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It's really not necessary however. Make enough plastic to meet you demand. This isn't Anno style min-max ecomomics. This game has waaay more flexibility when it comes to production, it's not mandatory to run at 100% of the possible workers. Throttle it back, until you need more..
I believe the production is based on some mix of real production stats and guestimates. But I'm not certain on the devs exact reasoning behind the numbers.
there is 22 chem plant :D
https://steamcommunity.com/app/784150/discussions/0/3554966164228629146/
so if you export plastics you make less profit. its better to export chemicals.
plastic factory is like for your nation's self sufficiency for production in my perspective.
=)
Insipred.
been witing for the update, time to start a fresh map
https://steamcommunity.com/app/784150/discussions/0/3554966164228629146/
you can check the save game. it also has somewhat complex rail system which you can use its blocks for your game . save is opt for test branch
:)
But the issue is not where to place the buildings. It`s possible to handle a 100 chemical plants too.
The issues are:
1. Pricing. In 1960 one unit of chemicals (1431 rub) + 3.32 units of oil (140 rub) = 1571 rub + Labor
produce just 1.42 units of plastic (1132 rub) which is 439 rub less than the cost of the raw materials, not even counting the labor worth.
And that makes no sense
2. The raw materials aren`t realistic. The main component of plastic is oil, and it dictates it`s price, so the are no 22% chemicals other than oil in plastic. It`s oil price and energy which dictate it`s price.
I liked the table though. Did you calculate it yourself?
I was thinking "You can't compete on price against cheap guff from countries that cross lines your higher-ups in the party have forbidden you from crossing" as a component in it too. It's easy to be undercut by a foreign competitor on price when they're using slave labor and you're caring for your workers...
a. Are the last four negative numbers ?
b. how did you calculate those numbers ?
I'm not MG, and I'm going to answer in reverse order because #2 provides context for #1, but:
2) Those numbers are (price of output material * quantity per day) - [ (price of input material * quantity consumed per day) + (repeat for each material) ], using the prices as they sat when he first started that save.
1) Yes. There are some industries where the raw material is worth more on the global market than the refined material...and as such when you're importing materials to refine and export, you will lose money. In the case of the slaughterhouse...a LOT of money.
That said...those numbers are not end-all be-all for four reasons:
1) prices change every 5 in-game days; the more you export, the more the price goes down, and the more you import, the more the price goes up.
2) Those numbers assume you're importing all the materials, not producing anything domestically. As you become more and more independent, the landscape of what industries are 'best' changes drastically. There are a couple where the profit margin on imported materials is terrible, but the raw value of the produced goods is amazing...and a couple that are the other way around, where the profit margin on imported materials is amazing, but the value of raw materials is so low there's not that much more money to be had by going independent.
3) There are investment factors to consider, such as the startup costs of each building, and normalizing it in some way (per ton of output, per worker, etc).
4) There is some fluctuation built in. I've never seen it be enough to flip a profitable one unprofitable, or an unprofitable one profitable, but starting prices for each resource do have some RNG to them. I do not know what the seed is.
a correct
b https://steamcommunity.com/sharedfiles/filedetails/?id=1996974513