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The research "Overload" results!
3 posters
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The research "Overload" results!
Greetings once again.
With a great help of maths, programming and you mates, I've finally reached the results of the question that I started as a topic here in forums.
I do not like to speak long intros, so here's just the results which (I hope) will help you all further in game:
Overloading makes more profit with these specific building levels (mines and mills only until lvl. 40) and unit selling costs (or greater):
Quarry/Vineyard/Sulphur Pit/Crystal Mine (any level - the bigger, the better):
Luxury unit price on market (e.g. when selling) (further: up): 11
Production building (e.g. stonemason, alchemist's tower etc.) (further: pb): 5+
From 0,25 to 1056,25 gold per hour (further: gph)
____________________
UP: 10
PB: 11+
From 0,50 to 769,45 gph
____________________
UP: 9
PB: 17+
From 0,15 to 481,66 gph
____________________
UP: 8
PB: 26+
From 0,40 to 195,86 gph
____________________
Saw Mill:
UP: 11
PB: 5+
From 0,38 to 809,36 gph
____________________
UP: 10
PB: 11+
From 0,75 to 589,60 gph
____________________
UP: 9
PB: 17+
From 0,22 to 369,84 gph
____________________
UP: 8
PB: 26+
From 0,60 to 150,08 gph
____________________
Well, that's it! If you have any questions, feel free to drop them here.
Enjoy!
P.S. Forgot to mention: orange numbers (gph) represent the amount of gold per hour which you gain if you overload mill/mine compared with no overload (gph overload minus gph without equals gph shown in this topic. In other words - why and when you should overload and how much more from now you will gain if you do so.
With a great help of maths, programming and you mates, I've finally reached the results of the question that I started as a topic here in forums.
I do not like to speak long intros, so here's just the results which (I hope) will help you all further in game:
Overloading makes more profit with these specific building levels (mines and mills only until lvl. 40) and unit selling costs (or greater):
Quarry/Vineyard/Sulphur Pit/Crystal Mine (any level - the bigger, the better):
Luxury unit price on market (e.g. when selling) (further: up): 11
Production building (e.g. stonemason, alchemist's tower etc.) (further: pb): 5+
From 0,25 to 1056,25 gold per hour (further: gph)
____________________
UP: 10
PB: 11+
From 0,50 to 769,45 gph
____________________
UP: 9
PB: 17+
From 0,15 to 481,66 gph
____________________
UP: 8
PB: 26+
From 0,40 to 195,86 gph
____________________
Saw Mill:
UP: 11
PB: 5+
From 0,38 to 809,36 gph
____________________
UP: 10
PB: 11+
From 0,75 to 589,60 gph
____________________
UP: 9
PB: 17+
From 0,22 to 369,84 gph
____________________
UP: 8
PB: 26+
From 0,60 to 150,08 gph
____________________
Well, that's it! If you have any questions, feel free to drop them here.
Enjoy!
P.S. Forgot to mention: orange numbers (gph) represent the amount of gold per hour which you gain if you overload mill/mine compared with no overload (gph overload minus gph without equals gph shown in this topic. In other words - why and when you should overload and how much more from now you will gain if you do so.
Last edited by ArthurTd7 on Sat Jun 25, 2011 4:04 pm; edited 2 times in total
Guest- Guest
Re: The research "Overload" results!
I'm confused. What's up and pb? And what do the numbers mean?
Amplanohre- Home Secretary
- Posts : 576
Join date : 2011-01-17
Age : 27
Location : Orlando, Florida
Re: The research "Overload" results!
just tell us what levels our mines should be and what level our bonus productions should be to get the minimal benefits, then from there we can figure it out.
Ming Leung- Social Butterfly
- Posts : 330
Join date : 2011-05-30
Re: The research "Overload" results!
Amplanohre wrote:I'm confused. What's up and pb? And what do the numbers mean?
Mate, did you read the whole thing?
ArthurTd7 wrote:Luxury unit price on market (e.g. when selling) (further: up): 11
Production building (e.g. stonemason, alchemist's tower etc.) (further: pb): 5+
From 0,25 to 1056,25 gold per hour (further: gph)
Guest- Guest
Re: The research "Overload" results!
Ming Leung wrote:just tell us what levels our mines should be and what level our bonus productions should be to get the minimal benefits, then from there we can figure it out.
Ah... you see, I would have written that much easier, but it all depends on the price you use to sell your gained resourced, theoretical of course.
Mines/Mills don't matter. Blue numbers are the minimum production building at the given cost of one resource unit...
Guest- Guest
Re: The research "Overload" results!
I think that the best way to clear this up is...upgrade all production buildings like the stone mason to the highest level for the best money.
Ming Leung- Social Butterfly
- Posts : 330
Join date : 2011-05-30
Re: The research "Overload" results!
Like Ming said if you factor in building bonus levels it throws everything off. I think a 1:1 ratio is good because the market is unpredictable *cough* 2008 *cough*
Maillig- Social Butterfly
- Posts : 283
Join date : 2011-02-10
Age : 38
Re: The research "Overload" results!
Ming Leung wrote:I think that the best way to clear this up is...upgrade all production buildings like the stone mason to the highest level for the best money.
Ah... well, it's seems quite obvious to me.. the main question here was - is it worth overloading for bigger profit or not...
Guest- Guest
Re: The research "Overload" results!
I don't see the value in overloading, even with all the research you've done into it. You know that most of the time you don't use all of your resources and those resources are the first to go into the market in my towns. Also, because an offer might be up for several days, you could also be loosing money. Because time is money, right? More time spent, more money spent.
Amplanohre- Home Secretary
- Posts : 576
Join date : 2011-01-17
Age : 27
Location : Orlando, Florida
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