A Concise Business Primer.

Day 1,203, 20:34 Published in USA USA by Syrup


Some relevant music to grace your ears.
-Courtesy of Cage The Elephant

Writer's Note: Today's article is going to be more cut-and-dry than the majority of my articles. It's not very easy to come up with light humor when it comes to economic details, sorry.

Also, whenever I bring up commune figures, I'm assuming you are Skill 12. Anything in the Skill 10-12 range should have the same results, however you will just have less surplus to sell.



How to Profit while Hiring



First, how I got this data. The assumptions I'm making are that everyone is working between 95-100 wellness (except Skill 2, and 3, more on that later). I'm also assuming that you are using a Grain, or Iron Company. Both of these have the highest profits of the companies that take only 10 (or 20, depending on your perspective) gold to create.

The reason Skill 2, and 3 are so low is that I entered them in the productivity formula as working with 50 wellness. This is because at skill 2 and 3, the worker is only 3 days old, and the only way to leave a company at this age is to be fired, meaning they likely had low wellness. Never hire in this skill range, ever.

You should now notice that the only profitable skills to hire in are Skill 1, and Skill 4-6. You'll make slightly more money than is listed than in the Skill 1 section, since the newest players have to work at 100 wellness. If they continue to work at 100 wellness, congratulations, you have a few extra days and some extra production out of them. Otherwise, drop them like rocks.

After Skill 7, profits start to drop down a slippery slope. You'll notice that Skill 12, you will lose roughly $14 per day. Never hire high leveled employees, ever. Even if the skill 12 employee is working at Market Wages, with 100 wellness, 2 referrals (for the 20% worker bonus), you'll still lose $13 per day. There's no justifying it, you're simply wasting your money if you hire over Skill 12.



ROI on Companies



As you can see, Q5 companies take a ridiculously long time to return on their investment, while Grain companies only take roughly 2-3 months to return completely on their investment. This means that if you make a Grain company, you would receive ~20-30% monthly interest. So, if you're just starting out, or haven't filled up all your 30 (soft cap for working) land spots, don't bother with Q5s.

If you are a young player, save like mad until you can buy your first Q1 Grain Company. Then you can relax your pocket just a little, as you start to bring in daily revenue.





You can see that working at your own company gives a ridiculously higher profit than hiring employees. You get the best deal here, for two reasons. Firstly, you don't have to pay wages (obviously), meaning that your only expense is food. This graph takes into account that you will need to buy $5 of food to feed yourself per company you work in (I overestimated, to be safe). Since the grain/food you produce will always outnumber the food you use to work, this means that you will have guaranteed profit.

Side Note: It's pretty easy to create your own "commune", which is as the name implied your own little factory which produces grain, then uses the grain to make food, which then uses your produced food to feed you as you work in these 3 companies. You will produce a surplus, which in turn brings in profit, as well as exp daily. You conveniently have 3 free land spaces, meaning it will only take you 30 gold to make what I call a "mini-commune", which is 2 grain companies, and 1 food company.





Advanced Commune Structures

First, you need to create 2 grain companies for every 1 food company you make, I call this the "Golden Rule", and it applies to all RM : Manufacturing ratios. On average it will take 2 food companies to supply 300 wellness per day, producing some extra food to either stockpile or sell. I'll order them descending from Profit - Fighting

Lazy Capitalist Pig Commune:
This is the commune that I'm currently employing (although I'm slowly phasing out of it). What you do is make 30 (or as many as you can) RM companies, and work in them, buying food daily. Sell all the RM's that you make on the Market, keeping basically pure profit. The upside to this commune is that it's fast and takes little time, the downside is that you don't really get anything to fight/eat.

Self-Supplying Commune:
Basically the same as the above commune, except you create 2 food companies to feed yourself. The upside being that you no longer have to buy food of the market to feed yourself, the downside being that it takes slightly more clicks to do.

Daily Barefisting Commune:
This commune will supply you for your daily 300 wellness food fights, ensuring you get all the xp/day you want, as well as some surplus food, to sell for extra spending cash. To create it, make 4 grain companies, and 2 food companies. You should create roughly 400 wellness per day total(the Quality is irrelevant).

Balanced Commune:
This commune will supply you with enough food and weapons to fight 300 wellness (WITH WEAPONS) every 3rd day, working 2 days in between. You will also earn enough gold for Lana (Napoleon) daily. What you do is create 1 Q5 weapons company, 2 Iron Companies, 2 Food companies, 4 Grain companies, and how many other grain companies you can afford (for extra profit on the non-fighting days). The upside is that you get to Battle Hero sniper every 3rd day, get your maximum exp, and also train with Lana. This is what I'm trying to achieve now. The downside is that it's rather costly, with ~500g startup cost. However you do get Lana daily, and all the fights you want for life, making it a good long term investment, in my opinion.

Fighter's Commune:
This commune will supply you with enough weapons to fight and work every other day, however it's obviously the most expensive of the bunch. You make 2 Q5 Weapons companies, 4 Iron companies, 3 Food companies, and 6 Grain Companies. It costs a whopping 960 gold to start-up, with extra costs if you want it to pay for daily Lana usage.



Again, I apologize if this article was dry, I can't help it. However, I hoped you learned something, and will use these basic principles when building your own communes. Good luck.