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Post by nolepaul on Sept 27, 2006 17:43:46 GMT -5
Correction..alloys are a surplus.
Meats are -33
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smitty
Freshman Member
PO - Numazu
no one can defeat the quad laser!
Posts: 83
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Post by smitty on Sept 28, 2006 12:16:28 GMT -5
(update: i added asylum + fixed a few minor data errors)\ (update again: i added numazu's Resource roll!) Hey everyone. so, i took some time to compare the three rolls that people have posted (itchetucknee, shattered, numazu) and here's what i found interesting: . | itchetucknee | shattered | numazu (agri) | asylum | numazu (res) | asylum (res) | # of producers: | 30 | 37 | 40 | 33 | 33 | 38 | avg production (tons/cycle) (all commods) | 23.7 | 26.7 | 24.8 | 18.9 | 28.2 | 27.4 | total production (tons/cycle) | 710 | 990 | 993 | 626 | 930 | 1041 | . | # of agri producers | 8 | 9 | 9 | 7 | x | x | avg of agri production | 45.3 | 45.2 | 46.7 | 35 | x | x | total agri production | 363 | 407 | 420 | 245 | x | x | . | # of deficits | 34 | 27 | 26 | 33 | 31 | 27 | avg of def points | -12.7 | -14.7 | -11.1 | -12.2 | -15.1 | -12.9 | total def points | -431 | -398 | -288 | -401 | -469 | -349 | . | biggest producer: | fruit (82) | spices (73) | spices(94) | fruit (87) | crystals (83) | Nickel (94) | biggest deficit: | meats (-33) | musiks (-31) | univators (-25) | nanos (-28) | Alloys (-34) | Games (-28) |
so, some conclusions on my part: 1. it looks like agri is a good 1/3 of all production (out of 6 commod groups)- which makes sense since all these are agri rolls- agri should be more dominant. 2a. everyone seems to have about the same "producing power" on average - that is, the average of all production points for all commods (around 25). this would mean each planet produces ABOUT the same number of tons of goods, but some produce a little of lots of commods, and some produce a lot of only a few commods. 2b. itchetucknee could be considered SLIGHTLY lower on the total production power scale, because it's total tons/cycle is about 800, while the others are around 1000 3. numazu consumes about 25% less than itchetucknee or shattered- in my opinion this is the worst position to be in, because i find filling defs makes much more cash than hauling out surpluses- so in effect, it is GOOD to have a big negative number in the "total def points" column. that's all for now- gotta play with the numbers more
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Post by nolepaul on Sept 28, 2006 23:52:02 GMT -5
I had my stocks up..but somehow they were reduced when I had to reboot my computer. According to Freya, there is some house keeping that goes on if you are afk for a bit.
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brookerf
Freshman Member
PO - Asylum
Posts: 92
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Post by brookerf on Sept 29, 2006 6:41:02 GMT -5
I had my stocks up..but somehow they were reduced when I had to reboot my computer. According to Freya, there is some house keeping that goes on if you are afk for a bit. Really? I've never had that happen to me unless the game itself reset. Does that mean it is best to be logged into the game as much as possible? I've been wondering if that helps boost production in any way.
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smitty
Freshman Member
PO - Numazu
no one can defeat the quad laser!
Posts: 83
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Post by smitty on Sept 29, 2006 10:32:54 GMT -5
I just realized this last week, but YES, being logged in DOES make your exchange run faster- just like when you are a manufacturer and being logged in makes your factory cycles faster.
i don't like that, because i don't like to stay logged in when i'm not at home - but lots of people do stay logged in all the time.
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smitty
Freshman Member
PO - Numazu
no one can defeat the quad laser!
Posts: 83
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Post by smitty on Oct 19, 2006 15:51:33 GMT -5
hey everybody! i promoted this morning and while i'm still in the early stages of deciding if my new roll is great or shoddy (looks grrrreat so far) i updated the table above with my new resource numbers. my initial conclusions: 1. my producing power is the same as at agri (990 vs 993) but i have 7, SEVEN! fewer producers. this seems to be because i have fewer of the very small producers i had last time (good) 2. my deficit size is MUCH bigger (almost 2 times) than my agri roll- which i like a LOT because i prefer to make money by filling defs. 3. i produce 6 of 10 resource commods (cool) but my biggest deficit is a resource commod! talk about bad luck 4. practically every factory i would like to have built requires petrochemicals (a resource commod) - and i'm a resource planet - but for me it's a DEF!!! that stinks! i'll post some more analysis when i work the exchange more- it's still stabilizing
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smitty
Freshman Member
PO - Numazu
no one can defeat the quad laser!
Posts: 83
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Post by smitty on Oct 24, 2006 10:50:39 GMT -5
well, i can say without a doubt that my new roll is FAR superior to my old one. i am now able to make over 7 meg a day, just by filling defs once in the morning and twice in the evening.
i have started filling 6 bays of my largest defs, and 3 of defs under -10, and i also have 12 factories filling various no-hauls. i don't fill any def -3 or smaller. i'm not ever hauling out (production disabled on all producers except factory inputs, which are set at 125/200).
basically, it all comes down to the "total def points" column. the bigger the better for making groats! the only question is, how will that number play into disaffection? ... guess we'll just have to wait and see!
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brookerf
Freshman Member
PO - Asylum
Posts: 92
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Post by brookerf on Oct 25, 2006 11:06:49 GMT -5
7 megs a day??? Wow! I'm impressed and crossing my fingers that my roll is as good as yours!
I'm only 7 or 8 builds away from promoting, but I think I need to up my planet's treasury first. Is that a good idea? If so, how much should I have in the treasury before I promote? I'm not in a big hurry, although I am a bit anxious to have a new roll...especially after reading about Smitty's new roll.
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smitty
Freshman Member
PO - Numazu
no one can defeat the quad laser!
Posts: 83
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Post by smitty on Oct 25, 2006 11:49:24 GMT -5
well, all i can really say is what i did- i promoted with just 10 meg in the bank, because i wanted to have enough to do the one build i forgot (pollution control) to reduce disaffection- even though it's not coded yet, i wanted to get my disaffection down to 0. i had reached the 35 max builds (that might not be in yet either), then promoted and immediately after the reset logged in and spent the last 10 meg i had on my 36th build. so i effectively started out with 0 in the bank at promotion. it worked out pretty well for me, because i immediately set all my proudcers to 200 max, and i actually MADE quite a bit (6 meg or so), because all your defs start at 0 for free when you promote that's just the way i did it- so i'm sure there are other schools of thought! also, when the 35 build max and disaffection are both in, i would strongly urge you to make SURE you have all the required builds done- or you'll be at risk that first day you promote, because you'll have high disaffection, and even if you have a big treasury and immediately do the builds, that number won't go down till the next reset! more questions/etc are always welcome! and if you can't tell, i LOVE my new roll
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brookerf
Freshman Member
PO - Asylum
Posts: 92
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Post by brookerf on Oct 26, 2006 17:10:38 GMT -5
Smitty, I know many of us really benefit from your posts, so thanks for any info you post. I just built two additional clinics past the two I needed for a hospital. I read that they should be general clinics, yet when I built them, they were listed as "unallocated". Will this change after the reset, after promotion or did I not build them properly? Also, when you set all your producers to 200 max, was that just until you figured out your new roll? Should it be kept that way for a day or just until I get a handle on the exchange? Thanks!! Brooke
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smitty
Freshman Member
PO - Numazu
no one can defeat the quad laser!
Posts: 83
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Post by smitty on Oct 27, 2006 9:33:02 GMT -5
hey brooke, thanks for letting me know! i hope i'm helping more than i'm confusing people! as for your clinics, yep, they'll change to "general" when you promote and for the exchange- you can change your stock levels at any time. the reason i put mine at 200 right off the bat is: i don't want to sell all my commods - so i don't want to lose money while they build up stock. but sure, if you want to sell stuff, you can change it back at any time- or just decide what you want to sell right in the beginning, and set everything to 200, then change just those commods back to 800- or whatever level you'd like i changed some of my commods to a setting of 125/1000 with a 10% spread after my exchange was stable, and i was done with the builds i forgot, because i'm trying to encourage trading on my planet... but so far i haven't made any actual profit at it. i seem to be breaking about even with a 10% spread- so maybe there is something to sol's 20% setting. i'll keep experimenting by the way- the commods i sell all have 50 or more in production- but i don't yet have an actual *reason* i picked that number, it just ... um... *seemed* high
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brookerf
Freshman Member
PO - Asylum
Posts: 92
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Post by brookerf on Nov 5, 2006 16:56:48 GMT -5
I got my new roll and I don't have near as many deficits. The defs I do have are BIG. I mean, almost too big to fill with facs. I made 9 megs treasury, 2 megs personal today so far, but I think most of that has to do with shutting down producers I don't need. Once I shut down my producers, and started building my planets, the money-making came to a halt. Guess I'll have to wait and see how my exchange responds to the inputs.
My biggest defs and bays/day: Games (104) Scalpels (92) biochips (88) Clinics (88) GAschips (85) Gens (81) Labs (81) Firewalls (77) Unis (77) +5 facs so far Arts (61) Lanzarik (58) +4 facs Anti (58) +4 facs Controllers (58) Synths (58) +4 facs Meats (50) Libs (19) +1 fac
There rest of the defs are all Biological. That's it! I have to haul in GasChips just to run my Anti facs. I would rather have Firewalls facs (which are supported), but I'd need 6 of them and they would just eat up too many workthingies. I don't want to partially fill a deficit with facs...I want it to be all or nothing!
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smitty
Freshman Member
PO - Numazu
no one can defeat the quad laser!
Posts: 83
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Post by smitty on Nov 5, 2006 21:14:58 GMT -5
congrats brooke! and wow- those are some huge defs and i'm definitely wondering how they're working out for you (since i like mine so much more) - let us know if the cash is rolling in! also, if you want to post your whole roll i can add it to the analysis i did
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brookerf
Freshman Member
PO - Asylum
Posts: 92
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Post by brookerf on Nov 6, 2006 9:13:39 GMT -5
Thanks, Smitty! The roll will be below:
First, I wanted to ask your opinion on what I should do with my facs. My planet did not make (or lose) any money over night. That could possibly be from a game crash, as my factories were not as I left them last night. Plus, I completely filled my depot with GAsChips for EIGHT factories and by morning, my depot was empty. I just cannot keep up with that. The only factories my planet completely supports are Libs (1); Firewalls (6); Lanzarik (4.8); Unis (6) and Arts (5). Most of these facs take up lots of workthings and it is impossible to completely fill those defs.
I'm pretty sure I'm going to ditch the anti and synths facs. Any advice would be appreciated.
Roll for Asylum:
Asylum exchange - agri production and consumption: Cereals: production 57, consumption 28 (29), efficiency 113% Fruit: production 56, consumption 25 (31), efficiency 113% Furs: production 9, consumption 11 (-2), efficiency 113% Hides: production 44, consumption 4 (40), efficiency 113% Livestock: production 62, consumption 2 (60), efficiency 113% Meats: production 7, consumption 21 (-14), efficiency 113% Soya: production 29, consumption 9 (20), efficiency 113% Spices: production 49, consumption 27 (22), efficiency 113% Textiles: production 29, consumption 18 (11), efficiency 113% Woods: production 58, consumption 28 (30), efficiency 113%
Asylum exchange - resource production and consumption: Alloys: production 31, consumption 13 (18), efficiency 105% Clays: production 84, consumption 27 (57), efficiency 105% Crystals: production 21, consumption 17 (4), efficiency 105% Gold: production 33, consumption 13 (20), efficiency 105% Monopoles: production 55, consumption 3 (52), efficiency 105% Nickel: production 96, consumption 2 (94), efficiency 105% Petrochemicals: production 27, consumption 26 (1), efficiency 105% Radioactives: production 53, consumption 0 (53), efficiency 105% Semiconductors: production 53, consumption 5 (48), efficiency 105% Xmetals: production 46, consumption 11 (35), efficiency 105%
Asylum exchange - ind production and consumption: Explosives: production 53, consumption 27 (26), efficiency 100% Generators: production 3, consumption 24 (-21), efficiency 100% LanzariK: production 12, consumption 27 (-15), efficiency 100% LubOils: production 28, consumption 8 (20), efficiency 100% Mechparts: production 3, consumption 0 (3), efficiency 100% Munitions: production 11, consumption 13 (-2), efficiency 100% Nitros: production 49, consumption 24 (25), efficiency 100% Pharmaceuticals: production 51, consumption 22 (29), efficiency 100% Polymers: production 10, consumption 1 (9), efficiency 100% Propellants: production 55, consumption 18 (37), efficiency 100% RNA: production 45, consumption 13 (32), efficiency 100%
Asylum exchange - tech production and consumption: AntiMatter: production 7, consumption 22 (-15), efficiency 100% Controllers: production 9, consumption 24 (-15), efficiency 100% Droids: production 32, consumption 3 (29), efficiency 100% Electros: production 21, consumption 20 (1), efficiency 100% GAsChips: production 0, consumption 22 (-22), efficiency 100% Lasers: production 26, consumption 17 (9), efficiency 100% NanoFabrics: production 34, consumption 17 (17), efficiency 100% Nanos: production 34, consumption 0 (34), efficiency 100% Powerpacks: production 32, consumption 2 (30), efficiency 100% Synths: production 7, consumption 22 (-15), efficiency 100% Tools: production 43, consumption 15 (28), efficiency 100% TQuarks: production 26, consumption 7 (19), efficiency 100% Vidicasters: production 46, consumption 5 (41), efficiency 100% Weapons: production 43, consumption 19 (24), efficiency 100%
Asylum exchange - biological production and consumption: BioChips: production 0, consumption 23 (-23), efficiency 100% BioComponents: production 0, consumption 10 (-10), efficiency 100% Clinics: production 0, consumption 23 (-23), efficiency 100% Laboratories: production 0, consumption 21 (-21), efficiency 100% MicroScalpels: production 0, consumption 24 (-24), efficiency 100% Probes: production 0, consumption 5 (-5), efficiency 100% Proteins: production 0, consumption 5 (-5), efficiency 100% Sensors: production 0, consumption 9 (-9), efficiency 100% ToxicMunchers: production 0, consumption 8 (-8), efficiency 100% Tracers: production 0, consumption 6 (-6), efficiency 100%
Asylum exchange - leisure production and consumption: Artifacts: production 5, consumption 21 (-16), efficiency 100% Firewalls: production 7, consumption 27 (-20), efficiency 100% Games: production 1, consumption 29 (-28), efficiency 100% Holos: production 8, consumption 8 (0), efficiency 100% Hypnotapes: production 3, consumption 4 (-1), efficiency 100% Katydidics: production 3, consumption 2 (1), efficiency 100% Libraries: production 5, consumption 10 (-5), efficiency 100% Musiks: production 7, consumption 5 (2), efficiency 100% Sensamps: production 8, consumption 11 (-3), efficiency 100% Simulations: production 3, consumption 3 (0), efficiency 100% Studios: production 8, consumption 9 (-1), efficiency 100% Univators: production 3, consumption 23 (-20), efficiency 100%
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smitty
Freshman Member
PO - Numazu
no one can defeat the quad laser!
Posts: 83
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Post by smitty on Nov 6, 2006 11:42:40 GMT -5
before i post the analysis- just wanted to let you know there WAS a game crash last night- around 9:30 eastern time. so if you filled your bays before then, the stock would have disappeared.
personally, i lost around 3 meg, cause i just got done filling ALL my defs!
ahh, the troubles of being a PO
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