Romania, Day 2 in v2 [component distribution]
Bogdan_L
Citizens_wellness bigger than 90: 9742
Citizens_wellness bigger than 80: 9789
Citizens_wellness bigger than 40: 9816
Let's see the number of workers on each profession, how many components they produced in each industry. And of course their productivity.
Of course, in order to get 1 product you need to make 1 of its components. The rest stays on stock.
General problem: too few Marketing Managers, too many Engineers.
Food: (low on happiness)
Producer-Ingredients(for wellness):263 workers, 256.96 components
MarketingM-Packaging(for happiness):109 workers, 174.24 components
Rifle: (the defense and durability are keeping the number of Rifles down or maybe some Technicians should move to Tank and Air Unit)
Technician-Ammunition(for damage):158 workers, 206.45 components
Engineer-Barrels(for attack):362 workers, 233.89 components
Mechanic-Frames(for defense):99 workers, 102.49 components
Fitter-Butt(for durability):107 workers, 133.79 components
Tank: (problems with the Tank's damage, not enough skilled technicians and also some Mechanics should move to Rifle and some Fitters to Air Unit)
Technician-Ammunition(for damage):144 workers, 66.69 components
Engineer-Barrels(for attack):171 workers, 88.26 components
Fitter-Body(for defense):77 workers, 91.40 components
Mechanic-Engine(for durability):68 workers, 95.16 components
Air Unit: (low on damage and defense)
Technician-Ammunition(for damage):64 workers, 42.01 components
Engineer-Missiles(for attack):119 workers, 62.08 components
Fitter-Body(for defense):43 workers, 44.79 components
Mechanic-Engine(for durability):36 workers, 52.73 components
Artillery: (quite balanced)
Technician-Ammunition(for damage):21 workers, 17.17 components
Engineer-Barrels(for attack):25 workers, 17.23 components
Fitter-Body(for defense):14 workers, 16.36 components
Mechanic-Engine(for durability):8 workers, 16.88 components
Moving Tickets: (missing some good marketing managers)
Producer-Paper(for wellness):18 workers, 9.26 components
MarketingM-Packaging(for happiness):15 workers, 4.12 components
ProjectM-Itineraries(for distance):37 workers, 7.48 components
House:
Carpenter-Roofs(for wellness):108 workers, 1.075 components
Architect-Layout(for happiness):73 workers, 0.650 components
Builder-Walls(for durability):79 workers, 0.828 components
Hospital:
Carpenter-Roofs(for wellness):4 workers, 0.0031 components
ProjectM-Logistic(for area-of-effect):2 workers, 0.0000 components
Builder-Walls(for durability):3 workers, 0.0018 components
Defense System:
Architect-Layout(for defense):5 workers, 0.0060 components
Builder-Walls(for durability):6 workers, 0.0101 components
ProjectM-Plan(for area-effect):5 workers, 0.0153 components
Harvester:
Iron: 319 workers, 56,715.45
Stone: 35 workers, 5,522.73
Oil: 12 workers, 2,264.55
Titanium: 68 workers, 12,926.36
Grain: 486 workers, 63,441.82
Productivity:
Producer: 498 workers, 50,522.73
MarketingM: 179 workers, 38,135.45
ProjectM: 85 workers, 13,869.09
Carpenter: 133 workers, 21,342.00
Builder: 99 workers, 22,880.00
Architect: 111 workers, 19,176.36
Engineer: 757 workers, 105,384.55
Fitter: 252 workers, 50,925.45
Technician: 405 workers, 82,890.00
Mechanic: 224 workers, 39,616.36
Harvester: 965 workers, 145,571.82
The data was provided for the database of romanians over the world(not too much titanium, stone, iron or oil here, eh?)
BTW they changed the formula. I did the stats using the modifiers from yesterday: Food=3, MT=25, House=500, Weapons=10, DS and Hospitals=5000
New Modifiers
Each product type has a modifier (M). These modifiers are as following:
Foo😛
0.3
Moving tickets: 2
House: 25
Hospital: 115
Defense system: 115
Rifles: 2
Artillery: 3
Tanks: 6
Air Unit: 9
With the same productivity you should make 10-20 times more components. The cost of production will go down the same way. More components means more products, so the need for raw materials will be increased 10-20 times.
Comments
voted
asa imi place modul in care primesti voturi 😁 era un vot cand am deschis pagina si 15 cand ti-am dat vot 🙂 (adica in 20sec)
oricum, bun art...continua asa macar 2 sapt...
Voted.
vote! now read 😃
vote
ROLL-BACK EREPUBLIK!
FAKE hospitals dont give happienes!
...it should be Area of Effect there.
v2 stinks
v2 fail
voted
Unde gasesti informatii astia bogdan?
Am scanat cetatenii romani doua zile consecutive, am vazut schimbarile de skill si cu usoare aproximatii am calculat (functie de industrie) numarul de componente produse. Apoi le'am insumat🙂
(not too much titanium, stone, iron or oil here, eh?)
that sucks 😃
@bogdan deci e de bine sau de rau? ca io nu prea ma pricep cu cifrele si statisticile, imi prind urechile 😃
Good job Bogdan 🙂
Tine-ne la curent cu evolutia in V2 pls.
voted 🙂
@MoonlightShadow
Moon, nu e catastrofa din punctul asta de vedere, insa am scris cu italic ca ar fi bine niste mutari, altfel vom ajunge sa zacem cu stocuri de diverse componente avand la final putine produse.
Insa in termen lung vor apare probleme mari cu productia de paine. Romania are 3-4-5000 de cetateni activi. Cu doar 174 de paini de diverse calitati produse zilnic nu va fi bine. Probabil ar trebui putin umbla pe la formulele productivitatii. Parerea mea.
Eu am skill-ul pe engineer si as dori sa pot lucra in propria firma si sa nu mai depind de angajator.
Crezi ca e o idee buna sa imi fac o astfel de firma in cateva saptamani? Pe tank sau artillery...?
"Am scanat cetatenii romani doua zile consecutiv"
Am fost si eu scanat? 🙂
Daca nu se schimba formulele foarte repede, va fi foarte nasol in ceva timp. Pai cei care lucreaza in food nu creaza destul nici pentru ei.
Parerea mea e ca o buna perioada nu vei vinde nimic. O saptamana pt ca nu sunt lupte, dupa pt ca pretul armelor va fi exorbitant. Doar cei care si'au schimbat firmele prin ticket vor vinde, restul asteptam vremuri mai bune🙂 Btw, mi'am facut una Q4 de tank. Dupa o zi de lucru schimband mai multi lucratori (prbl 20) am produs 2 tancuri si am in stoc 1 ammu si 2 body. O sa ai de lucru cu pastrarea raportului pe fiecare componenta. Cred ca tancurile sunt mai atractive, vei avea cu mult mai multi interesati decat pe artilerie. Insa la ce preturi de productie am, numai magnatii zilei cu dorinta de tancare sa se bage.
Nu clawy, tu figurezi la patria mama🙂
Da, de acord, trebuie ajustate formulele rapid. Problema e ca astia care totusi mai avem firme in functiune si testam actualele formule, cam facem munca pe banii nostri🙂 Cat o tine🙂
Merci mult pt. mica statistica si comparatie pe caz.
mda la un mic calcul folosindu-ma de profesie cu rang guru* am calculat ca un Hospital q5 se creaza in 142 zile😁
Exorbitant!
now its ok 🙂
Ce spui in legatura de o firma de fier si una de ticket de calatorie, o sa mearga? ambele sunt in USA! Doar un sfat astept.
dezastru, am muncit 8 ore, am "mancat" 200 de stone si am facut 0.13 din zid, productivitate 459
E crunta productivitatea 😐 Ne umplem de raw de zici ca suntem toti din Dubai, da' ca sa si facem ceva cu el...
Haioase's si salariile la Marketing Managers, si, probabil, alte cateva cat de curand. Era clar ca trebuia scazuta cumva productivitatea (asta ca sa mai aibe careva de ce sa'si traga o firmulita), da' parca nici chiar asa...
voted
nitip lapak :
http://www.erepublik.com/en/article/-jem[..]1/20">http://www.erepublik.com/en/article/-jem[..]1/20
silahkan V+C+S bila berkenan 🙂
vot
Desi e lipsa de marketing manager salariile sunt derizorii comparate cu salariile pe harvest.Si asta intr-o economie cat de cat stabila dar sa vedeti intr-o tara bananiera...acolo gasesti pt master salariul de 0.000000000000001/zi.Daca-l gasesti!
PS In rusia castig aproape 0.5G/8 ore.
I love you bogdan 😃
they have changed the unit terrain bonuses without warning - tanks are now for hills, and helis for plains (;_😉
Good article. Voted