Optimizing costs: Don't just buy Q7

Day 2,111, 22:37 Published in Philippines Serbia by DragoonXRyu

In the market, there are only 2 categories where there are consistent sales: Q1 food and Q7 weapons. In my chat, I see a lot of people ask for help and say: "Please send me Q7 food & weapons. I have no money."

I'm letting you in on a secret: Not all food/weapon is made equal.

"WTF, Dragoon. Hit your head or something? Of course, they're not. Q7 costs more to make than Q6, etc."

But that's the point. Just because Q7 costs more to make, doesn't mean that it's much more effective per PHP. In other words, the value of the item has more to do with how the item is priced than the quality of the item per se.

To illustrate, here is my Market tab in my spreadsheet.



That is a side-by-side comparison of the lowest price of each good in the Philippines and China, respectively. (That's not actually China. I get lazy when I'm jumping around countries so I don't really change the name.)

I want you to pay attention on the Per HP and the Per damage column.
That is the cost of per hp/per damage in cents for each category of good, based on its prevailing market price. The more relevant thing is, you want to minimize that cost, meaning the lower the better.

Based on that column, in the food category, the "cheapest" food in PH is Q1 while in China, it's Q2 or Q3. In the weapons category, in the Philippines, Q6 and then Q7 while in China, its the reverse, Q7 then Q6.

Optimizing costs on this level of granularity may be overkill for some people, but in large volumes, this is of great use. Large volumes is when you're starting to distribute supplies, so MUs and our country supply distribution should optimize on this to maximize the impact of the distribution of supply.