OpenXcom Forum
Modding => Released Mods => XPiratez => Topic started by: Wayans on April 14, 2018, 10:16:05 pm
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Didn't managed to find any topic before but probably i'm not the first one asking this...
What's the point on bag of coin,money purse,etc... extraction?
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The point comes later in the research tree with "forgery".
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You get more money by extraction.
The credit chips you get from extraction are worth more than just selling the item. You get about 10% more.
Same with the small ship engines. When you take them apart and sell the components you get more cash than selling them whole
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Counterfeiting allows for huge returns on credit chip profits, and of course Treasure Chests are extracted mainly for the gems which are critical for end-game gear.
However, early on, sometimes it makes sense to sell the purses and bags wholesale, especially if you haven't unlocked their extraction tech yet, or runt hours are too hard to come by. The quick cash may help pay for another brainer!
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However, early on, sometimes it makes sense to sell the purses and bags wholesale, especially if you haven't unlocked their extraction tech yet, or runt hours are too hard to come by.
Purses and bags only take five hours to extract. Those should always be available. ;)
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You usually lose out on the very first bag of cash and money purse due to research but after that extract them every time through out the game.
The amount of chips is too good to skip and you can 'save' some for the mint IF you insist building it at all.
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Counterfeiting allows for huge returns on credit chip profits, and of course Treasure Chests are extracted mainly for the gems which are critical for end-game gear.
Most of that stuff actually comes to play in the midgame if you got lucky and focused on the right research.
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But I used the calc and extraction gives less cash than the wholesale sell
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But I used the calc and extraction gives less cash than the wholesale sell
Can you show your calculations?
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But I used the calc and extraction gives less cash than the wholesale sell
This seems incorrect to me.
You get alot more chips out of the bags and purses than selling them wrapped up.
All chips out of the purse is worth 65.800 $ against 60.000 $ unpacked.
5.800 profit to extract them.
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OMG! Bashing my brains out and punishing myself for not being able to see how it's profitable I just noticed the scroll bar.... I wasn't counting all the chips because haven't noticed you can actually scroll down to see more kinds of chips -_-U
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No problem.
Check the details once you try to build complex and advanced items and ships later on.
Sometimes you need more than 5 different items.
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How much is 5 runt hours worth? we need to account for that in the calculations
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How much is 5 runt hours worth? we need to account for that in the calculations
This depends on your tech level and other available projects. Since treasure extractions are among the highest $/hr things (and certainly higher than anything you can do repeatedly), it's a non-issue, though.
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The purse and bag themselves cost 0 $ to start.
The cost-efficiency needs to be determined by some changing factors:
The maximum amount of runts you can assign to any project
The amount of times you can repeat a certain project
Another project you can compare it to (considering you've the tech and infrastructure to do it)
Early on you barely have 60-80 runts at best (3x extractor + still).
Money purses are common but those can't be mass-extracted for a whole month.
Moonshine can be made from thin air and x-grog can be made once you've the tech for it.
In the first year you're best set to mass produce chateau and grog.
You can't save space and (wo)manpower to purchase raw materials to press them into good-selling products.
Money is scarce and are better invested in guns and tools. Grog pays your bills but can't kill your opposition.
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The purse and bag themselves cost 0 $ to start.
That's wrong. By extracting them you lose the money you would've made from selling them directly.
The cost-efficiency needs to be determined by some changing factors:
The maximum amount of runts you can assign to any project
The amount of times you can repeat a certain project
Another project you can compare it to (considering you've the tech and infrastructure to do it)
We...
The maximum amount of runts doesn't matter because you calculate profitability per runt-hour.
The amount of times you can repeat a certain project can be separated into two categories: infinite and finite. Finite projects often have higher profitability and switching your runts around to accomodate that is strongly recommended, especially in the beginning of the game.
Comparing it to other projects is important for ranking them, not for figuring out the cost-efficiency.
And while my sheet is a tad outdated, the profitability of those projects is higher than that of any repeatable one, so you should always go for them. Treasure chest extraction is the single most profitable thing, Money Purse places 16th and Bag of Cash still comes in at 60th. Essence production is generally very profitable, as are some other animal extractions, disassembling plasma and nuclear lasers, and assembling most of the ship weapons.
Honorable mention also goes to extracting integrated devices, which places surprisingly high for its position in the tech tree and the times you can run it.
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A single Runt needs 5 hours to count the coins in a purse.
5 Runts do it in 1 hour.
100 Runts do it in 1 hour as well. 5 are counting, 95 are doing nothing.
Overall yes it's great to have the best product to milk out once available but I hate to micromanage purchase of goods / manufacturing them for profit and keep an eye on the vault storage while progressing the campaign.
That's why x-grog, chemicals and m1a tanks are my fav. product to mass-manufacture.
Invest money to get more money out of it. Head free for the actual game.
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How much is 5 runt hours worth? we need to account for that in the calculations
The additional cash you get for extracting a money purse is 5.800, and that costs you 5 runt hours.
You can compare that to a barrel of grog that sells for 4.999, but costs 240 runt hours to produce +600 material cost.
The best way to get the money purse research you need for extraction is from interrogation. I think ratmen have it in their list, and they are quick to interrogate (5 days on average with 1 brainer).
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What bonuses give having more than 1 extractor? just workspace?
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What bonuses give having more than 1 extractor? just workspace?
In the same base? Yeah, just workspace. And emergency system redundancy I guess. :P
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Money is scarce and are better invested in guns and tools. Grog pays your bills but can't kill your opposition.
I want this as my new sig. Can I have please?
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Go ahead brother/sister. I don't charge for the truth.