[Vice Presidency] Suggested Selling Prices
atrawall
Weapons:
(figures based on a WRM price of 0.07 ZAR, a production bonus of 40%, and a salary of 20 ZAR)
Q1:
Each worker (and manager) will produce 14 weapons using 140 WRM (with a cost factor of 9.80 + 20 salary), giving a production cost of 2.13 ZAR each
Suggested selling price (incl 10% VAT) - 2.50 to 3.00 with a recommended price of 2.75 ZAR
Q2:
Each worker (and manager) will produce 14 weapons using 280 WRM (with a cost factor of 19.60 + 20 salary), giving a production cost of 2.83 ZAR each
Suggested selling price (incl 10% VAT) - 3.30 to 4.00 with a recommended price of 3.65 ZAR
Q3:
Each worker (and manager) will produce 14 weapons using 420 WRM (with a cost factor of 29.40 + 20 salary), giving a production cost of 3.53 ZAR each
Suggested selling price (incl 10% VAT) - 4.20 to 5.00 with a recommended price of 4.60 ZAR
Q4:
Each worker (and manager) will produce 14 weapons using 560 WRM (with a cost factor of 39.20 + 20 salary), giving a production cost of 4.23 ZAR each
Suggested selling price (incl 10% VAT) - 5.00 to 6.00 with a recommended price of 5.50 ZAR
Q5:
Each worker (and manager) will produce 14 weapons using 700 WRM (with a cost factor of 49.00 + 20 salary), giving a production cost of 4.93 ZAR each
Suggested selling price (incl 10% VAT) - 5.80 to 7.00 with a recommended price of 6.40 ZAR
Q6:
Each worker (and manager) will produce 14 weapons using 840 WRM (with a cost factor of 58.80 + 20 salary), giving a production cost of 5.63 ZAR each
Suggested selling price (incl 10% VAT) - 6.60 to 8.00 with a recommended price of 7.30 ZAR
Q7:
Each worker (and manager) will produce 14 weapons using 2800 WRM (with a cost factor of 196.00 + 20 salary), giving a production cost of 15.43 ZAR each
Suggested selling price (incl 10% VAT) - 18.00 to 22.00 with a recommended price of 20.00 ZAR
Foo😛
(10% more production so costs 10% less)
(figures based on a FRM price of 0.07 ZAR, a production bonus of 40%, and a salary of 20 ZAR)
Q1:
Each worker (and manager) will produce 140 food using 140 WRM (with a cost factor of 9.80 + 20 salary), giving a production cost of 0.21 ZAR each
Suggested selling price (incl 10% VAT) - 0.25 to 0.30 with a recommended price of 0.28 ZAR
Q2:
Each worker (and manager) will produce 140 food using 280 WRM (with a cost factor of 19.60 + 20 salary), giving a production cost of 0.28 ZAR each
Suggested selling price (incl 10% VAT) - 0.33 to 0.40 with a recommended price of 0.37 ZAR
Q3:
Each worker (and manager) will produce 140 food using 420 WRM (with a cost factor of 29.40 + 20 salary), giving a production cost of 0.35 ZAR each
Suggested selling price (incl 10% VAT) - 0.42 to 0.50 with a recommended price of 0.46 ZAR
Q4:
Each worker (and manager) will produce 140 food using 560 WRM (with a cost factor of 39.20 + 20 salary), giving a production cost of 0.42 ZAR each
Suggested selling price (incl 10% VAT) - 0.50 to 0.60 with a recommended price of 0.55 ZAR
Q5:
Each worker (and manager) will produce 140 food using 700 WRM (with a cost factor of 49.00 + 20 salary), giving a production cost of 0.49 ZAR each
Suggested selling price (incl 10% VAT) - 0.58 to 0.70 with a recommended price of 0.64 ZAR
Q6:
Each worker (and manager) will produce 140 food using 840 WRM (with a cost factor of 58.80 + 20 salary), giving a production cost of 0.56 ZAR each
Suggested selling price (incl 10% VAT) - 0.66 to 0.80 with a recommended price of 0.73 ZAR
Q7:
Each worker (and manager) will produce 140 food using 2800 WRM (with a cost factor of 196.00 + 20 salary), giving a production cost of 1.54 ZAR each
Suggested selling price (incl 10% VAT) - 1.80 to 2.20 with a recommended price of 2.00 ZAR
For the full "Proudly South African" movement, read here: http://www.erepublik.com/en/article/-presidency-let-s-all-work-together-to-improve-our-economy-2175697/1/20
Comments
V!
While I applaud attempts to revive our economy, these measures will only benefit those who produce more than they can consume. For a full comparison between pre- and post-'suggested prices', please see http://forums.erepubliksa.com/presidential-suite/let's-all-work-together-to-improve-our-economy/msg148277/#msg148277
Q1-5 should not be employing people. Q6 is marginal. Wake up.
@ Lazer, then come up with suggestions, other than we have to grow the amount of players.
@Miyagi, What if eSA is the only country where new players can run a Q1 company at a profit, would that not just maybe make eSA more viable for new players? I mean if Q7 is the only real opportunity, what opportunity is there for lower level players? Who do we want to build or assist, players with Q7's or lower level players?
Stick to the plan and we all will make a profit, yes we will have less but it will not be at a loss, other than less battles initially, till we have grown our lower level payers then eSA would have gained those smaller operations into bigger operations and eSA would have the gain, not the individual player, and that it seems is the biggest problem, we the individual is not prepared to have a loss for the greater good.
Once we have grown to the point when eSA is producing more than what we need then we can start looking at competing on the international market, since we have lower production bonuses we simply can not compete even now. We are too afraid that we will do less battles and our stats would take a hit.
Rexdeus , Proudly South African!
The proponents of this plan seem to be throwing 'Proudly South African' rhetoric around quite freely without justifying it. I've shown, with facts and figures, how the current plan of action will make it more difficult for new players to survive.
Keep in mind that without growing the consumer base, no amount of 'fixing' will solve our economic issues, and the current course of action will only drive new players away from our shores. If you don't believe me, check the post I made on the eSA forums and you'll see how the proposed prices reduce the amount of food a new player can buy by almost 50%, meaning at least 50% less fights, 50% less consumption of weapons, and ultimately 50% less experience for new players. Can you truthfully say that, as a new player, you'd rather stay in eSA when you can move to eBrazil for a few ZAR and instantly achieve twice what you could in eSA? As much as this has been debated, I've yet to see any argument against the claim that this will be detrimental to the average consumer (not the production powerhouses that create more than they can consume).
@Rex, how can you claim 'we all will make a profit' when overall consumption will decrease by 50%? And what about the new player who can only afford to buy 428 health points worth of food (down from 818 health points)? The reason prices were so low is because we already produce more than we need, but due to our resource limitations we can't afford to compete on most international markets. As much as I respect you, unfortunately your argument seems critically flawed.
As for a counter-proposal, until the economic module gets fixed I doubt anything we do will have a net positive impact. The unfortunate reality is that a) importing is too easy and b) production exceeds consumption, two sad facts that can only be rectified by changes to game mechanics.
I like reading about little countries! This is interesting... This maybe going off on a tangent. However, has anyone in SA ever thought about government based commune company where the workers are paid minimum wage but are given food and weapons?
Also - I'm not a fan of getting involved with arguments with strangers, but I completely agree with Lazer's input. This game is just a simple fundamental of economics - supply and demand.
instead of proposing selling prices (at these rates, we will soon see illegally imported products flood our market and annihilate this pricing policy if it was having a single chance to success), we should propose the sectors of the economy where it is profitable to invest such as :
- upgrade free Training Ground, best investment so far, not subject to market prices + our people will be stronger.
- speculate on the spread of the MM (still making a whooping 5% in 10 days)
- weapon raw material, even with the decrease of the prices, it is the most profitable and the most affordable for new players (plus once a lot of peps are producing WRM, prices will drop and eventually make production of WQ1-5 profitable)
- WQ7 for the rich players
Thats it, the rest is total BS at the moment