10-13-2013, 10:15 AM
Hello,
I am trying to understand the game mechanics in order to improve my manufacturing strategy.
I have done some testing, however it's hard to try different combinations in designing cars and factories.
I have got the following questions:
- If is design a car and I increase focus on manufacturing reqr. I increase production costs in exchange for a very small increase of vehicle stats. But how do i need to look at these numers? Are cars with a lot of stars in manufacturing reqr. easier or harder to produce? I have done some calculation, but i don't see the difference. (you can look up these numers in HR department)
Workers # produced cars Worker/ car requirement
Car 1 2675 274 9,76 51
Car 2 2652 272 9,75 58
It is just a tiny difference. I think maybe it has got something to do with my factories. But i'am not sure.
- However if i start comparing different factories versus my car designs i get really confused. I think a high tech factory should increase construction costs / fixed monthly costs, but lower labour costs by a lot. However constructing factories in the 1900 - 1910 period proves different. It's way more effective to construct factories with high focus on production quantity and quality and reduce focus on tech.
For example i have got 3 factories:
London (starting factory on normal): 9,397 fixed costs/month
Leeds (high tech factory: 290,049 fixed costs/month
Berlin (high quantity/quality) 44,237 fixed costs/month
Fixed costs increases 0,09% each month. It's not a lot, however after some time my high tech factory is becoming 40% more expensive versus my other factories per unit produced. I ended up destroying my high tech factory. Replacing it by 2 high quantity/quality factories. This desicision did not only decrease my production costs per unit, it also decreased my transport costs.
However, i thought designing a high tech factory would decreause my production costs, can someone give me advice on how this works exactly and how i can improve my production strategy? Thx in advance!
Greetings, WaterlandBaits
I am trying to understand the game mechanics in order to improve my manufacturing strategy.
I have done some testing, however it's hard to try different combinations in designing cars and factories.
I have got the following questions:
- If is design a car and I increase focus on manufacturing reqr. I increase production costs in exchange for a very small increase of vehicle stats. But how do i need to look at these numers? Are cars with a lot of stars in manufacturing reqr. easier or harder to produce? I have done some calculation, but i don't see the difference. (you can look up these numers in HR department)
Workers # produced cars Worker/ car requirement
Car 1 2675 274 9,76 51
Car 2 2652 272 9,75 58
It is just a tiny difference. I think maybe it has got something to do with my factories. But i'am not sure.
- However if i start comparing different factories versus my car designs i get really confused. I think a high tech factory should increase construction costs / fixed monthly costs, but lower labour costs by a lot. However constructing factories in the 1900 - 1910 period proves different. It's way more effective to construct factories with high focus on production quantity and quality and reduce focus on tech.
For example i have got 3 factories:
London (starting factory on normal): 9,397 fixed costs/month
Leeds (high tech factory: 290,049 fixed costs/month
Berlin (high quantity/quality) 44,237 fixed costs/month
Fixed costs increases 0,09% each month. It's not a lot, however after some time my high tech factory is becoming 40% more expensive versus my other factories per unit produced. I ended up destroying my high tech factory. Replacing it by 2 high quantity/quality factories. This desicision did not only decrease my production costs per unit, it also decreased my transport costs.
However, i thought designing a high tech factory would decreause my production costs, can someone give me advice on how this works exactly and how i can improve my production strategy? Thx in advance!
Greetings, WaterlandBaits