Battlesquid Posted April 28, 2003 Report Share Posted April 28, 2003 (edited) Well, this might not be what you´ve waited for all your life. But if you remember to always manufacture stuff that pays off to make, you wont be having any trouble with your finances. At least at the not so hard diff.levels. I otherwisely recommend David Ellies strategy guide, the official one. Anything you'll need is in it. If you find my table of any interest or you have something to say concerning finances in xcom, please don´t hesitate to reply here. EDIT: Updated the table to version 3...Table_5_2_v3.pdf Edited March 17, 2007 by Battlesquid Link to comment Share on other sites More sharing options...
cheeses-of-nazareth Posted June 6, 2003 Report Share Posted June 6, 2003 just to add to that, remember not to waste plastics or zyrbite on items that you are going to sell Link to comment Share on other sites More sharing options...
j'ordos Posted June 11, 2003 Report Share Posted June 11, 2003 (edited) While you're at it you might consider adding needed materials to the list. If you need a lot of Elerium to manufacture something you're not as inclined to sell it most of the time... Oh yeah this is at the TFTD forum, heh,... replace Elerium with Zrbite Edited June 12, 2003 by j'ordos Link to comment Share on other sites More sharing options...
Battlesquid Posted June 11, 2003 Author Report Share Posted June 11, 2003 Thanks for the feedback, and a very good point j´ordos (and cheeses-of-nazareth). I might add this in the future. Unfortunately I didn't find any table in David Ellis´ Official Strategy Guide, so therefore I´ll have to go between the game and excel to plot in the data. Still keep an eye out for v3 which should be available in not too long. Link to comment Share on other sites More sharing options...
WayHeyHey Posted September 14, 2003 Report Share Posted September 14, 2003 (edited) This table is all well and good, BUT you don't address the problem of what is best to manufacture because you don't take the TIME into consideration. Any accountant will tell you that the most profitable item to produce is the one that produces you the most profit per unit time. (btw before the jibes come in, I'm not an accountant).i.e. there is no point in producing an item that makes you a profit per unit of e.g. 200% if it takes you 3 times as long to make each item as for instance an item that makes you 150% profit. Just work out the amount of profit generated each month by each manufacturing run in this simple example: item, cost to make, selling price, time to make each unit A, 1, 3, 3 B, 1, 2, 1 in say 15 time units run A would make 5 units and generate a profit of only 10 (5x2)in the same time, run B would make 15 units and although the profit/unit is less (only 1), the profit generated in this time period would be 15 (15x1)!!! Hence I suggest a rethink on your table. This fact of time I believe was also left out of the "official" faq, and it was suggested that as soon as you can produce them, gauss (sub) cannons make you the most money, however, I think PWT cannons make you most (even taking into consideration the time which the case of PWT cannons is a negative factor as they take longer to make than the gauss do). p.s.Personnally I also don't manufacture anything for profit that uses special components. Edited September 14, 2003 by WayHeyHey Link to comment Share on other sites More sharing options...
Battlesquid Posted March 17, 2007 Author Report Share Posted March 17, 2007 Years passed and no updates. Then one day battlesquid suddenly found himself playing TFTD once again, now that he had discovered dosbox for linux. He remembered making a table that really didn't bring anything new to the table. "Profit From Sale" really says the same as the "Profit Percentage" did. When you come to think about it, it's redundant. Now that he was a graduate BCS student he was finally able to understand the points made by WayHeyHey years back. He decided to make the version 3 he promised so long ago. And so, here it is... Table_5_2_v3.pdf Link to comment Share on other sites More sharing options...
[NKF] Posted March 17, 2007 Report Share Posted March 17, 2007 With your economic background, perhaps you could offer an opinion on the method we caclulate manufacturing profitability on the X-Com wiki. The numbers are for UFO, but everything will apply to TFTD as well. - NKF Link to comment Share on other sites More sharing options...
Battlesquid Posted March 18, 2007 Author Report Share Posted March 18, 2007 With your economic background, perhaps you could offer an opinion on the method we caclulate manufacturing profitability on the X-Com wiki. The numbers are for UFO, but everything will apply to TFTD as well. - NKF I'm afraid I don't have an economic background, I'm merely a programmer, B.Sc. After looking at the table presented in the ufopaedia I think it's just about the same as mine, though a bit more properly done if seen from an "economically educated" point of view. However, I think PPUT is quite comprehensible, as it tells you (in terms of effectiveness) how good an item does as source of income from manufacturing compared to another. My table adds special materials to the table, but besides from that they both really do the same thing as far as I can tell. Link to comment Share on other sites More sharing options...
Pherdnut Posted June 14, 2007 Report Share Posted June 14, 2007 Well, how about a recursive function programmer to programmer. function makecraploadsofmoney(){ if (!=craploadsofmoneyenough) { buildbythebuttload(gauss_cannons); makecraploadsofmoney(); } else break;} Link to comment Share on other sites More sharing options...
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