Raw Material Profitability
Miyagiyoda
You may have noticed the shift in prices of raw materials in the last week with the knock-on effects in goods prices. I have put together a summary of the profitability of each raws business using manager work.
The assumptions are as follows:
Average Salary: 30.10 ZAR
Manager Work: 2.39 ZAR (2.11 ZAR + 0.28 ZAR for 10 Energy)
Minimum Wage: 25.00 ZAR
Work Tax: 7%
Food Bonus: 60%
Wep Bonus: 40%
House Bonus: 40%
FRM: 0.03 ZAR
WRM: 0.03 ZAR
HRM: 0.09 ZAR
And while not strictly Manager Work, I include Housing Raw production for completeness. This assumes 1 employee paid Minimum Wage (25.00 ZAR).
The quick sale price is dumping goods slightly below the going rate.
Using employees in Food and Weapon Raw Material producion ceased being profitable once the price dropped below 0.07 ZAR, so no graphics.
Be very careful about which buildings you work lest you do yourself in. Grain/Iron are costing you. Dumping Fruit/Oil will cost you. Only Granite makes a marginal profit in Housing unless you can get your labour down to below Minimum Wage.
Sadly, we will probably see lower prices before enough people wake up and simply stop producing. Lowering local work tax and minimum wages are only short term solutions to an international production problem. The last countries to hit rock bottom (and the most populous) are those with better bonuses. This means they will keep the dropping price cycle spiraling for longer than we can sustain it.
Our only solutions to surviving this long predicted economic meltdown are more resource bonuses and lower taxes. And then its the wait for the reboot or a major intervention by Plato. Cthulhu save us all.
Amandla, Awethu.
Power to the people. Create your destiny. Act.
TL
😉R: Eekonomy. eekRepublik.
Comments
Good article
V!
Voted
Voted!
More resource bonuses! Lower taxes! Amandla - Awethu!
Voted
sal gelsin
Voted, Lower Taxes will definitely sustain lower prices for a while but eventually it will bottom out, maybe allow more complex trading or futures trading? I still remember years ago when forex trading was still a part of the game, what happened to that?
Unified currency killed that.
The real issue is that Manager Work is limited only by available Energy... which is limited by Gold. Fatally flawed linking production to an open system. Production needs a finite ingame anchor e.g. each resource acts like a Gold Mine which can be depleted. This could then possibly be randomly regenerated as a national exploration project to create a new resource. This would create a dynamic resource map of the world and would burn currency every time a resource is explored.
or, something on the lines of having to spend a nations wealth on water projects before being able to reap the benefits of a food resource bonus and to continue to reap the benefits, the nation must pay a upkeep of some sort? I think the idea here is to create a scarcity of resources and make producing them a bit harder thereby inflating prices over time.
I fully agree with exploration for certain key resources and make exploration yields negative half of the time or more to follow real life rules, get the export and import game going.
This will hopefully, make the economics of the eWorld, a little more like the real one and have an inflation rather than a deflation which leads to stagnation.
But plato must keep it this way so they can sell eGold for rEuros.
There are plenty of ways to sell Gold without interfering with a core component.
good work