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One thing that has helped mitigate losses however, is trying to make sure that my production cost is as low as possible..sometimes even to the extent of not having the strongest medicine. You can see how much a version of the medicine costs at any given time in the production line by clicking on it after the machine it goes through.
If a medicine has a max possible profit of $100 or example, and I want to make $30-$40 profit from it, I know that I have to produce it with a few machines. Sometimes that means not making it as strong. If an ingredient starts w/ high potency, but it's max strength is very low...it means that I have to use a lot of machines to get it that way...and that's very expensive.
So I'll opt for a different ingredient to work with as it just may not be financially feasible to make the one I was looking at, be profitable.
1. pause the game so you have time to figure stuff out without the AI getting ahead of you
2. check the cures tab. the ones where you are shown an upgrade are representing the ingredients you have. see what you need to get them to level 2. If there's a tier 1 machine, go for that pretty much as the first product. if not, hire 1 scientist and start research on that (if both require an ioniser for example, if they have different requirements you'll need to see which one is probably more profitable based on proce, demand and difficulty to create)
3. see which ingredient can be easily either put to level 2 or activate it's effects. If it takes no more than 1-2 machines to activate, go for it as your first drug.
4. buy a second space. at this point, more doors is much better than lots of space since the builds will be pretty small.
5. check the ingredients to see which 1-explorer ingredient gives you the best profitability (reference: cures screen), hire an explorer and send him out. hint: s. health and pain almost always get you decent profits
6. build 2 production lines for 1-2 drugs
7. unpause the game and go from there
few more tips:
- use ingredient upgrades on a) expensive materials you use and/or b) materials you use a lot
- use research upgrades early on for machines you have a lot of. if your production line has 7 dissolvers, a single upgrade increases profits by 7$.
- take the loan with the lowest daily payment. it will be easier to reach the money required to pay it back early
- if your starters really suck, just restart and see if you get something better
Also unlocking the autoclave and its counterpart can save you a lot of $$$ in production costs if you have the upgrades researched. At full upgrades, I think it is cheaper to use an autoclave than to run 3 distillers. Aionion's tips regarding examining drugs and cures to make sure you are not choosing a combination that will require a lot of work to get it finalized is a great tip as well.
I generally start off with 1-2 level one drugs before I hire a researcher. Once I have the first 2 machines unlocked I can make level 2 drugs and then hire some explorers to get new ingredients. HTH
FWIW I've just completed the beginner challenge with expert rank (second level stripe) with just one small loan in the beginning. By the end of 5 years, I had about 1.5 mill cash and hit the 3 mill goal pretty easily. Also remember that REVENUE and PROFITS are different. In this challenge, goal is to get 1 million in revenue so don't worry about turning max profit, concentrate on more production lines and selling the max number of drugs you can.
Like the above poster said, try re-rolling the start. Sometimes the starter ingredients plus their upgraded cures may simply not be worth it.
But that seems to be the wrong way to do it...it's too costly to be a jack-of-all-trades. Seems that focus is necessary (with upgrades and research).
Another tip: Don't sell your machines! You'll undoubtedly use them in another production line. Just move them off in a deserted space and consider them stored for future use. It costs no money to store them, only to use them.
Of course, that's just a general rule, sometimes you will need to sell due to lack of room or needing quick cash. But if you sell them because you need cash, you may already be in trouble.
What drugs you start with, their concentration ranges and so on are all random. If you are doing the mission to cure sickle cell, for example, it makes a huge difference if the blood drugs are available from the start or hidden behind 3 explorer desert missions.
Similarly, the drugs you start with can vary widely - if you start with drugs that can cheaply be turned into cures (e.g. one dissolver followed by a pill printer) with no side effects then you are going to have a much easier time than if you start off with chemicals that require extensive processing (5 evaporators) and have unremovable side effects.
Sadly, it seems that the best advice is to keep restarting until you get suffiently lucky.
Is the player simply wanting to receive the achievement or get the Master record? Then yes, they ought to do whatever they can to help that, including restarting until favorable start conditions exist.
Is the player wanting to take on the challenge? Then starting over isn't an option for that player.
This game allows for both types of players, which is why it's good. For those who prefer to focus on one thing or the other, they can. No player is stuck to play a certain way just because a developer deems it that way.
So I view the randomness as a good thing, not a bad thing. I realize that many do not...but I think they are just looking at it the wrong way, not realizing the actual benefit that the player base gets out of it. They see "randomn" and all of the sudden have a knee-jerk reaction (not referring to you necessarily, but some of the negative reviews on the store page).
and at the finish i invented malaria pills and get rich
i had all the time 4 LVL 1 running
To base an entire mechanic or design around acheivements is to practice bad design. Achievements are the sprinkles put onto the icing of the cake, nothing more.
What is good for the game, and by extension the players, is what any good design ought to be considering. Not sprinkles.
2.DIVERSIFY : dont bank on one drug, always have a variey , because the markets go up and down , if you have many drugs, then when the market for one goes down, you still have profits form your others.