adding the possibility to list produced items when there are more than 1 would be great, on the same screen where it lists the required items.

I'll take a look at that once I get this wrapped up.

Is there a way to select the denominator, like per unit, per day, per hour.

There could be, but I fear it would clutter the UI. The units are per month since that is how the finances in the rest of the game are measured, and is the most relevant to a player who is trying to figure out whether they will have enough money at the end of the month to cover expenses.

It would be neat to see the economy of scale factored in and see profitability change when you incorporate how much cost a month engineers have on the overall numbers as you add or subtract engineers. Now i want to see the graphs..... This would make it not as static as one criticism put it.

The numbers do change according to the number of engineers you have assigned, and you can see, for instance, the profit going from negative to positive as you cross the critical theshold for assigned engineers for the (profitable) item you are producing.

Something about the last two numbers don't make sense to my feeble brain. If you use 70 engineers to produce 100 shouldnt it output the same number as using 70 engineers to produce infinite? Unless 100 took more than a month?

Also does it take into account facility cost? If there is a monthly cost for running a workshop?

What mean "Remaining materials cost"?

The numbers would be the same if the number of units to produce were more than the number of engineers could produce in a month. For example, if the 70 engineers were producing 1000 motion scanners, the profit number would equal the one where they are producing infinite scanners.

Here are the equations that make up the main business logic of this change:

`remainingMaterialsCost = (manufactureCost + usedItemsValue) * (amountTotal - amountProduced)`

manufactureCost: the number listed in the ruleset that you are charged per item produced.

usedItemsValue: the sale price of any other items required to manufacture this item (like alloys)

amountTotal: the number you specified to manufacture when you started the job

amountProduced: the number of items you've produced so far. this will be 0 when you first create the job and non-zero when you look at a manufacturing job in progress

`monthlyNetProfit = (saleValue - (manufactureCost + usedItemsValue)) * itemsPerMonth`

- (salaryCost + livingCost + workshopCost) * capacity

saleValue: the money you get from selling the item. this is 0 if the "SELL" button is not toggled on

manufactureCost, usedItemsValue: same as above

itemsPerMonth: the number of items specified to produce in the job or the number of items the current number of assigned engineers can produce in one month, whichever is less

salaryCost: the salaries of the assigned engineers

livingCost: the maintenance cost of the living quarters for the assigned engineers

workshopCost: the maintenance cost of all the workshops

capacity: the percentage of one month this job will take. this is 1 if the job will take one month or longer.