Tarnus wrote:
Help me see what your seeing.
This is from the Forum Announcement "Commodity Price Restructuring for the next game..."
Panama Jack wrote:
The above image shows a simulation of the new port pricing values. The first table is what the high port buy prices would be when a game is newly created. Then they are aged 84 days. The second table at the bottom are the high port buy prices after almost 3 months of game play. The CPH has gone UP for everything and the more valuable items STAYED more valuable than the commodities below them. This scales everything as we wanted at the beginning but we needed to see how things worked in a running game. Unfortunately, the Consumer Electronics and Entertainment Software are no where close to what they are in the current game. The planet only build commodities have taken a HUGE increase in the values so those rare planets will be must have and protect. If you get a Ship Hull planet and find a port that has never traded ship hulls you could make 1.4 Trillion per hull sold.
If everything goes well the new game should be restarted a couple of hours after it closes.
Take the final value of a special commodity after 84 days eg: Communication Satellites
95.753,788
And take the number of colonists needed to produce 1 Communication Satellites per tick 90,909,090,909
Compare to the value that the same number of colonists would produce per tick if assigned to credit production eg: 1 credit per 67 colonists
Divided 90,909,090,909 by 67 equals 1,356,852,103 credits
1,356,852,103 credit production verses 95,753,788 High port price
Planets are better to the value of 1,261,098,315 credits per turn if they only produce credits and not Communication Satellites.
If the figures in the tables are for the high port values ( I am assuming that that is the highest port price available if you are selling) then the numbers just get worse if you trade the commodity as the price at the port will then reduce.
If the final value of a commodity is less than the value of credits that the same number of colonists can produce per tick then the commodity isn't worth building.
Colonists needed to produce 1 Slave each turn 50 divided by 67 equals 0.746 credits. Best High Port Price 1
Colonists needed to produce 1 Bio Medical each turn 13,333,333,333 divided by 67 equals 199,004,975 Best High Port Price 379,576
Colonists needed to produce 1 Entertainment Software each turn 20,000,000,000 divided by 67 equals 298,507,463 Best High Port Price 467,601
Colonists needed to produce 1 Consumer Electronics each turn 40,000,000,000 divided by 67 equals 597,014,925 Best High Port Price 918,367
Colonists needed to produce 1 Hovercraft each turn 54,054,054,054 divided by 67 equals 806,776,926 Best High Port Price 4,538,303
Colonists needed to produce 1 Construction Equipment each turn 68,965,517,241 divided by 67 equals 1,029,336,078 Best High Port Price 19,160,380
Colonists needed to produce 1 Communication Satellites each turn 90,909,090,909 divided by 67 equals 1,356,852,103 Best High Port Price 95,753,788
Colonists needed to produce 1 Prefab Housing each turn 117,647,058,824 divided by 67 equals 1,755,926,251 Best High Port Price 680,635,461
Colonists needed to produce 1 Weapon Systems each turn 133,333,333,333 divided by 67 equals 1,990,049,751 Best High Port Price 29,154,738,572
Colonists needed to produce 1 Bio Weapons each turn 166,666,666,667 divided by 67 equals 2,487,562,189 Best High Port Price 71,681,381,741
Colonists needed to produce 1 Ship Hulls each turn 200,000,000,000 divided by 67 equals 2,985,074,627 Best High Port Price 1,447,892,995,581