I.E. 100.5 resource3 used per cycle. Do you ceiling or floor?[/EDIT3]
I am using the spreadsheet to define custom wares for the civilian trade (min price, max price, size, volume, tier level in economy, etc.) and stations (what ware they produce, how much they produce, what resources they use, how much they use, cycle time, and station cost).
(Assumption: you can sell all products made)
(Assumption: you can find enough resources to buy)
The spreadsheet then (or currently at least) spits out their estimated income per hour (min, max, average), cost per hour (min, max, average), profit per hour (min, max, average), how much product you have to haul away per hour (Volume), how much resources you have to haul in per hour (Volume), and how many hours of production (at average profit) you will need to pay off the station's capital cost.
In essence, I can see how profitable a station should be, how expensive I should make it, and have a good guess at how many freighters it will take to service the station.
Yeah, I'm one of those.
Anyway, probably extremely close to a complex calculator spreadsheet, but if anyone is interested in seeing it, just tell me where to upload it to.
Design decisions made so far (totally open for debate):
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Civilian economy is distinct from military economy (with exception of being able to use military ores to make mineral slurry).
Economy split into 4 tiers: 0 to 3.
Tier 0 is raw resources via mobile mining, Ecells (from nothing), or raw resources produced from insane amounts of Ecells (not profitable).
All other tiers use products of lower tiers as resources (and on very rare occasions, products of the same tier).
Profit per hour for all station of a similar tier are very close.
Profit margins (Cost as % of Income) become larger the higher the tier.
Turnover (Income in credits and Cost in credits) per hour also scales up per tier.
Illegal goods will exist.
Illegal goods have larger profit margins that similar tier stations of legal goods.
Stations should (if possible) be able to lose money at lowest profit (Buying resources at highest cost, selling product at lowest value).
Stations should take about 30 hours to repay themselves at average profit.
Energy cells will not be used for everything. Currently used for smelting (Arc furnaces), and growing crops (Time acceleration, I mean really, a cow in 1 minute?).
There is no race specific food. Just universal catch-alls.
Similarly, goods produced are more 'generic'. Ex: Alloys, Plastics, Consumer Goods, Luxury Goods, etc.
EDIT: Maybe for once I should post a one sentence post, just to see what it is like.
EDIT2: Design decisions still under consideration:
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Adding (via script) running costs (done per 5 minutes intervals) to all stations. So that player should think a bit before they build, and make sure they can provide a stable flow of resources in & products out.