On the efficiency of products

Day 1,141, 19:03 Published in Canada Canada by SpockPQ

Note à mes très chers lecteurs : puisque cet article est destiné à un lectorat très vaste (soit le e-monde au complet), je me suis permis de l’écrire directement en anglais. Une version française sera publiée un de ces jours! 😛

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During the Christmas vacation, I had the time to find the equations describing the efficiency of weapons, houses, food and health packs. This efficiency (E) is defined as the total influence points procured by the product divided by the number of productivity units required making it. The efficiency is then normalized in such a way that food efficiency is equal to one (for all quality level). The higher this efficiency is, the more “bang” you have for your bucks!

The productivity units used as the basis to compare products can be seen as another reference currency like gold (both are "made" by admins after all…). For this analysis, the productivity units required to produce the raw materials are also included into the total amount of productivity units to make a product. More information about the productivity and influence formulae, used to find the efficiency formulae, can be found here:

http://wiki.erepublik.com/index.php/Productivity_formula
http://wiki.erepublik.com/index.php/Military_formulas

So now, here are the efficiency formulae:

Foo😛 E = 1, for all Q
Houses: E = (30*Q - u)*u / (500*Q)
Weapons : E = (30*Q - 10*u)*u / (200*Q)
Health Packs with weapons : E = 90*(1 + 0.3*Q - 0.1*u) / (0.5/c + 180*Q/u)
Health Packs without weapons : E = 90*c/0.5

where :

E is the efficiency of the product
u is the number of use (number of shots for weapons and number of days for houses)
Q is the quality factor of the company
c is the market equivalent cost of one productivity unit

In order to compare the health pack (sold in gold) with other products, one must convert gold into productivity units. I considered that one productivity unit cost about 0.0011 gold (according to current prices and wages). Therefore, a health pack corresponds to about 455 productivity units.

Here are the results for some typical products:

Food (all Q) : E = 1.000
Q1 Weapon : E = 0.100
Q2 Weapon (3s/30fp): E = 0.225
Q3 Weapon (4s/50fp): E = 0.333
Q4 Weapon (6s/60fp): E = 0.450
Q5 Weapon (5s/100fp): E = 0.500
Q5 Weapon (7s/80fp): E = 0.560
Health pack without weapon: E = 0.198
Health pack with Q5(5s/100fp) weapon: E = 0.284
Q1 House (15d/7.5h): E = 0.450
Q5 House (50d/50h): E = 2.000
Q5 House (75d/37.5h): E = 2.250

The number of productivity units required to produce a weapon scales with the quality factor of the company (Q), while the total influence multiplier of the weapon (fire power x number of shots) scales with Q^2. This explains why the efficiency is roughly proportional to Q. This means that admins, in their great wisdom, designed the game mechanics so that Q1 weapons are totally useless since you have more bang for your bucks using health packs! Therefore, making Q1 weapons is like burning money in a wood stove.

Other interesting things:

- A fight made using food only (no weapon) requires 90 productivity units (grain + baking). Using this magic number, the efficiency of products, and the cost of productivity units, one can estimate the cost of fights using each product.

- Two third of productivity units required to make products are for making the raw materials. Therefore, in an economy that is perfectly balanced, two third of workers would work for raw material companies;

- For weapons, the product customization that maximizes marginal efficiency is u = 1.5*Q;

- For houses, the product customization that maximizes marginal efficiency is u = 15*Q;

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