EA 0.6 first impressions and factory tips/observations

Alright, it’s been awhile since I have played, it was a pleasant surprise to see something to spend the end-game money on(or day 89 money for me) to see if we can eek out more profits. I did see some youtubers complaining about the factories not being worth it. (I also recommend not investing in it till you have at least 2mil and 2 stores per district minimum so you know what’s your “best sellers” are) I only have used it for expensive jewelry atm. Lets do some math. I will do it in weekly values to make people understand “when they are worth it” TLDR you need to be selling enough to use a full machine’s weekly output (for expensive jewelry that’s 336 per week; 48 per day x 7). Running 24/7 a jewelry machine can make 48 per day with 2 laser cutters, 1 polisher and 1 assembler (you can scale this without increasing the input/outputs past 3 for quite awhile using splitters) so those are all 1 time/fixed costs; so your first 48 in this case will be the most expensive to make when it comes to expensive gems. (this prob applies to everything really) All the below values should be static, each output/input you add will cost 6k a week to man 24/7 and your warehouse will require a logistics manager (purchasing agent is a 1 time deal) I will leave out the cost of a driver and any insurance since you can avoid it with using headhunters to recruit 100 skill labor w/o the healthcare requirement and use the warehouse as a distro in a pinch.

The cost breakdown is such…
Raw materials per week 292.50(uncut gem) each .39(metal bands) each
$98,441.04

Factory Labor per week (100%) 35 per hour
3x 24/7 shifts per day(2 input 1 output) x 7 days x 35 per hour
$17,460.00

1 logistics manager (100%) 88 per hour
$3,520.00

1 Purchasing agent (100%) 88 per hour
$3,520.00

Rent (112 per day)
$854.00

$120,275.04 (the total of above) Divided by 336 gems(expensive) per week

357.96 Cost per goods made (keep in mind they can sell for 1,399 each easily almost 3.9x profit)

The shipper/distributor charges over $640 each for expensive jewelry with my 100% Purchasing agent. (if you can get close to 360 each from a distro it might not be worth it, but IDK how low I can get uncut gems for either)

If you add up all the equipment needed it’s a 1 time investment of 1.2mil roughly
You are saving close to 94.5k per week on gems with the above numbers so it will pay for itself roughly in 84 days. I am not sure if they give you a 30% tax credit for machines but that would just lower the machines from 950k to 600k ish.

Keep in mind you can double production for a 1 time cost of ~950k for the equipment and belts to double production. The workers can keep up easily. So once i’m selling far over the 336 per week I can start scaling up. Below is a scalable setup that’s takes almost no space and I threw together in a few mins. I am sure there’s much more efficient setups.Main take away is try to minimize input/outputs as much as possible since they cost 6k each week! Here is it scaled up to 96 per day

Keep in mind though I have only tested jewelry (since I love high profit margins) I will prob check electronics as well; I will update this when I do. The only other things from the update of note I have found is, I feel like clicking the car is kinda annoying when interacting with storage now, cashiers have been buggy, and I have had hand-carts bug out but fix on a restart.

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Hi guys,

Thanks for sharing your experiences! I like it! It is useful to me that when I will test the Game Ver 0.6.

Regards

I got another roughly 120 days into the game, after some testing I did find out some interesting things. You get no tax incentives from machines, so they are a total cost that needs to be factored up front. For factories, the baseline cost of making goods is roughly 120$ an hour for your first set of machines, for every set of machines after w/o adding more input/outputs it becomes much cheaper till 5 sets of machines which starts to lower cost basis of goods by 5ish% or so, so ideally you want to make 3 sets of machines to maximize cost basis reduction on items. Raw goods seem to be fixed cost so you can only fish for cheaper prices of distributer for finished goods. For labor the base cost I outlined above makes any goods under $37 a piece almost always better to buy from the distributers. (until u can make 5-10X machines off one input) I think many of the food machines would benefit from a “hopper” system or something that would allow one worker to fill multiple inputs to make it more viable earlier game since many items require a lot of inputs and you need to make a TON of volume. I will go through an example, French fries below in the spreadsheet.

As you can see once you make 2-3 end-product machines it becomes massively worth it for cost reduction over a long period of time. The up-front cost would be many million though to lose money on French fries vs distrubuter. For the fun of it lets pretend u sell all 1800 per day for $2.30, cost basis of 6 cents (just to illustrate how horrible this is currently) , $2.24 profit, to make machines it’s 1.2 mil for 10 fry machines (8 min per craft) and 550k for 8 food cutters (5 min per craft; 80 cut fries needed per min) let’s pretend 2 mill total for all belts and conveyers and output/input and machines. You would sell the fries for a 4068 profit per day (we will ignore tax) it would take roughly 492 days to recoup your initial investment. SO the machines either need to be cheaper (or the fryer output increased A LOT with current numbers 6 cents would be achievable at ~44000 fries with 10 machines) BTW if you spent that 2mil on fries at $1.64 you would have 1,219,512 fries; if you use 1800 a day that would last you 677 days (11 years and some change AND that whole time your making your money back with the fries and you don’t lose opportunity cost) I think giving a 30% tax incentive for depreciation of real estate and machinery would make this more attractive as well to allow you to re-coup your investment faster. Sorry if some of the math is off, I think it’s right though. To fix fries, lower cost of potatoes, make more per hour, and lower the cost of the machines with tax incentives (this should still be a long term investment).

Good job! Amazing!

I test 0.6 yesterday, and I think factory is interesting for me.
Before I calculate the profit, I need to know every machine that how to work!
Maybe like knight club at 0.5,its profit isn’t worth to invest.
I would like to test more things about the version 0.6.

Good luck!