Post by ganadai on Oct 23, 2022 4:38:31 GMT
From Sim Companies Times Newspaper #21 article titled "The Art of Prospecting" :
This suggests a general level to upgrade mines and oil rigs to, but it does not show the math to explain why.
Has anyone made a spreadsheet for this already?
Why stop upgrading at level 10?
Why scrap it at 85% abundance?
Abundance decays daily by 0.032% or ~1% per every 30 days.
A 100% level 1 sand quarry starts at a production of 1470 per hour per level plus production bonus (PB).
It looses ~14.7 production per 1% abundance decay.
Daily production can then be calculated using the equation:
We can then take the integral of this formula to calculate the total production over a given number of days.
Abundance would have to be converted into days using the formula: x = (100 - Abundance) * 30
So a 100% sand quarry will reach 85% after (100 - 85) * 30 = 450 days ≈ 15 months
Plugging these numbers into the equation gives a total of ~15M units per level.
Using this formula, I made a google spreadsheet which can be seen here.
If you notice any mistakes, please let me know.
I have left executive discounts out for now for simplicity, but may add them later if someone requests it.
It assumes a normal economy.
Cost: Cost to upgrade quarry 1 level.
Total: Combined cost to upgrade.
Scrap: Material value returned when you scrap the quarry.
Loss: Value lost when you scrap the quarry.
Hours: Number of hours to upgrade to next level.
Daily Units: Number of units produced per day
Daily Revenue: Units * Sell Price
Daily Wages: Hourly Worker Wages * 1+ (Building Levels + Quarry Levels)/170
Daily Mats: Units per day * Material Cost
Daily Profit: Revenue - Wages - Materials
Total Units: Daily Units * Number of days remining after upgrading to reach "End Abundance"
Total Profit: Daily Profit * Number of days after upgrading to reach 85% Abundance
Profit + Loss: Total Profit - Loss
Profit Per Hour: Profit + Loss / Total hours spent upgrading and producing to "End Abundance"
According to this spreadsheet, for the max profit per hour, you should level a 100% quarry to level 29 before you begin producing.
This is assuming you can afford the 9.8 Million dollars it costs to upgrade to level 29, but that's chump change compared to the 40 Million potential profit you could make. It's also taking into account the time spent upgrading the mine to level 29, but it's not taking into account the time spent prospecting for a 100% abundance sand quarry. It took me 251 tries to find one.
What have I learned from this?
I don't think there is any optimal level to upgrade a quarry to. The higher the better. In fact, I think level 10 would be the minimum you would want to upgrade a 100 abundance quarry to. The faster and higher you're able to upgrade it, the longer you can mine it (i.e. lower abundance), and the more profit you'll make doing it.
I wonder how the profit per hour would change if I included the average time spent prospecting.
Most mines/rigs above 95% abundance will get the green light to level up anywhere between levels 7 and 10, while mines/rigs initially between 90% and 95% will get leveled up to somewhere in the 4 to 6 range. Any mine/rig initially under 90% abundance should not go past level 2.
Has anyone made a spreadsheet for this already?
Why stop upgrading at level 10?
Why scrap it at 85% abundance?
Abundance decays daily by 0.032% or ~1% per every 30 days.
A 100% level 1 sand quarry starts at a production of 1470 per hour per level plus production bonus (PB).
It looses ~14.7 production per 1% abundance decay.
Daily production can then be calculated using the equation:
y = 1470 / (1-PB) * (1-x/3000) * 24 hours
We can then take the integral of this formula to calculate the total production over a given number of days.
∫ 1470 / (1-PB) * (1-x/3000) * 24 dx where x = 0 to 450 (15 months)
Abundance would have to be converted into days using the formula: x = (100 - Abundance) * 30
So a 100% sand quarry will reach 85% after (100 - 85) * 30 = 450 days ≈ 15 months
Plugging these numbers into the equation gives a total of ~15M units per level.
Using this formula, I made a google spreadsheet which can be seen here.
If you notice any mistakes, please let me know.
I have left executive discounts out for now for simplicity, but may add them later if someone requests it.
It assumes a normal economy.
Cost: Cost to upgrade quarry 1 level.
Total: Combined cost to upgrade.
Scrap: Material value returned when you scrap the quarry.
Loss: Value lost when you scrap the quarry.
Hours: Number of hours to upgrade to next level.
Daily Units: Number of units produced per day
Daily Revenue: Units * Sell Price
Daily Wages: Hourly Worker Wages * 1+ (Building Levels + Quarry Levels)/170
Daily Mats: Units per day * Material Cost
Daily Profit: Revenue - Wages - Materials
Total Units: Daily Units * Number of days remining after upgrading to reach "End Abundance"
Total Profit: Daily Profit * Number of days after upgrading to reach 85% Abundance
Profit + Loss: Total Profit - Loss
Profit Per Hour: Profit + Loss / Total hours spent upgrading and producing to "End Abundance"
According to this spreadsheet, for the max profit per hour, you should level a 100% quarry to level 29 before you begin producing.
This is assuming you can afford the 9.8 Million dollars it costs to upgrade to level 29, but that's chump change compared to the 40 Million potential profit you could make. It's also taking into account the time spent upgrading the mine to level 29, but it's not taking into account the time spent prospecting for a 100% abundance sand quarry. It took me 251 tries to find one.
What have I learned from this?
I don't think there is any optimal level to upgrade a quarry to. The higher the better. In fact, I think level 10 would be the minimum you would want to upgrade a 100 abundance quarry to. The faster and higher you're able to upgrade it, the longer you can mine it (i.e. lower abundance), and the more profit you'll make doing it.
I wonder how the profit per hour would change if I included the average time spent prospecting.