Romania, Day 2 in v2 [component distribution]

Day 961, 08:07 Published in Romania Romania by 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.