:: smeekileaks :: Maximizing MU Productivity

Day 2,493, 13:23 Published in Argentina Thailand by deleted smee
Goodevening eRepublikans,

It's late and I'm tired. It's been a long day but I'll try to explain this as best I can at this time.

Yesterday as you probably know the houses were "updated" and they now provide overtime working ability. I will not analyze for you how the houses work, you can figure this out for yourself by reading the latest updates or by one of the many articles that "analyze" them.

What I will do is provide you with my own personal analysis that I would regularly not publicly disclose but will do so in this instance for my own personal reasons.

An elementary way to analyze the overtime capability of a house would be to say that "a q1 house gives me 7 extra work days, so if my salary is 30cc, then a house is worth 210cc to me!" However, this analysis is very basic and only takes into account a persons own interests and not the possible benefits of co-operation between players.

Q1, Q2 and Q3 houses provide the exact same overtime advantage, that is, they all provide 1 overtime point per hour of use. There is a market inefficiency here that you can exploit to your advantage in order to maximize your returns.



We all know that MU's work with a commune system. That is, members work for somebody in the MU that has companies and in return they get supplies.

Let's say a MU has 40 people working for them. In a week these 40 people will work a total of 280 times (280 work tickets). But, if all 40 of them had Q1 houses they would create a total of 560 work tickets in a week (280 regular works + 280 overtime).

So the MU, would have to produce 40 Q1 houses. What would it take to produce these houses? If you have somebody in i.e. Poland, you can create 40 Q1 houses per week with 180 work tickets.



So now instead of your 40 soldiers making 280 work tickets in a week they make 560 work tickets. However you will spend 180 tickets on making the houses so you will end up with 380 work tickets, this an increase of 35%.



So, you can stay as you are now, with your soldiers working once a day without a Q1 house, or you can provide them with Q1 houses for free and have increased MU production. And all this at no additional charge.

However, you will need a capital investment (house companies and raw companies). The gold required is negligable compared to the costs of weapon companies. If your commune is located in an 100% house bonus country, i.e. Poland, you will require 15 Q1 house companies and 3 Q5 raw companies, a total of only 255 gold.



Again, the above numbers are based on a 100% bonus. I'll let you crunch the numbers for the other resource bonus percentages yourselves to see what you would profit and how many companies you would require. However, just to inform you, if you have 90%, 80%, 70%, 60%, 50% or even 40% bonus you will still be profitable and your soldiers will still receive Q1 houses for free. At 30% you will break even. At 20% house bonus you will lose 21 work tickets per week. But at even 20% you can provide all your soldiers with houses and just charge them 20-30cc each to make up for the lost work tickets.

Now, somebody might say "yes but you can't donate houses to your soldiers". The workaround is simple, you just put them on the market at a regular price. Once a soldier of yours buys the house he will send you a pm and you will return the CC (minus of course the 5-10cc for the taxes).

In fact, you can take this a step further. You can you calculate what would happen if you rolled over the increased production from Q1 companies (100 extra work tickets per week) to manufacture Q2 houses for your soldiers. Don't forget to factor in the increased overtime production from the Q2 houses.

Of course, smart businessmen can also think of possible ways to implement this advantage to their benefit, but I'll let you guys figure that out by yourselves.

Q1 house companies for your MU are mutually beneficial. Your soldiers will receive houses for free and your MU will have +35% production for increased supplies.

Until next time,
smee again.