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UMEC United Mining Exploration Commission: A group of friends playing JumpGate-- "a MMORPG that launched smoothly, breaks from fantasy character setting, emphasizes PvP, and is the first persistent world space simulator that nobody talks about." ~Scorch
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MajorFreak Guest
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Posted: Fri Jan 11, 2002 11:21 am Post subject: Commodity cost/mass and profit % |
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Obsolete. please see BaadF00d's post down below.
Please note that this is old old data a dredged up from months ago. (if you want current and accurate listings go here)
Aluminum cost 2500; mass 2702; profit 5.6%
Ammo cost 64300; mass 8000; profit Nada
Antimony cost 25500; mass 6684; profit 6.9%
Armor cost 22350; mass 8200; profit 6.1%
Barium cost 1600; mass 3510; profit 4.7%
Boron cost 3000; mass 2340; profit 5.8%
CPUs cost 374900; mass 650; profit Nada
Carbon cost 1900; mass 2620; profit 33.3%
Cesium cost 5000; mass 1873; profit 6.3%
Chemicals cost 8500; mass 650; profit 6.6%
Chromium cost 2950; mass 7190; profit 5.8%
Cobalt cost 3000; mass 8900; profit 5.8%
Composites cost 77525; mass 1800; profit Nada
Con.Mat.s cost 9785; mass 650; profit 9.0%
Copper cost 8025; mass 8960; profit 6.2%
Electronics cost 94760; mass 650; profit 4.4%
Erbium cost 20500; mass 8795; profit 6.8%
Explosives ??? data corruption ??? mass 4200
Fiber Optics cost 34300; mass 670; profit Nada
Fuel Cell cost 11200; mass 650; profit Nada
Gallium cost 10500; mass 5907; profit 6.7%
Germanium cost 22500; mass 5323; profit 6.8%
Gold cost 20500; mass 19320; profit 6.8%
Grain ??? data corruption??? mass 930
Grav.Comp.s cost 321500; mass 3600; profit Nada
Helium cost 2200; mass 892; profit 5.5%
Indium cost 12500; mass 7310; profit 6.7%
Iridium cost 15000; mass 22500; profit 10.3%
Iron cost 1900; mass 7860; profit 5.3%
Las.Comp.s cost 122475; mass 1300; profit Nada
Lithium cost 10500; mass 530; profit 6.7%
Lumber cost 3500; mass 90; profit 21.4%
Mach.Parts cost 19200; mass 3800; profit Nada
Magnesium cost 1750; mass 1738; profit 3.6%
Magnetics cost 157850 (Oct Core?); mass 1780; profit Nada
Manu.Foods cost 2000; mass 450; profit 32.0%
Matt.Conv.s cost 618000; mass 2400; profit 4.0%
Med.Supplies cost 2550; mass 650; profit 10.8%
Molybdenum cost 3500; mass 10220; profit 6.0%
Nitrogen cost 1815; mass 1250; profit 5.2%
Optics cost 26180; mass 1700; profit Nada
Org.Foods cost 6000; mass 450; profit 15.3%
Palladium cost 35000; mass 12020; profit 8.3%
Phosphorous cost 2500; mass 1820; profit 5.6%
Platinum cost 22000; mass 21450; profit 9.2%
Plutonium cost 30500; mass 19840; profit 6.8%
Prosthetics 411480 (hyperial?); cost mass 650; profit 2.1% LOL!
HAHAAAAAAAAAA HAHAAA ERM *ahem*
RAM cost 170800; mass 650; profit 4.3% *snicker*
RF Tran.s cost 58300; mass 710; profit Nada
Radium cost 80000; mass 5000; profit 7.0%
Rollio Nappies cost 666; mass 50; profit 50.0%
Rubber cost 2850; mass 850; profit Nada
Silicon cost 2200; mass 2329; profit 29.5%
Silver cost 13500; mass 10500; profit 6.7%
Synthetics cost 6275; mass 5400; profit Nada
Textiles cost 2800; mass 650; profit 25%
Titanium cost 10500; mass 4540; profit 6.7%
Uranium cost 50500; mass 18950; profit 6.9%
Vanadium cost 20000; mass 5800; profit 9.5%
Water cost 1500; mass 1000; profit 28.7%
Xenon cost 2600; mass 5897; profit 5.8%
Zinc HAHAHA I'M STILL NOT TELLING HAHAHAA
Last edited by MajorFreak on Tue Jan 21, 2003 11:27 am; edited 2 times in total |
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MajorFreak Guest
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Posted: Tue Apr 30, 2002 10:14 am Post subject: |
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STRATEGIC COMMODS [reference0043]
=====================
I get the rationalization, sorta, for allowing depots to produce barium and silicon. (neutral station sectors are EMPTY. not even a rinky dink planet in the bitmap background; course, there's no damned planets in the background to give *IC* justification, but the fact we haven't rioted about that is just cause we know they'll code in the planets EVENTUALLY)ALL powerplants, Engines, Lasers (including MiningLaz) & Missiles need silicon+phosphorous somewhere along their production cycle (plus, all radars need Silicon via RF transceivers via Electronics)
So this isn't a TOTAL nerf to strategic control of logistics. (if they nerf phosphorus to depots too, pvp/cargoscanning player control of the economy will be seriously hampered without massive bounties)
though one never really sees a deficiency unless there both low tow haulage AND high gear turnover (read: total war)
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Silicon production at GBS and KH <- purely relic stations. This makes it difficult to fetch in the face of opposition that are too cowardly to get a bty for ripping transports.
~baadf00d |
Quote: |
Well, that brings up the issue of PvP rules of JG. Doesn't it? Let's hope ND can code in SquadWarfare & CargoScanners so there IS the potential for high gear turnover and risky tow haulage. (albeit with a bit of a nerf to non-bounty blockading)although i do hope CargoScanners are coded just as a simple scan, nothing fancy like giving someone a bounty/HG status ~Muffy |
open up the four Neutral stations and figure out a few simple concepts.
LL (barium, phosp, carbon)
EE (copper, phosp)
GBS (copper, silicon)
KH (barium, silicon)- Barium
- Carbon
- Copper
- Phosphorus
- Silicon
Then you wander over to Timski's Widget site: http://widget.qbld.net/ and look up the usage section, then you pick the COMMODITY FIRST, then pick solrain core and just scroll your way down the list. lather, rinse, repeat for all 4 commods...pretty soon you realize that the neutral stations control- missile production, and explosives (read: ammo)
- Synthetics (all missiles, fiberoptics {lasers and shields}, straker/cobra, and rubber {all capacitors}) & Prosthetics (f*ck all)
- MachinedParts (Oct & Sol Shields, ConMats {f*ck all}), Octavian & Quantar Engines, FeatherFires, Duelist, Serializer/Nova1, Electronics & RAM
- Fuel Cells (all Missiles & all PPs), GravComps (all engines & all mining lasers), Serializer/Nova1, FlashFires
- FiberOptics, FuelCells, Synthetics, GravComps, Optics (modx mostly), CPUs, Electronics (all radars) & RAM (exotic stuff for all three and a few missiles)
ALL powerplants, Engines, Lasers (including MiningLaz) & Missiles need silicon+phosphorous somewhere along their production cycle (plus, all radars need Si via RF transceivers via Electronics; and Capacitors need Si via Synthetics via Rubber)
Last edited by MajorFreak on Wed Oct 09, 2002 12:25 pm; edited 1 time in total |
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Rainy13 US Advisor


Joined: 03 Oct 2001 Posts: 374 Location: Sunny Florida
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Posted: Tue Apr 30, 2002 3:28 pm Post subject: |
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Goodness! So... I guess we should haul a lot of silicon and phosphorous, eh? |
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MajorFreak Guest
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Posted: Tue Apr 30, 2002 7:47 pm Post subject: |
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i dunno. we're not into supplying a current server-wide faction war, now are we? (ie. It's a matter of scale. atm, the "criticality" of those commods is next to the important of mining common to boost station production)you get my drift. I wish otherwise, but this ain't Homeworld2 |
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BaadF00d Test Pilot


Joined: 01 Feb 2002 Posts: 273
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Posted: Fri May 03, 2002 3:06 pm Post subject: |
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Hahah - I *finally* figured out what you were ranting about. Unless one has actually read (EDIT:url corrected) its a little unobvious to someone that hasnt checked a market tracker in a while - exactly what youre on about...
[ This Message was edited by: MajorFreak on 2002-05-04 01:24 ] |
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timski EU Advisor


Joined: 21 Jul 2002 Posts: 17
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Posted: Sun Jul 21, 2002 9:58 pm Post subject: |
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Nothing better to do, so here's an update on the profit/mass/etc calculations. Data is for EU, but it should be applicable to US - from what I can tell the changes to profit margin have hardly changed since the end of US beta - the margin on certain base raw materials has gone up slightly.
On strategic commods, drifting a bit, but still interesting if you're into this sort of stuff - Building the Perfect Phoon - production dependencies for Quantar fighter equipment.
More gubbins in the pipeline on 'the economy' :eyespin: (yeah, I started playing again and discovered nobody had written anything down at all, perhaps because nobody including me fully understands, ho hum). |
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BaadF00d Test Pilot


Joined: 01 Feb 2002 Posts: 273
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Posted: Mon Dec 02, 2002 10:09 pm Post subject: Jumpgate Ideal Prices & Profit Margins:- |
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Ok, the general equation for determining the "ideal" price of a commodity - or piece of equipment is:
ideal_price = base_price + bias + base_price * markup * (2000 - min(2000, stock_level) ) / 2000
given the base_price, stock level of the commodity.
The markup and bias are determined by - if Jumpgate determines the station is a producer (It makes the commodity or equipment) - consumer (uses up the commodity in production or some other process) or is neutral (neither consumes nor produces the commodity).
Code: |
markup bias
producer .03 0
neutral .05 200
consumer .07 500
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For example, here are the min and max prices that can be expected at various stations for the Matter Converter, and the Carbon commodities:
Code: |
Matter Converters Carbon
min price max price min price max price
Producer 600,000 618,000 1,900 1,957
neutral 600,200 630,200 2,100 2,195
Consumer 600,500 642,500 2,400 2,533
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BaadF00d Test Pilot


Joined: 01 Feb 2002 Posts: 273
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Posted: Tue Jan 21, 2003 11:09 am Post subject: |
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This table shows the commodity index price, maxx, max price difference when shipping from producer to consumer, max price at producer, storage and consumer stations, and maximum theoretical per item %.
Code: |
Commod Index Price Mass Markup Consume Store Produce Profit%
Alumin 2000 2702 640 2640 2300 2060 32.00%
Ammunit 60000 8000 4700 64700 63200 61800 7.83%
Antimony 25000 6684 2250 27250 26450 25750 9.00%
Armor 21700 8200 2019 23719 22985 22351 9.30%
Barium 1100 3510 577 1677 1355 1133 52.45%
Boron 2500 2340 675 3175 2825 2575 27.00%
CPUs 350000 650 25000 375000 367700 360500 7.14%
Carbon 1900 2620 633 2533 2195 1957 33.32%
Cesium 4700 1873 829 5529 5135 4841 17.64%
Chemicals 8000 650 1060 9060 8600 8240 13.25%
Chromium 2450 7190 672 3122 2773 2524 27.41%
Cobalt 2500 8900 675 3175 2825 2575 27.00%
Composite 72000 1800 5540 77540 75800 74160 7.69%
Biomass 15000 100 1550 16550 15950 15450 10.33%
ConMats 9500 650 1165 10665 10175 9785 12.26%
Copper 8500 8960 1095 9595 9125 8755 12.88%
Electron 92000 650 6940 98940 96800 94760 7.54%
Erbium 20000 8795 1900 21900 21200 20600 9.50%
Explosive 87000 93211 6590 93590 91550 89610 7.57%
FiberOpts 31600 670 2712 34312 33380 32548 8.58%
FuelCells 10000 650 1200 11200 10700 10300 12.00%
Gallium 10000 5907 1200 11200 10700 10300 12.00%
Germanium 22000 5323 2040 24040 23300 22660 9.27%
Gold 20000 19320 1900 21900 21200 20600 9.50%
Grain 2200 930 654 2854 2510 2266 29.73%
GravComps 300000 3600 21500 321500 315200 309000 7.17%
Helium 1700 892 619 2319 1985 1751 36.41%
Indium 12000 7310 1340 13340 12800 12360 11.17%
Iridium 15000 22500 1550 16550 15950 15450 10.33%
Iron 1400 7860 598 1998 1670 1442 42.71%
LaserComp 114000 1300 8480 122480 119900 117420 7.44%
Lithium 10000 530 1200 11200 10700 10300 12.00%
Lumber 3500 90 745 4245 3875 3605 21.29%
Machined 17500 3800 1725 19225 18575 18025 9.86%
Magnesium 1750 1738 623 2373 2038 1803 35.57%
Magnetics 147300 1780 10811 158111 154865 151719 7.34%
ManuFoods 2000 450 640 2640 2300 2060 32.00%
Matters 600000 2400 42500 642500 630200 618000 7.08%
Medicals 2500 650 675 3175 2825 2575 27.00%
Molydeben 3000 10220 710 3710 3350 3090 23.67%
Nitrogen 1315 1250 592 1907 1581 1354 45.02%
OctaviaLt 5450 1200 882 6332 5923 5614 16.17%
Optics 24000 1700 2180 26180 25400 24720 9.08%
Organics 6000 450 920 6920 6500 6180 15.33%
Palladium 35000 12020 2950 37950 36950 36050 8.43%
Phosphor 2000 1820 640 2640 2300 2060 32.00%
Platinum 22000 21450 2040 24040 23300 22660 9.27%
Plutonium 30000 19840 2600 32600 31700 30900 8.67%
Prosthe 400000 650 28500 428500 420200 412000 7.13%
Proximity 94000 1800 7080 101080 98900 96820 7.53%
QuanusIce 5000 1200 850 5850 5450 5150 17.00%
RAM 166000 650 12120 178120 174500 170980 7.30%
RF Trans 54000 710 4280 58280 56900 55620 7.93%
Radium 80000 5000 6100 86100 84200 82400 7.63%
Rubber 2200 850 654 2854 2510 2266 29.73%
Silicon 2200 2329 654 2854 2510 2266 29.73%
Silver 13000 10500 1410 14410 13850 13390 10.85%
Solrain 5000 1200 850 5850 5450 5150 17.00%
Syntheti 5400 5400 878 6278 5870 5562 16.26%
Textiles 2800 650 696 3496 3140 2884 24.86%
Titanium 10000 4540 1200 11200 10700 10300 12.00%
Uranium 50000 18950 4000 54000 52700 51500 8.00%
Vanadium 20000 5800 1900 21900 21200 20600 9.50%
Water 1500 1000 605 2105 1775 1545 40.33%
Xenon 2100 5897 647 2747 2405 2163 30.81%
Zinc 1200 7130 584 1784 1460 1236 48.67%
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MajorFreak Guest
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Posted: Tue Jan 21, 2003 11:29 am Post subject: |
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MajorFreak Guest
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Posted: Fri Feb 07, 2003 10:25 am Post subject: |
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Corporate Source Material
hopefully we can get BaadF00d to do a similar price index for gear as well. *g* |
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