[MoE] - Buildings raws&factories
Utat
Hello all. Lots of eBaby&young player asked me for a economic modul. It's hard to all explain so I will do it step by step. In this case we will focus on raws&productions buildings.
(NB : For Training ground&rocket, read my MoE tutorial : Training Ground)
Buildings
Many different buildings can be built to your land such raw material companies, weapon and food factories and storages. In order to build a building you need some money to cover the creation expenses.
The basic production will be
The amount of products you create when you work is depending from the company type and resource bonuses of your country citizenship.
Working in Grain, Fruits, Fish, Cattle or Deer company will produce Food raw materials
Working in Iron, Oil, Aluminum, Saltpeter or Rubber company will produce Weapon raw materials
You will produce the same amount of products in different quality food or weapon companies
Bonus depends and how many "raw lands" are owned by your home country and have transport road to the capital. The following items are raw materials:
Raw material regions give bonuses to the companies in the country. Only regions that have a transport route to capital will be taken into consideration. Isolated regions will no longer provide any bonus. Every different food resource (see the table above) country owns gives +20% bonus to all food and Food raw material companies located in that country. Same goes for weapons: every different weapon resource country owns gives +20% bonus to all weapon and Weapon raw material companies located in that country.
Example: Country has 2 grain, deer, fruits, oil and rubber. Food companies will get +60% bonus (grain, deer, fruits) and weapon companies +40% bonus (oil, rubber).
In order the bonus to be effective there need to be a transport route through your country's regions to your capital. The route means that for the bonus to be effective, the region where the resource is found needs to be connected through regions of your country to your capital.
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Comments
investing in the economic aspect of the game is sure to end in disappointment.
is trip the name of the moose?
Totally not, it's the only way to prevent goldbuying in the end of the game.
The economic model can be quite disappointing especially given how Plato keeps changing the rules, although in my opinion it still has some long long term benefits
everything about this game has come to favor the old fag, but at least there are divisions for the military. I dont have any idea how a new player could possibly compete on the economic side with an old player who is self sufficient and can sell for profit.
Nor should they be able to compete with me. Do you have any idea how long and how much gold was bought for me to be able to give my MU workers at least 10 Q7's per day? I'm still working with other MU mates to build their factories and RM farms. It's a never ending process.
If someone is playing this game just to build a few companies so they can make more fake stuff to play by themselves then that is their loss.
They'd be disappointed if they're looking for enjoyment or cheap profits but easy profits over the long term are still quite possible. I think it's fair to say that it takes a fair amount of money to be making anything substantial but it only takes 2 medals to get into the game. If you're willing to play the long game, you can turn that gold into the equivalent of 1.5 Q6 weapons a day for life.
Hello Chochi. I'm glad you're still around.
Good article
IMO the best bet is to upgrade your first two Training Grounds to Q4 and use everyday. If maximum strength is not the goal but rather a higher income be sure to stop there. The last two Training Ground are at best break even on gold income. Then it is important that you find a MU that pays it's commune workers well. A properly set up commune should pay a lot more in weapons than the regular wage in cc. Finally I suggest only investing in WRM, especially Q5 rubber plantations. Only by food factory and FRM companies to WaM your own food. Suggest a Q3 factory with 1 Q5 hunting lodge to begin. Then upgrade to Q5 food with 2 hunting lodges. You may never need to buy food again. 🙂
Q5 food is a waste of gold. you could just buy two Q3 food and produce more health.
Make sure you compare the benefit to the cost. Higher quality food only serves to take up less space in ones inventory.
And takes less energy to WaM and cost of that food. I just prefer Q5 because by that point in your eLife energy is the most important quantity if you are fighting.
Calculators found here are extremely helpful if you want to figure the most efficient/cost effective plan.
http://tools.narrenturm.eu/
I don't usually recommend investing in food companies anymore. The rate of return is generally quite bad (especially if you're usually wiped) that it's generally better to simply sell some of your 5 gold from a medal for the cash and use that to buy food. This frees your gold up to be used for the training ground upgrades that pickl recommends.
That said, if someone is determined to build their own food companies, I still think that sticking at Q2 is the way to go. When bought during a discount offer, the cost is just 11 gold, one more than the cost of a Q1 which is never discounted.
In my opinion, the cost of food for working an extra company, work tax and even the loss of energy which could otherwise be used fighting (especially with the near constant 20 energy recovered per 6 minutes) simply doesn`t justify spending so much more gold (27.5 at a minimum) for subsequent upgrades. Ditto for Q5 vs Q3 RM companies.
Yeah, I never quite see the argument to use Q5 over Q3 to save 10 energy when you can heal 20 in 6 minutes.
Good article. I play this game for the long term (going on for 5 years now), so I actually got a fair bit of return in investing in raws. When food and weapon raws sold for the same price, I invested in a load of Q2 FRM, since CAD was cheaper than Gold back then. Now that Gold dropped in price, I closed down the companies and switched over to WRM which sells at a higher price while RM companies were at a 30% discount. This basically meant I upgraded from Q2 -> Q3 at no costs.
Even though WRM produces at a lower rate than FRM, because it's double in price in the market, it makes up more than the difference.
Back then, it took a year or so for me to break even. Playing for this long, I've more than able to break even + made enough profit to upgrade my first 3 training centres and use them every day to generate profit + operate a Q7 weapon's company to supply myself.
In a few months, when training centres are at a discount, I'll be able to upgrade my 4th one. And if they're selling 90% training contract discounts, I'll be operating all 4 training centres at a loss of 6 or so gold per month which'll easily be covered by my raw companies.
If other words, if you want small profits and spend no gold on this game, be prepared to play 2-3 years.
will there be another article with suggestions on a productive build strategy to optimize towards
A) fighting
b) making the monies
c) self-sufficiency
?
I know there is no one way to go about it, but some suggestions might help them as well
http://www.erepublikanalyzer.com/RentabilidadFabricacion.aspx