Producing q7 tanks
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Grogu.
In this game I have never really took on staff to work for me to make me me money, I have many unit workers who I send out tanks too, but today I thought I would look at the cost of hiring workers to produce q7 and if my maths is right (I'm no Rachael Rilley) it is quite ridiculous you can't make money from having working work in your mines.
With Rubber plants you need 8 workers to produce 3200 wrm, you also need a worker to produce the 16 tanks, so that is a total of 9 workers say at 30.00 giving us 270gbp cost to produce 16 tanks , you sell the 16 tanks on the current market rate at 10.50 giving you 168gbp a lose of 102gbp, how does that make sense, something is very wrong here? or have I woke up and done the maths wrong?
If that is true I mean how does anyone have jobs without working for a unit and who is hiring them? How is their even a job market?
V!
EDIT: My next follow up article http://www.erepublik.com/en/article/uk-business-owners-paying-over-the-odds--2406412/1/20
Comments
Please tell me if my working out are wrong so I don't look a fool! 🙂
It's not. If you have only two rubber plants.
Lots of products on the black market (without taxes) and lots of young players (that don't understand the game) that work for very low salaries for various MUs in exchange for food or something.
People probably don't do math while hiring others.
This makes no sense to me that you can lose 100 gbp
Yep, your maths is right- massive waste! Likewise producing anything less than the best weapons using workers loses you money too!
and may I say this constructive and useful article is a refreshing change, thank you!
well producing any weapons with staff loses you money it doesn't matter if you got the best ie q7 , did you mean food?
I mean producing the WRM yourself, then using the workers in the Q7 factory. Using workers in rubbers is never profitable.
Why is the wage30.00 in the Uk then, are all people hiring staff really that thick ? I don't get it
Some use the high wage to attract workers, then reduce it. Others really don't realize they're losing money!
Yeah, it is ridiculous. Even if you buy the WRM on the market and then produce the tanks there's very little profit.
3200 @ 0.04 - 128 cc
+ 30 for Q7 Worker
158 cc costs
With 168cc for the tanks produced there's only 10cc in making every 16 tanks.
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don't use workers in raw company now, you will lose money
is cheaper to buy form market
is like this: (3200*0.04)(wrm cost for 1 worker)+30(1 worker salary)=158 cc
for 16 q7 you get 168cc
you make 100 cc profit in 1 q7 factory
not much this days
Having employees in WRM factories is ridiculous. Everybody massproduces WRM, so you have to either have 8 wrm factories and produce the WRM on your own or buy it on the market. 3200*0.04+30 = 158 < 168 => you have 10 gbp profit per worker (= 100 gbp if you hire ten workers).
Try to find somebody who can sell you WRM for under market price (0.035-0.0037). For large quantities of WRM that small change in price makes big difference
Matruca has it spot on!
All players are born with RM plants so there is always a supply of WAM'd stuff to buy.
The only way around this is to have enough rubber plants of your own to WAM your own WRM's.
Yeah I have 200 companies right now but its not enough to cover me, I just thought I would look at hiring some normal workers, I see having them work in wrm mines is not worth it, maybe the game makers should give them us a bonus ie they produce more wrm !
It was fairly balanced between RM and Final products till they introduced Q7 weps.
Trouble with your suggestion is that it may reduce the number of weps availble and therefore limit the fighting that the game relies on to expend production.
It makes sense mostly for MU, hiring it's members for a minimum wage. 🙂
You can use tinyurl.com/a9znk3x to make your calculations easier.
Great article! I was waiting for the next company offer to get my first Q7 weapon factory, expecting to turn a small profit without too much hassle...
I think we do have a balancing issue, in that we don't have nearly enough new workers, the pool of players without jobs is full of inactives. I'd expect the balancing is directly tied to the number of registered players, so 'we've' broken the game.
With regard to wage, it's a bit of everything you've suggested, I put 13 jobs up @25gbp and couldn't fill one. Changing to 30gbp I fill less than half of those positions. But that's not the end of the story, I have ONE (delete the swears) player working daily, two who work once a week and the others never. Now I didn't bother to kick them as I've still got free positions, but after a week the wage was knocked down.
Introducing a salary with a sliding scale that rewards consistent activity would solve this problem. Something like 20% tax on daily wage that's held back until the end of the month. Work less than 90% of the month the 20% is forfeit to the employer. This is pretty soft, if we didn't turn up for work in rl...
I guess the only way is to have 10 workers producing the tanks, build your own wrm mines up and buy wrm you need to find a cheap of a supplier with loads spare.
It's a bit weird innit?
Yes it seems employers are paying too much wages and tanks sellers are charging too little.
I personally don't have q7 factories yet, but I do have a large amount of WRM rubber plants. If you want to stop losing as much money you'll need to buy more WRM producers and just put your workers into the q7 factories. Erep needs to fix their economic model for certain.
Refreshing change of article type, voted.
Why should it necessarily be profitable??
There are many reasons why it is probably better that it isn't.