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wigman16 Jun 8, 2019 @ 5:22pm
pill maker - combined value bug
Hello,

First, I am sorry if this is not the place for my question, let me know if I should put it elsewhere.

(EDIT: Probably not a bug, just that the game adapt the price of your medicine if you have a % affecting to the price in your "Company" tab, that is not affecting the raw material. DLC only. END OF EDIT)
I am having (what I think is) a bug with the pill maker combined value. My pill maker add +23$ and cost -20$. Therefore, it should add a benefit of +3$, right?

However, in the same saved game, I have different results:

-One product enters the pill maker with a benefit of +64$ gets out of the machine with a +95$ (net benefit of 31$). I verified and it changes the combined value from +305 to +298 (minus 7$!), and it add a manufacturer cost from 126$ to 146$ (that's correct). This product have only ONE cure and one side effect.

-Another product enters the pill maker with a benefit of +122$ gets out of the machine with +95$ (net benefit of -28$!!!, yes, NEGATIVE). I verified and it changes the combined value from +139 to +188 (+49$!), and it add a manufacturer cost from 18$ to 38$ (that's correct).

In the same saved game I have products that enter with +122$ and get out with the same +122$ value.

This is a game breaker and I don't understand it.

Any ideas?

I have some screenshots but I don't know how to upload them.

Thanks,
Last edited by wigman16; Jun 29, 2019 @ 6:49pm
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Showing 1-15 of 15 comments
Scifiwriterguy Jun 8, 2019 @ 8:30pm 
You're in the right place. :)

How much the pill printer adds depends very heavily on several factors, such that a simple "value A to value B" statement really doesn't work. The relative strength of the cure(s), presence and strength of side effects, boosters used, and cure family all affect the overall value of a medication. So it's very possible to end up with a significant positive, barely a change in either direction, or a net negative depending on those factors (as well as the cost to produce the compound up to that point).

If you've already taken screenshots and uploaded them through the Steam overlay, you can link them in a forum post by going into your Screenshot gallery, copying the URLs of the desired shots, and posting them here. Make sure visibility for those shots is set to Public or nobody will be able to actually see them. :)
Frans Jun 9, 2019 @ 1:38am 
Yeah could you add some screenshots of the situations, including the accompanying COMPANY and CURES tabs? For brand new medicines, your one-plus-one theory matches, but oversaturation and medicine grading play a role in the final price as well.
wigman16 Jun 28, 2019 @ 4:39pm 
Hello again,

Thanks for the answers and I am sorry I couldn't answer earlier.

https://steamcommunity.com/sharedfiles/filedetails/?id=1784501392

https://steamcommunity.com/sharedfiles/filedetails/?id=1784503734

https://steamcommunity.com/sharedfiles/filedetails/?id=1784503914

https://steamcommunity.com/sharedfiles/filedetails/?id=1784504118

https://steamcommunity.com/sharedfiles/filedetails/?id=1784504215

Here I uploaded some screenshots of the initial and final phase of the medicaments during the process. I think this should show everything as it should not matter the oversaturation of the market, right? Or it could be the answer? I mean, if the product treats the same sickness, its value should be affecter before and after making it a pill, as far as I understand.

Thanks, guys
wigman16 Jun 28, 2019 @ 4:47pm 
I don't know if will affect, but the price that I have for each medicaments are modified in my "company" tab as follows:

-Medicament "1.d . Sangre" +16%
-Medicament "2.F - Sangre" -9%

Actually, while I am writting this, I am doing the maths and it seems that the product BEFORE making it a pill it's giving the "raw" value of the cure, however when you turn it into a finished product that you already have with a name and with a % for selling, it IS considering the percentaje of your "company tab" sell value. And that might be the difference.

Could it be the reasson?
kbmodigity Jun 29, 2019 @ 6:04pm 
I believe making something a pill also increases the value of the drug by $10. Might want to factor that in if it is true.

Edit: well the pill press costs $10 in processing to make the pill but adds $10 to value.

Also, are you playing with the DLC. I believe the game recomputes supply and demand every day without the DLC and adjusts prices. With the DLC you manually set the % from the norm of what you want to sell at.
Last edited by kbmodigity; Jun 29, 2019 @ 6:14pm
wigman16 Jun 29, 2019 @ 6:48pm 
Yes, I am playing with the DLC, that's why probably the price changes because the game applies the manually adjusted % to my "named" drug.
By the way, we have to be updating the prices every time in a while because of the DLC? It's ok at the beggining, but when you have several medicines, it's not that fun to be adjusting each one of them because of other companies selling bad drugs that take market from your "perfect" medicine.

Also, what is the market share to use for a medicine that it's curing 2 diseases? I mean, it cures disease A that people is buying 3/day, and also cures disease B that people is buying 5/day, your medicine combining A+B can be sold 8/day? How the market oversaturation affects for each A or B cures to my combined medicine?

(the pill maker cost 20$ but increases the price by 20$, 23$ on my case for one research point on that)

Thanks
kbmodigity Jun 29, 2019 @ 7:56pm 
Originally posted by wigman16:
Yes, I am playing with the DLC, that's why probably the price changes because the game applies the manually adjusted % to my "named" drug.
By the way, we have to be updating the prices every time in a while because of the DLC? It's ok at the beggining, but when you have several medicines, it's not that fun to be adjusting each one of them because of other companies selling bad drugs that take market from your "perfect" medicine.

Also, what is the market share to use for a medicine that it's curing 2 diseases? I mean, it cures disease A that people is buying 3/day, and also cures disease B that people is buying 5/day, your medicine combining A+B can be sold 8/day? How the market oversaturation affects for each A or B cures to my combined medicine?

(the pill maker cost 20$ but increases the price by 20$, 23$ on my case for one research point on that)

Thanks

If you want to make more money then yes. Every so often I would go back and if you are making 1 and selling 1 a day you should up the price. I try to find the spot where people dont buy because its too expensive and then lower it a few % from there to where it goes back to selling all product made. Then leave it at that. You may have to adjust here and there if a competitor starts selling the same cure.

I dont quite get your next question. Are people buying that much or that is the demand? Unless you explain better all I can say is that drugs that treat multiple diseases sell for a bunch more. Drugs that do that though are sometimes hard to get to have the ranges be the same along with the maximum effectiveness.

wigman16 Jun 30, 2019 @ 2:02pm 
First, thanks for your answers!

Yes, kbmodigity, I do exactly what you said with the prices, my problem is that I create a perfect medicine, but then other companies just create bad medicines and oversaturate the market. Right, I can sell more than them, but people still buy their medicines and I have to low my prices by a lot. Even if mine is 100% power, with power-ups and theirs is not at 100% force and have side effects. When 3 other companies does it, I can't sell properly my good medicines. I don't get why, but probably it's just how it works.

For my second question

Originally posted by kbmodigity:

I dont quite get your next question. Are people buying that much or that is the demand? Unless you explain better all I can say is that drugs that treat multiple diseases sell for a bunch more. Drugs that do that though are sometimes hard to get to have the ranges be the same along with the maximum effectiveness.

My second question is for the Saled/Demand tab. Every medicine have a maximum demand. Just get an example: I can see that people whant to buy up to 2/day of cure for antidepressant, and, on the other hand, 3/day of diabetes. Then, if I have a medicine that treaths antidepressant AND diabetes, I can sell up to 5/day?
If antidepressant is oversaturated, how does this affect to my multiple threatment medicine?

I hope I explained myself better now.
kbmodigity Jun 30, 2019 @ 4:37pm 
Well to your first point, that is the nature of the game and way it is in real life. If your drug is full concentration and has no side effects then yes it is worth more and will sell for more than a product that barely meets the requirements for treating the illness and has side effects. It's just like in real life though. There might be a wonder drug that is awesome and gets you cured real fast but costs $40 bucks in the store. The product next to it might not work as fast and lets say makes you dizzy but is only $5. Well some people are going to opt for one and some for the other. The best way in game to counter it is to put a sales rep with the drug so that they boost the sales and to also try to research clinical trials. Get it maxed out with research points and THEN start trials on all your drugs. If they are at peak levels and no side effects it will boost your sales greatly.

On your second point I don't think your quite understanding properly. If 1 drug has a demand of 2/day and another for 3/day, that does not make a demand for 5/day for a drug that cures both. The demand I personally would be shooting for if i even wanted to make more than 1/day would be 2/day tops.

Here is the reasoning:

you have a drug that has a cure at a demand at 2/day, great. Well it also has a cure for 3/day. You decide to make 3 pills a day lets say. OK the 3/day will be maxed on supply and demand. The 2/day you would then be oversaturating the market. Since the drug cures both you are now making 3 pills a day but the one demand is only at 2/day. Even this is wrong though. In all my hours of playing I have never seen a demand be fully met no matter how many pills were being cranked out. You have to figure that there's sick people so thus a demand. Well not everyone takes medicine when they are sick. You will always have a little bit of a demand never filled.

If you have a drug like that with that demand I would say making 2/day should be more than enough, but by supplying "enough" for demand will also make the price lower.

I personally set up all my drugs to only make 1 a day ever. Between the competition like you said making the same cure and not wanting to lower the price I find 1 is plenty. When you have some of the highest rated cures you'll make way more than enough money. Also, I focus on the goal of the map. If the map says lower the demand of whatever cure to x% or whatever then yes I'll build multiple lines for the same drug if needed.

One tip outside of what you asked. Remember that there are treatments and that there are cures. Treatments Are for like having the cold and such. People will always have those and there is no cure for it so it treats the disease for the time being. A cure on the other hand works differently. There are so many people on Earth with HIV. Yes it is transmutable but if there was a cure for it the transmission would lower as the amounts of people who have it lower. Eventually if supplied with enough there will be no one with the disease. I have actually fully wiped out diseases before and my HUGE line that was making me tons of money ( and cost me a ton of money to set up) all the sudden became obsolete. Just an FYI.
wigman16 Jun 30, 2019 @ 5:27pm 
Thanks for the tips about the clinical trials, I will try them.
(in my examples below, my combined medicine have low rates because it's prety new in the market)

I also agree with what you said about 40$ or 5$ medicines. However, it's hard to believe that if a 100% powerful medicine cost 10$, anyone will buy a bad medicine with side effects for 7$. And that happens in the game, you can never get rid of the competence. But I guess the game must have minimum values.

Well, I was trying to understand how the use of 2 medicines can affect my priorities on production and prices (and competition with other companies). I like to search for a combined medicine with same concentration level cures + power-ups.

Please, let's see everything with real in-game examples:

How this:
cure A ("reduce el riesgo de embolia") - daily demand of 2.3
https://steamcommunity.com/sharedfiles/filedetails/?id=1787351572&fileuploadsuccess=1

Plus this:
cure B ("trata la angina de pecho") - daily demand of 3.6.
https://steamcommunity.com/sharedfiles/filedetails/?id=1787352081&fileuploadsuccess=1

Come to this with my "combined medicine":
Medicine curing A & B - daily demand of 5.9.
https://steamcommunity.com/sharedfiles/filedetails/?id=1787350194

I understand that, as shown, the demand is added, but oversaturation on ONE cure (A, but good market in B) will affect my combined medicine? Or as I have two the sells will be covered by the other cure. Because instead of selling in two markets (cure A and cure B) it seems like a "combined market". Probably it's just a representation issue in the game (to show only one graph) but I was wondering about it.

I also was thinking that I could sell a high-priced cure, let's say HIV cure but low demand (2/day), can be combined with a low level cure but high demand (6/day)
And, in addition to that, if my medicine for HIV cures everyone, I will still be able to sell it if I combine it with another high demanded low level cure? The quality of my product will consider HIV power, even if it's not needed anymore? Or will only consider the force of the
And, that means that I can sell the HIV cure forever (maybe you can try this if you have a savegame with HIV already fully cured). In my example, I have cure "A" with almost saturated market, but I should not have problems selling my combined medicine because of the good "B" market. And people will pay for the high price even if they will use only one of the cures.

I know this is overthinking, but by knowing the internal process I can decide my best production (and fight competence).

Yes, I saw comments about the final cures that you explained (I searched to understand the research that make some "definitive" cures to not be definitives but chronic). I have to be careful with that, but I am not reached that level yet.
Last edited by wigman16; Jun 30, 2019 @ 5:27pm
kbmodigity Jun 30, 2019 @ 11:11pm 
Wish I could help you more but now your getting down deep into the programming of the game which I am not familiar with. Those questions i just can't answer with any full on certainty.

The dev of this game is usually really responsive and helpful. To be honest I'm suprised he hasn't chimed in here already to fully answer questions. His name is Tim. If anything I would try to reach out to him for questions like that. Not really sure how you can contact him though. I do know too that he goes on vacation for a week or 2 at a time and I think one of those times is around now. I could be totally wrong though. If not him maybe someone else with more insight on the coding side can help you better.

Good luck and hope you get your questions answered.
Twice Circled  [developer] Jul 9, 2019 @ 8:01am 
Hey guys, sorry I wasn't subscribed to this discussion. I took a quick read through when it first came up and thought you guys sounded like you knew what you were doing. :)

But now some more questions have come up so happy to chime in.

1) Firstly, let's address the original post. I think you have gathered now that the combined value for a product (as opposed to a work-in-progress drug) in the DLC is equal to the price that you charge via the Company Tab. It's just the way products work in the game. Once you have shipped at least one of a drug it becomes a product. Now when you inspect it in your factory it will show the statistics of the product rather than the drug, including any price that you set.

Perhaps I should have kept it showing the true value rather than the final price, but I think this is just what happens when the internal game code asks for the product price, it assumes you want the price is sells, rather than the nominal value. I think you have gathered all this, but just wanted to confirm it for you.

2) Addressing your question about products with multiple cures. I believe the way it works is that the product has a chance to sell in each market that it has a cure for.

So a Painkiller + HIV Vaccine will have a chance to sell in both the Painkiller market and the HIV Vaccine market. Next I should probably explain what having a "chance to sell in a market" actually means.

[The following only applies in the Marketing and Malpractice DLC]

Each in-game day, there are a series of "auctions" for every single cure in the game.

Here is how the auction works. First the game works out how many customers will be auctioned off today. If the demand is 2.2/day then the answer is 2 on most days and then every 5 days there will be 3 customers to auction off to account for the accumulating remainder.

The customers are auctioned off to the products that are in the market for that cure. The chance that a customer will be auctioned off to a particular product is based on that cure's effective sales rating. The effective sales rating is just the sales rating plus a modifier based on the price (lower price gives a bonus, higher price brings it down).

Now the exact maths of the auction is a bit complicated, but hopefully you are happy with the following characterisation and are happy to trust me on the exact maths involved:

a) If all competing products have the same sales rating then they have an equal chance of acquiring the customer.

b) If one product has a higher sales rating then it gets to access an additional segment of the market, we can call this segment "the more discerning customer" - either they want to pay less or they want a better product (these two things are combined into the sales rating so they are equivalent). This means sales rating is very important. If your product has a higher rating than 4 others then all 5 will compete for the first segment but only your product will access the more discerning segment which means you get it all. So it's not just a % bonus. It actually means you are accessing sales that are not available at all to lower sales ratings.

c) Finally, if no product has a high enough sales rating, then "the more discerning customer" segment will sometimes not be sold at all. This is why sometimes the market is not saturated even if there are still products to sell. If the sales rating is high enough though then all the customers will be auctioned and the market will be fully saturated (assuming there is enough product available).

So to finish let's return to the multiple drug cure. I believe what will happen is you can sell the drug in both auctions at full price even though they are only interested in half the cures. To use the earlier example, you can sell painkillers to people who want painkillers but at HIV vaccine prices!

I think it will use the overall sales rating of the drug which is based on the cure rating which is an average of the two cures in the product.

Of course this way of handling multiple cures is quite unrealistic but I wanted there to be some incentive to mixing cures. So there it is. :)
wigman16 Apr 27, 2020 @ 4:00am 
Wow, I didn't see this response from you (the developer), but you make everything clear. Thanks for the responses.

And yes, It makes more sense to show the final price of the "product" instead of just the "drug" not modified value. My only comment now would be that it would be interesting to include a note on the "medicine makers" near when they say "increase the value of the product by XX" by adding something like "for DLC, final product is also affected by your % reduction/increase of price and market value" (but this will apply only to the DLC, of course).

The rest of your explanations make all understandable. It doesn't matter if it's realistic, it can't be, and it wouldn't be fun. At least now I know how it works internally and can react properly.

Thanks again. For the game and your time.
T-Bone Biggins Apr 27, 2020 @ 6:10pm 
I would think people would ask about syringes more than the pills. The syringes add $100 processing costs to the drug but then increase the value by a percentage. For low level drugs this isn't worth it, a 30-50% increase in price will still net a loss compared to a pill maker. Say a $120 drug gets a 50% bonus from the syringe machine, you spend $100 extra in processing just to so the drug can be valued at $180.

It does make sense for the 3rd tier drugs and up once you get past the $400 mark on drug value. Then that percentage increase outweighs the increased cost of processing. Of course you also gotta factor in the cost of the syringe machine, it costs several times more than the pill maker and you need 3 of them to keep a full line going instead of 2. Pill maker gets a straight $3 bonus per research level so by level 4 (costs 7 research points) you will make an extra $12 per pill. This can be a factor for early low-level cure spam as you try to go from negative daily cost to positive.
kbmodigity Apr 28, 2020 @ 10:36pm 
Originally posted by T-Bone Biggins:
I would think people would ask about syringes more than the pills. The syringes add $100 processing costs to the drug but then increase the value by a percentage. For low level drugs this isn't worth it, a 30-50% increase in price will still net a loss compared to a pill maker. Say a $120 drug gets a 50% bonus from the syringe machine, you spend $100 extra in processing just to so the drug can be valued at $180.

It does make sense for the 3rd tier drugs and up once you get past the $400 mark on drug value. Then that percentage increase outweighs the increased cost of processing. Of course you also gotta factor in the cost of the syringe machine, it costs several times more than the pill maker and you need 3 of them to keep a full line going instead of 2. Pill maker gets a straight $3 bonus per research level so by level 4 (costs 7 research points) you will make an extra $12 per pill. This can be a factor for early low-level cure spam as you try to go from negative daily cost to positive.

Thats why you do it with 5th tier drugs.
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