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Other Projects => Other Games => Topic started by: BetterMember on July 22, 2018, 08:38:46 am

Title: Economies of Scale (BetterMember Server)
Post by: BetterMember on July 22, 2018, 08:38:46 am
(http://capitalism.bettermember.net/safe_image.jpeg)Economies of Scale (BetterMember Server)
A multi-player browser based business simulation game focused on choices that you make to grow your business and develop in game business relations to make your products faster, better and cheaper than your competitors.

New topic made for the BetterMember Server only to avoid confusion with the original EoS produced by Scott Yang.

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2018
Title: Re: Economies of Scale (BetterMember Server)
Post by: LoSboccacc on July 22, 2018, 09:03:09 am
ptw
Title: Re: Economies of Scale (BetterMember Server)
Post by: n9103 on July 22, 2018, 11:02:24 am
Yay, new topic to watch.
Title: Re: Economies of Scale (BetterMember Server)
Post by: Caz on July 22, 2018, 12:21:57 pm
Looks like the market is full of basic goods now which is nice.

Is there a way to increase production or is that what extending your factories does? Does extending your shops make more things sell?
Title: Re: Economies of Scale (BetterMember Server)
Post by: Dwachs on July 22, 2018, 12:25:41 pm
Extending factories and stores means faster production and increased sales. Double sized factories produces twice as fast (etc), same for shops. For factories there is also a scale effect: the more you order to produce the faster/cheaper each individual piece is produced.
Title: Re: Economies of Scale (BetterMember Server)
Post by: Caz on July 22, 2018, 12:29:33 pm
Oooo... I was just having mass multiples of each kind of factory to produce more :D maybe not cost effective
Title: Re: Economies of Scale (BetterMember Server)
Post by: Shooer on July 22, 2018, 12:30:30 pm
Oooo... I was just having mass multiples of each kind of factory to produce more :D maybe not cost effective
No it isn't.  Expanding is instant to a point, then after that you'll have to wait.
Title: Re: Economies of Scale (BetterMember Server)
Post by: BetterMember on July 22, 2018, 06:33:32 pm
(http://capitalism.bettermember.net/eos/images/button-marketing.gif)Marketing Update
I've been looking at the marketing code for sometime.  The biggest problem that I've had with it was it isn't working on the original and I joined the original late so I never knew how it worked.   I ended up doing a little bit of a re-write,  removing the part where it will divide the marketing between all of your stores as there was errors with the original code and it looked like it was dividing it among all of the buildings you owned in that firm instead of just the stores but only giving marketing to stores and running into an error code when it reached an industry.  So that part removed, I don't know how that will affect the code but it seems to be working on the variable aspect.   I will need some of the veteran players of the original let me know if it still operates the same or what needs changed.

Thank you bay12 members in advance for your help on trouble shooting this feature as we work on it.
Title: Re: Economies of Scale (BetterMember Server)
Post by: MrWiggles on July 22, 2018, 08:25:42 pm
ptw
Title: Re: Economies of Scale (BetterMember Server)
Post by: MaximumZero on July 22, 2018, 10:32:17 pm
Also ptw.
Title: Re: Economies of Scale (BetterMember Server)
Post by: LoSboccacc on July 23, 2018, 09:12:24 am
(https://i.imgur.com/pTIUk3O.png)


why does this rate limiting malus remain even if I sold my last company? now I'm screwed over.
Title: Re: Economies of Scale (BetterMember Server)
Post by: Facekillz058 on July 23, 2018, 02:47:20 pm
Were power buildings nerfed today? I upgraded them from 24m2 to 30 and now I can only make 111k power in 25 hours instead of 651k
Title: Re: Economies of Scale (BetterMember Server)
Post by: n9103 on July 23, 2018, 02:52:29 pm
651k in 25 hours for a 24m2 is waaay more than I've gotten with an 85m2.
Title: Re: Economies of Scale (BetterMember Server)
Post by: Facekillz058 on July 23, 2018, 02:59:23 pm
Woops, my bad, turns out I had been doing full length 168 hour cycles on those before and just did 25 hours today for some reason.
Title: Re: Economies of Scale (BetterMember Server)
Post by: Caz on July 23, 2018, 04:20:06 pm
Spent yesterday upgrading my stores and found out it worked so well that they all went out of stock at 3:30am this morning.... almost a day wasted... oops :X
Title: Re: Economies of Scale (BetterMember Server)
Post by: ukulele on July 24, 2018, 01:55:27 am
Time to give EoS another go i guess, thanks for the server!
Title: Re: Economies of Scale (BetterMember Server)
Post by: LoSboccacc on July 24, 2018, 02:17:17 am
I'm still stuck with this https://i.imgur.com/pTIUk3O.png plz help
Title: Re: Economies of Scale (BetterMember Server)
Post by: lastverb on July 24, 2018, 08:09:54 am
Few more very minor stuff:
1) You can't transfer cash from company to personal account, even if you don't have loans. Despite what it says 3 lines above slider:
"X is a privately-held company, so you can freely deposit money into it (positive amount) or withdraw money from it (negative amount). Withdrawing may be limited or unavailable if you have a loan."
2) Company networth graphs are 1 day off, while personal ones are not, easily visible when you have only 1 company. Is one being saved before midnight calculation and other after?
3) Creating B2B requests product name has to be specified case sensitive.
Title: Re: Economies of Scale (BetterMember Server)
Post by: Whivy on July 24, 2018, 11:38:38 am
Looks like Vlad got bored of offering free opportunities to the server lol.

Well, that makes more sense.

Can you imagine if, in the real world, google would go selling turkey, as apple, and amazon, and the pentagon.
Title: Re: Economies of Scale (BetterMember Server)
Post by: Zangi on July 24, 2018, 12:29:23 pm
Also, really isn't the season for moving so many turkeys.  At least in Murica.  Not really that high in demand till November, realistically.
Title: Re: Economies of Scale (BetterMember Server)
Post by: Caz on July 24, 2018, 01:06:52 pm
Looks like the whole turkey gravy train is over.
Title: Re: Economies of Scale (BetterMember Server)
Post by: a1s on July 24, 2018, 03:28:36 pm
He replaced whole turkeys with even wholer turkeys :P
Title: Re: Economies of Scale (BetterMember Server)
Post by: Caz on July 24, 2018, 06:15:28 pm
Why is frozen chicken's base price less than whole chicken when it takes a whole chicken + other stuff to produce?
Title: Re: Economies of Scale (BetterMember Server)
Post by: Deagh on July 25, 2018, 01:30:51 pm
What are the wholesale prices based on?  Some of the wholesale prices seem to be off.  Glass bottles are listed at .20 each for wholesale, but they actually cost more than 50 cents each to make, at least if you haven't yet scaled up to huge amounts of production.  And that means you can't actually sell them on the b2b for enough to cover costs, much less make a reasonable profit, because of the cap to prevent gouging.

So because of the caps the way they are now, it is difficult to get some of the things one needs, without making them yourself.

Title: Re: Economies of Scale (BetterMember Server)
Post by: n9103 on July 25, 2018, 02:54:01 pm
If you make everything in a chain yourself, your costs shouldn't exceed the wholesale price (by a fair margin).
The more you outsource the production, the more it depends on you buying good near the cost to produce rather than the msrp, in order to remain below wholesale.

As far as the frozen chicken, yea, that's a little weird, though it should be noted that most of the related recipes have better total value than the frozen chicken, more products but at lower base prices.
Seems a bug, or perhaps a statement of the author's dislike of frozen chicken :P
Title: Re: Economies of Scale (BetterMember Server)
Post by: Zangi on July 25, 2018, 03:29:05 pm
Fresh meat products are preferred over frozen....  You freeze em when you can't move the fresh fast enough and sell the frozen stuff at a lower price, even if it is at a loss.  (Bad prediction on sales.)

Technically more realistic, except you can't sell em fresh.
Title: Re: Economies of Scale (BetterMember Server)
Post by: Dwachs on July 25, 2018, 04:20:06 pm
Does the marketing has any effect on sales? Does it make sense to invest there?
Title: Re: Economies of Scale (BetterMember Server)
Post by: n9103 on July 25, 2018, 07:35:27 pm
It does, on both counts. Though definitely don't over invest.
It makes sense if you've got a new (or newly expanded) market to bring your marketing up to the equilibrium point.
I wouldn't invest to go more than 2x over the equilibrium personally, and only then for high-value stock.
But I'm a noob on this, so grain of salt and all.
Title: Re: Economies of Scale (BetterMember Server)
Post by: Nevets on July 26, 2018, 05:05:20 pm
Like everyone I've been selling those turkeys, however the moment I decided to start selling stuff I sold... I had such an odd experience, I made energy drinks and I can barely shift them, making like 1000 per tick with them per store, was getting 8-10x that from turkeys. What's worse is when I decided to go for a realistic approach and stock my shops with things -along with- the turkeys, turkey sales fell into oblivion, to the point where a full store cut turkey sales to -20%-

I'm honestly struggling to make a decent amount of money without resorting to that turkey exploit.

Here's a screenshot of my supermarket, as this is the place I'm -not- trying to exploit turkeys

http://es.tinypic.com/r/2nlr606/9

It seems really, really poor sales. Are my expectations just too high?
Title: Re: Economies of Scale (BetterMember Server)
Post by: Deagh on July 26, 2018, 07:43:16 pm
Like everyone I've been selling those turkeys, however the moment I decided to start selling stuff I sold... I had such an odd experience, I made energy drinks and I can barely shift them, making like 1000 per tick with them per store, was getting 8-10x that from turkeys. What's worse is when I decided to go for a realistic approach and stock my shops with things -along with- the turkeys, turkey sales fell into oblivion, to the point where a full store cut turkey sales to -20%-

I'm honestly struggling to make a decent amount of money without resorting to that turkey exploit.

Here's a screenshot of my supermarket, as this is the place I'm -not- trying to exploit turkeys

http://es.tinypic.com/r/2nlr606/9

It seems really, really poor sales. Are my expectations just too high?

For a full store to work, the things need to be about the same price or possibly same profit margin.  There's some play there, but selling really cheap and really expensive stuff at the same time just doesn't really work.

There's a post on the ratjoy forum here:  http://www.ratjoy.com/forum/topic/a-single-place-for-all-revealed-formulas/2  that gives the efficiency formulas.  Don't know if it's still valid, but it seems to work at least somewhat like that says.  Right now i have three items in my bake shop and they're all reasonably close to the same profit margin and the price on them isn't all that far off either, and I seem to be doing better overall than if I just have one. 
Title: Re: Economies of Scale (BetterMember Server)
Post by: Caz on July 26, 2018, 08:53:06 pm
yeah atm the game seems to be 'turkey trade simulator'
Title: Re: Economies of Scale (BetterMember Server)
Post by: n9103 on July 26, 2018, 09:34:53 pm
In comparison to store size, I'm making more revenue from something other than turkeys. (300m2 vs 35m2)
I'm also making more profit flat out.
Only thing stopping me from going bigger is the cost.
Title: Re: Economies of Scale (BetterMember Server)
Post by: lastverb on July 27, 2018, 02:44:36 pm
Next bug:
Can't create new company, always getting "insufficient cash" error. It shows I need 1.25M to start. I have 2M personal cash and 1.5M in my only other company
Title: Re: Economies of Scale (BetterMember Server)
Post by: Deagh on July 28, 2018, 02:37:13 am
Interest seems to not be as advertised.  Game text says interest is 1%, but I was just charged 21,250.00 on a 625k outstanding loan, which is 3.4% interest.
Title: Re: Economies of Scale (BetterMember Server)
Post by: Crowe~ on July 28, 2018, 04:13:40 am
Interest is 1% on the balance. There's a 2% fee when you take the loan out, this gets counted within the interest line, on the day the loan is taken. Not sure how your getting your 3.4% though, you sure thats correct?
Title: Re: Economies of Scale (BetterMember Server)
Post by: lastverb on July 28, 2018, 06:12:24 am
Two ways to get over 3%:
1) You took and paid multiple loans same day
2) You use auto loan payment setting and take new day loan balance into account - auto payment is done AFTER day processing
Title: Re: Economies of Scale (BetterMember Server)
Post by: n9103 on July 28, 2018, 09:15:22 am
auto payment is done AFTER day processing
Which is annoying and makes the feature mostly worthless.
Title: Re: Economies of Scale (BetterMember Server)
Post by: Dwachs on July 28, 2018, 09:21:54 am
aluminium cannot be researched
Title: Re: Economies of Scale (BetterMember Server)
Post by: Paul on July 28, 2018, 09:53:29 am
Ah, EOS. Gave it a shot. Water seemed to take an age to produce compared to other similarly valued items. Tried the balanced approach, failed miserably because having a fully stocked store is like shooting yourself in the foot. I want to like it, but it's deeply flawed. The only way to turn good profit is to pick and sell one higher priced item. I remember making bank by selling airplanes and skyrocketing above everyone else.

If things were balanced to all be about the same profit no matter the price then it would be fun - market conditions like competition and availability of suppliers would dictate what was best. But with such a deeply flawed demand model, only the most expensive items will ever be worthwhile.
Title: Re: Economies of Scale (BetterMember Server)
Post by: Deagh on July 28, 2018, 12:46:27 pm
Interest is 1% on the balance. There's a 2% fee when you take the loan out, this gets counted within the interest line, on the day the loan is taken. Not sure how your getting your 3.4% though, you sure thats correct?

Aha, the 2% fee being paid with the first day's interest is where the issue is.  I had understood that the origination fee was paid at the time I took out the loan, not on the first day's interest.

The 3.4% came from paying 21250 in interest on an outstanding balance of 625,000.  21250 is 3.4% of 625k. 

But original loan amount was 750k, 2% of that is 15k, then the remaining 6250 is the 1% interest.  Makes sense now, thank you.
Title: Re: Economies of Scale (BetterMember Server)
Post by: Deagh on July 28, 2018, 02:50:57 pm
aluminium cannot be researched

Neither can vanilla extract, at least not directly.  The inputs can be, so you can improve quality that way, but you can't directly research the extract itself.
Title: Re: Economies of Scale (BetterMember Server)
Post by: Zazmio on July 28, 2018, 05:17:41 pm
Ah, EOS. Gave it a shot. Water seemed to take an age to produce compared to other similarly valued items. Tried the balanced approach, failed miserably because having a fully stocked store is like shooting yourself in the foot. I want to like it, but it's deeply flawed. The only way to turn good profit is to pick and sell one higher priced item. I remember making bank by selling airplanes and skyrocketing above everyone else.

If things were balanced to all be about the same profit no matter the price then it would be fun - market conditions like competition and availability of suppliers would dictate what was best. But with such a deeply flawed demand model, only the most expensive items will ever be worthwhile.
The game is flawed, yeah.  Price caps are making it even more flawed.  It's not really worth putting lots of thought and time into it, but it's still kind of an interesting diversion.

This is the fun part of the game, though -- when everyone is too poor to make everything they need themselves and must buy components from the BtB.  Later, when everyone is super rich and makes all components they need, it gets old fast.

I remember how aircraft, boats, and cars were the way to go in the old game.  If you had the money, you wanted to get into those industries.  But it required a very high investment to get into those industries.  You pretty much had to be already rich to get even more rich in those industries.  The quest system that gave everyone gazillions was not exactly helping the situation.

One reason turkeys are so profitable in this version is because they take a lot of earlier tier products to make.  Products that require lots of components should be more profitable than early tier products; otherwise, what would be the point of getting into late tier products?    The problem where it is currently more profitable to sell just turkeys and nothing else should eventually go away as more products that are similarly profitable become available.
Title: Re: Economies of Scale (BetterMember Server)
Post by: LoSboccacc on July 28, 2018, 05:51:54 pm
One reason turkeys are so profitable in this version is because they take a lot of earlier tier products to make

no. the reason is that demand scale with product value. so you can sell them at ridiculous prices because the demand for them is super high. that's also why jet and car were op in the original game. the demand curve is fucked up.
Title: Re: Economies of Scale (BetterMember Server)
Post by: Deagh on July 28, 2018, 10:56:28 pm
Anyone interested in tortillas for their fast food place?  I can make them now that there's oil in the B2B, but they're not high enough margin for me to sell in my bake shop.  But if someone wants them, I could run some up.
Title: Re: Economies of Scale (BetterMember Server)
Post by: lastverb on July 29, 2018, 01:15:15 am
Next bug:
Can't create new company, always getting "insufficient cash" error. It shows I need 1.25M to start. I have 2M personal cash and 1.5M in my only other company

Bumping this, how did people get multiple companies?
Title: Re: Economies of Scale (BetterMember Server)
Post by: BallC420 on July 29, 2018, 10:39:41 am
Nice to see someone actually getting the code Scott released working (he left out all the DB table population scripts that define all the buildings, products, production jobs, etc).

Is it possible to actually do anything from the "Futile" difficulty start? Or do you just have to sit around for a few weeks mooching quest money and hustling on the B2B market to build up $50k to build a building? Anyone feel like hiring an employee? :)
Title: Re: Economies of Scale (BetterMember Server)
Post by: Deagh on July 29, 2018, 12:43:53 pm
Next bug:
Can't create new company, always getting "insufficient cash" error. It shows I need 1.25M to start. I have 2M personal cash and 1.5M in my only other company

Bumping this, how did people get multiple companies?

This is just a guess, but I'd imagine there's a higher amount that it actually charges you when you try to start a second company.  If there are multiple checks on how much starting a new company costs, and the amounts weren't changed in all the places, then that would be why it is failing.  But if one had that higher amount, whatever it was on the original server, then it would work.  Mr. Vlad, for example, is worth billions, so whatever the amount was, he likely could have paid it.
Title: Re: Economies of Scale (BetterMember Server)
Post by: Zazmio on July 29, 2018, 02:54:33 pm
Nice to see someone actually getting the code Scott released working (he left out all the DB table population scripts that define all the buildings, products, production jobs, etc).

Is it possible to actually do anything from the "Futile" difficulty start? Or do you just have to sit around for a few weeks mooching quest money and hustling on the B2B market to build up $50k to build a building? Anyone feel like hiring an employee? :)
I'll do for you what no one would do for me:  Hire you.  Employee request posted
Title: Re: Economies of Scale (BetterMember Server)
Post by: lastverb on July 29, 2018, 05:39:21 pm
Next bug:
Can't create new company, always getting "insufficient cash" error. It shows I need 1.25M to start. I have 2M personal cash and 1.5M in my only other company

Bumping this, how did people get multiple companies?

This is just a guess, but I'd imagine there's a higher amount that it actually charges you when you try to start a second company.  If there are multiple checks on how much starting a new company costs, and the amounts weren't changed in all the places, then that would be why it is failing.  But if one had that higher amount, whatever it was on the original server, then it would work.  Mr. Vlad, for example, is worth billions, so whatever the amount was, he likely could have paid it.

Seems resolved (or I passed some magical unknown requirement). Been trying to do it since that post. Managed to create it just now, with 3.5M personal cash. It DID cost 1.25M as written.
Title: Re: Economies of Scale (BetterMember Server)
Post by: Deagh on July 29, 2018, 08:12:50 pm
He noted in the patch notes that he's fixed it.  Glad it worked!  I'm working towards that, myself, although it will be a while.  I need one more research building for what i have going on in my original company, and I'm out of cheap land there.
Title: Re: Economies of Scale (BetterMember Server)
Post by: LoSboccacc on July 29, 2018, 09:52:20 pm
I'm stuck in a redirect loop unable to login, anyone else having issue getting to the main page?
Title: Re: Economies of Scale (BetterMember Server)
Post by: n9103 on July 29, 2018, 09:53:13 pm
Same.
Title: Re: Economies of Scale (BetterMember Server)
Post by: Caz on July 29, 2018, 11:48:54 pm
I had the problem about an hour ago but it seems fixed now.
Title: Re: Economies of Scale (BetterMember Server)
Post by: Carcanken on August 01, 2018, 11:52:52 am
It seems withdrawing from a company doesn't seem to work. The popup says to enter a negative value, but it resets itself toward zero after just a few numbers are typed.
Title: Re: Economies of Scale (BetterMember Server)
Post by: n9103 on August 01, 2018, 02:46:05 pm
There is no withdrawing. Companies aren't allowed to be treated like bank accounts anymore.
You have to collect a salary.
Title: Re: Economies of Scale (BetterMember Server)
Post by: lastverb on August 02, 2018, 05:50:16 am
There is no withdrawing. Companies aren't allowed to be treated like bank accounts anymore.
You have to collect a salary.

Which is limited to 20% of daily profit + 1M. Also it is easy method of tax evasion (cash transfer to company has lower tax than company income tax and personal income has no tax).
Title: Re: Economies of Scale (BetterMember Server)
Post by: Caz on August 03, 2018, 01:06:39 am
why can't you make alcohol out of potato, corn, wheat, barley etc? seems more economical to make booze out of strawberries, which is rather insane
Title: Re: Economies of Scale (BetterMember Server)
Post by: Aranna on August 03, 2018, 11:34:25 am
Found 2 minor issues:
Sold some Cigarette Rolling Paper on B2B, and it does not show the name/picture just a blur. (https://i.imgur.com/54EoFtD.png) If you hover over the blur the hover text is correct in its name. (Win10 Chrome)

Also, if you change Company Name it doesn't just change the company's name cosmetically, but it appears to literally make a new company identical to the first with the new name and delete the old one. So if you select the company's name it says "The company was not found" rather than directing you to the proper company (this may be an intentional feature rather than a bug).
Title: Re: Economies of Scale (BetterMember Server)
Post by: gomez on August 04, 2018, 05:13:37 pm
I dont know what to do. I started with no money is this a bug?
Title: Re: Economies of Scale (BetterMember Server)
Post by: a1s on August 04, 2018, 06:33:18 pm
Did you pick the rags to riches background?
Title: Re: Economies of Scale (BetterMember Server)
Post by: gomez on August 04, 2018, 06:41:07 pm
No I picked the medium difficulty, but I figured it out. You have to transfer your personal money into the business account.
Title: Re: Economies of Scale (BetterMember Server)
Post by: Facekillz058 on August 06, 2018, 03:02:11 pm
I'm not sure but I think I may have crashed the game server by queuing up too much research.
Title: Re: Economies of Scale (BetterMember Server)
Post by: n9103 on August 06, 2018, 03:04:00 pm
It seems to happen somewhat often for various reasons.
Give it a minute or so and it sorts itself out usually.
Title: Re: Economies of Scale (BetterMember Server)
Post by: Caz on August 07, 2018, 05:35:12 am
Is there any reason not to use wind power? Solar seems more expensive and slower to produce than wind, while fossil fuel plants are wildly expensive and require materials to produce electricity resulting them in being more expensive than wind plants. I don't see their purpose.
Title: Re: Economies of Scale (BetterMember Server)
Post by: lastverb on August 07, 2018, 07:20:56 am
Is there any reason not to use wind power? Solar seems more expensive and slower to produce than wind, while fossil fuel plants are wildly expensive and require materials to produce electricity resulting them in being more expensive than wind plants. I don't see their purpose.

At this point, I don't think so. Most are not big enough for it to matter, but due to how salary work, they can be more profitable when big enough (salaries are superlinear vs building size). Didn't do the math to find the break even point, you can if you want to. They are definitely more space efficient (later fields are more expensive and you can only get 100m2 without time investment - quests would break it if implemented like they were) and growth time efficient (you can increase your production faster using fossil fuels than wind). I don't see a reason to use solar though.
I do use power plant in a company where i do have fuel anyway (and don't want to min/max for 0 leftover) that supplies most of energy needed by that company. It is more expensive per unit, but I have more profitable things in slots I would have to give for wind power.
Title: Re: Economies of Scale (BetterMember Server)
Post by: Caz on August 07, 2018, 09:16:38 am
Is there any reason not to use wind power? Solar seems more expensive and slower to produce than wind, while fossil fuel plants are wildly expensive and require materials to produce electricity resulting them in being more expensive than wind plants. I don't see their purpose.

At this point, I don't think so. Most are not big enough for it to matter, but due to how salary work, they can be more profitable when big enough (salaries are superlinear vs building size). Didn't do the math to find the break even point, you can if you want to. They are definitely more space efficient (later fields are more expensive and you can only get 100m2 without time investment - quests would break it if implemented like they were) and growth time efficient (you can increase your production faster using fossil fuels than wind). I don't see a reason to use solar though.
I do use power plant in a company where i do have fuel anyway (and don't want to min/max for 0 leftover) that supplies most of energy needed by that company. It is more expensive per unit, but I have more profitable things in slots I would have to give for wind power.

interesting, so I won't sell my fossil fuel plant just yet hehe. thanks for explaining
Title: Re: Economies of Scale (BetterMember Server)
Post by: Whivy on August 09, 2018, 07:43:21 am
Do we know when office supplies will be bankable ? Cause right now (i tried out of curiosity), unless i'm doing it bad, it's way unprofitable. A shame, but since the game is oriented on quality rather than quantity, i can't imagine how selling shit tons of toilet paper could be profitable one day, even a Q30 toilet paper (the pleasure though).
Title: Re: Economies of Scale (BetterMember Server)
Post by: TheBronzePickle on August 10, 2018, 03:14:06 am
The market value of turkeys seems to have dropped pretty sharply. Have people been reducing their prices?
Title: Re: Economies of Scale (BetterMember Server)
Post by: Zazmio on August 10, 2018, 05:01:40 pm
That is probably from companies with higher quality turkeys stealing market share.
Title: Re: Economies of Scale (BetterMember Server)
Post by: Aranna on August 11, 2018, 12:57:51 am
Speaking of which there seems to be a bug (I think it is known but I can't recall) when you select an item and look at it's sale charts.
The World Quality is appears to always listed as 0 and the World Average Sale Price (WASP) is just the Wholesale Value (At least in all items sold in both Industrial and Office Supply stores).

It might be working in the Farmers Market, as the EoS-Pedia lists differing values for that store's items, however I only have the 2 stores and one lists.

The Industrial items are all N/A across the board excluding Base Value and Leading Tech, but the Office Supply items are not but are incorrectly showing 0 values.
Everything but Paper should have non-0 values for Average Store Price, Average Quality, and Units Sold as I'm selling Q2 of those products and have been for awhile (though excluding for a brief period I've been the only person with an Office Supply, which may have something to do with it?).
Title: Re: Economies of Scale (BetterMember Server)
Post by: Dwachs on August 12, 2018, 05:17:30 am
What is better in the long run in terms of sales: build two supermarkets of 100 m^2, or build one of 200m^2 ?
Title: Re: Economies of Scale (BetterMember Server)
Post by: LoSboccacc on August 12, 2018, 07:24:43 am
What is better in the long run in terms of sales: build two supermarkets of 100 m^2, or build one of 200m^2 ?

a single supermarket has a higher marketing bonus overall and will sell faster than splitting m2, in theory.

in practice for as long as there aren't quests and we need to wait for expansion the most efficient way is to have as many as possible, so that expansion happens faster (it takes half time to improve 2 100mq to 200mq than one 200mq to 400mq)
Title: Re: Economies of Scale (BetterMember Server)
Post by: Whivy on August 12, 2018, 08:49:40 am
Now that marcies stopped to sell eletricity, that's gonna be hard for people like me who stopped investing in windfarms...
Title: Re: Economies of Scale (BetterMember Server)
Post by: Whivy on August 14, 2018, 11:24:54 am
Not a bug, but something that need balancing in my opinion is yeast. It's kinda difficult to produce, unless you really go full bakery products (it needs salt, which come from sub surface haletite and bakery refining, and sugar, that come from sugar cane from plantation and bakery refining, and potato, which come from vegetable field, so 4 buildings just for yeast) and it's very very long : 14h for 100k for a 100km˛ building. And the result is... something that value is 0.23$ the unit. And that product is mandatory for alcohol business and some bakeries products.

I think you should tweek the time to produce. So 100k should be around 2h or so for a 100m˛ factory.
Title: Re: Economies of Scale (BetterMember Server)
Post by: Paul on August 14, 2018, 12:13:33 pm
I'm not playing the game, but I have a suggestion: this sort of game really needs a formula based pricing for items instead of just made up numbers. It's the easiest way to get balance on things.

For example, you might have an item chain valued like this (completely made up for an example):

Production time is valued at $1 per unit (unit being second or minute or whatever). This one would need to be set based on how profitable you want the game to be, and could be adjusted for the cost of the factory or store by making the higher priced factories more productive (IE, million dollar plant might produce 10 units of production in a minute, while 100k farm might produce 1 unit of production in a minute), and this value minus what your factory fixed costs are would effectively be the processing profit on the item.

Water takes 1 unit of time to make and no ingredients. Valued at a base of $1.

Wheat takes 1 unit of water and 2 units of time to make. Valued at a base of $3 ($2 + $1 for the water).

Flour takes 1 unit of wheat and 1 unit of time to make. Valued at a base of $4 ($1 + $3 for the wheat).

Porridge takes 1 unit of wheat 1 unit of water and 5 units of time to make. Valued at a base of $10 ($5 + $1 for water and $4 for wheat).

And so on. And selling them would have a demand model in dollars, with a similar profit model as manufacturing - selling flour in a store for $8 might take 4 units of sales time, while selling a porridge for $20 would be 10 units of sales time. Now obviously it's more complex than this, and you have demand models and such that need to be decently complex and you have bonuses to production and to sales based on scale and batch size. But if it's all based off this system with good demand equations and no magic bonuses for high value items, you would have a system where every item is theoretically the same profitability. You wouldn't need bonuses for more complex or expensive items or the like, as those items would naturally get bonuses due to supply and demand - more people would produce easier to produce stuff (at least at first) and the first to make the more complex products might enjoy a relative monopoly for a time.

This sort of pricing model for everything would immediately bring all products into balance, and the profitability of products would solely depend on the market forces - ie, other players and how they're behaving. I would play a game like that, as then it's less about exploiting bugs and/or quirks in the system and more about exploiting opportunities in the market.
Title: Re: Economies of Scale (BetterMember Server)
Post by: Deagh on August 15, 2018, 02:01:56 pm
Not a bug, but something that need balancing in my opinion is yeast. It's kinda difficult to produce, unless you really go full bakery products (it needs salt, which come from sub surface haletite and bakery refining, and sugar, that come from sugar cane from plantation and bakery refining, and potato, which come from vegetable field, so 4 buildings just for yeast) and it's very very long : 14h for 100k for a 100km˛ building. And the result is... something that value is 0.23$ the unit. And that product is mandatory for alcohol business and some bakeries products.

I think you should tweek the time to produce. So 100k should be around 2h or so for a 100m˛ factory.

Plus if you want to research it, you have to have the confectionery, so if you are producing alcohol you need an extra building to just research one thing.

Filtered water is a bit out of balance, too.  Takes forever to produce it, and the wholesale cost is the same as for unfiltered water, even though you have to add in electricity and a whole lot of time to make it.
Title: Re: Economies of Scale (BetterMember Server)
Post by: ndkid on August 15, 2018, 02:39:18 pm
Am I missing something, or is there no R&D building for Raw Meats? Are they secretly part of Animal Bioscience or Food R&D?
Title: Re: Economies of Scale (BetterMember Server)
Post by: Zazmio on August 15, 2018, 09:12:13 pm
Not a bug, but something that need balancing in my opinion is yeast. It's kinda difficult to produce, unless you really go full bakery products (it needs salt, which come from sub surface haletite and bakery refining, and sugar, that come from sugar cane from plantation and bakery refining, and potato, which come from vegetable field, so 4 buildings just for yeast) and it's very very long : 14h for 100k for a 100km˛ building. And the result is... something that value is 0.23$ the unit. And that product is mandatory for alcohol business and some bakeries products.

I think you should tweek the time to produce. So 100k should be around 2h or so for a 100m˛ factory.

Plus if you want to research it, you have to have the confectionery, so if you are producing alcohol you need an extra building to just research one thing.

Filtered water is a bit out of balance, too.  Takes forever to produce it, and the wholesale cost is the same as for unfiltered water, even though you have to add in electricity and a whole lot of time to make it.

It's pretty clear that the "wholesale value" stat is overpowered.  It seems like the only products worth making are whole turkeys and whole chickens, and boxes of cigars, and maybe steel.  Something really should be done about it.

There are lots of products that are like the yeast example.  They require lots of components from lots of different industries, but the end result still has a very low wholesale value.  No one is going to bother making these products if they end up with something with a wholesale value of around $1 or even less.
Title: Re: Economies of Scale (BetterMember Server)
Post by: Aranna on August 16, 2018, 09:28:29 am
Am I missing something, or is there no R&D building for Raw Meats? Are they secretly part of Animal Bioscience or Food R&D?

I typed up a reply last night and forgot to post it, whoops.

All the raw meats are researched in the Animal Bioscience R&D. If you click on the little icons in the Warehouse, B2B, or EoS-pedia it brings up a pop up of the item's info page. The bottom part shows "Used in" (things item is a raw material for), "Sold at" (stores which sell it), and "Researched at" (R&Ds which research it).

Also, if you need Charcoal or Plastic Bag Rolls feel free to put up a Request on the B2B (light gray "Add Req" button on the right) and I (or someone else) will fill it for you.
Title: Re: Economies of Scale (BetterMember Server)
Post by: Whivy on August 16, 2018, 11:02:48 am
Am I missing something, or is there no R&D building for Raw Meats? Are they secretly part of Animal Bioscience or Food R&D?

I typed up a reply last night and forgot to post it, whoops.

All the raw meats are researched in the Animal Bioscience R&D. If you click on the little icons in the Warehouse, B2B, or EoS-pedia it brings up a pop up of the item's info page. The bottom part shows "Used in" (things item is a raw material for), "Sold at" (stores which sell it), and "Researched at" (R&Ds which research it).

Also, if you need Charcoal or Plastic Bag Rolls feel free to put up a Request on the B2B (light gray "Add Req" button on the right) and I (or someone else) will fill it for you.

Oh that's must be very new. Last week it wasn't there, i checked (since it's one of my main source of incomes). Would be good if admin posted more system newsletter, since he seems to be active, but some time we don't even see what's updated.
Title: Re: Economies of Scale (BetterMember Server)
Post by: Deagh on August 23, 2018, 11:27:44 pm
Looks like there's no research building for fast food.  Although I guess that would be logical, since fast food generally isn't known for its stellar quality and all, but still.  If there's plans for one, that's great, I'll just wait, but I thought I'd mention it so that it can get on the list, if it isn't already :)
Title: Re: Economies of Scale (BetterMember Server)
Post by: Deagh on August 28, 2018, 04:55:14 pm
Looks like there's no research building for fast food.  Although I guess that would be logical, since fast food generally isn't known for its stellar quality and all, but still.  If there's plans for one, that's great, I'll just wait, but I thought I'd mention it so that it can get on the list, if it isn't already :)

And it looks like it was added today.  Thanks!
Title: Re: Economies of Scale (BetterMember Server)
Post by: n9103 on September 10, 2018, 08:17:38 pm
Well, I'm at the top of the list of those untainted by the broken quest system, and nearly at the top, period.
(I really think there should've been a full reset when the quests were disabled/removed, but I guess I'm proof it didn't matter.)
Not sure how much longer I'll be playing.
It's been fun, but it feels like there's not much left to do except branch out to different flavors of the same routine.
I've just built and set to expansion about 400m2 of fossil fuel plants, 750m2 of wells, 1200ms of stores, 400m2 of smelters, 400m2 of mines, and outsourced probably 25MM in research.
The pittance in speeding up that's available means that there's little for me to do for the next week.
The fact that I put up 10% in profits (around 2MM per position per day) in do-nothing jobs, yet none were applied to shows there's no new blood and little community.
Title: Re: Economies of Scale (BetterMember Server)
Post by: Whivy on September 11, 2018, 10:30:01 am
Indeed the game already seem quite abandonned. A shame. Maybe i'm wrong, since we have no way whatsoever to follow the current work or progress (even a trello or a public to do list would have been enough). Without high end items (cars and such), even without reaching the 10top company, i'm getting bored. It's as you said, routine into producing, expanding to produce more, and produce again.

At least, the water and electricity crisis provide for some entertainment.

I never understood the interest behind hiring and taking a job though. The goal of the game is to make your company, why would someone want to start as someone underling ? If i'm going into the tedious task of building something, i want to start from the bottom, for my own company.
Title: Re: Economies of Scale (BetterMember Server)
Post by: LoSboccacc on September 11, 2018, 11:26:10 am
For one the market is too large. People can literally pump out turkeys all day out and still sell them as fast as they wish without ever saturating demand

Then price sensibility is too low. You can turn a profit on anything because a large enough store eventually sells everything at any margin.

Then there’s competition fragmentation. People are competing on apples slowing sales? No worries, any other fruit will sell just fine! The demand should ibstead be grouped into macro categories. Dumping a lot of apple at low price should affect all fruit pricing, so that you cannot just evade competition doing whatever fruit or meat is cirrently least produced

Then there’s the market equation themselves. Demand depending on wholesale prices is flat out pushing everyone into whatever costs most to produce because higher margin are guaranteed by the demand curve

All in all the whole game push people not to interact.
Title: Re: Economies of Scale (BetterMember Server)
Post by: Zangi on September 12, 2018, 11:19:30 am
For one the market is too large. People can literally pump out turkeys all day out and still sell them as fast as they wish without ever saturating demand

Then price sensibility is too low. You can turn a profit on anything because a large enough store eventually sells everything at any margin.

Then there’s competition fragmentation. People are competing on apples slowing sales? No worries, any other fruit will sell just fine! The demand should ibstead be grouped into macro categories. Dumping a lot of apple at low price should affect all fruit pricing, so that you cannot just evade competition doing whatever fruit or meat is cirrently least produced

Then there’s the market equation themselves. Demand depending on wholesale prices is flat out pushing everyone into whatever costs most to produce because higher margin are guaranteed by the demand curve

All in all the whole game push people not to interact.
This stuff has all been true since the first version.
Player interaction is pretty much non-existent and not encouraged in anyway, unless you start as a hobo.  There are no real incentives for non-hobos to hire hobos, because trust.