Copper Maniac
Peasant

Offline
Gender: 
Posts: 88
|
 |
« Reply #25 on: 12/07/02 at 02:53 AM » |
|
Now for the experiments including the furniture factory. In the first two runs, Easy-Does-It (EDI) and Sweatshop (SS) are compared. Here, the phenomenon observed before -- where lumber mill productivity and resource utilization drops -- rears its head again. SS seems to offer only a few percent improvement in productivity for the furniture factory.
Wage ManM Revenue Extra Load Rate RSRC=In CC HS --- 90,984 7582 328,884 5.9 554.0 0.0731 ------------------ SS PS --- 108,328 4924 531,030 1.7 355.7 0.0722 299,058=498.4 EDI --- --- 91,388 4154 782,040 0.0 279.3 0.0672 418,980=279.3
Wage ManM Revenue Extra Load Rate RSRC=In Profit CC HS --- 90,888 7574 311,178 0.0 518.6 0.0685 ------------------ 214,770 SS PS --- 108,328 4924 479,170 0.9 320.3 0.0651 282,792=471.3 61,890 SS --- --- 91,366 4153 808,584 0.0 288.8 0.0695 439,450=293.0 235,010 Treasury96JAN = 1,014,178; Aid 202,000; Other 690,877 Adjust 1,503,055; 991,385
For the SS run I also took a treasury reading at January 1996 and recorded the profit (same for all following experiments). January 1996 was chosen so that all runs would be finished by then. I also recorded the foreign aid received each year and the profits/losses shown on each building at the end. I then ran the equivalent situation but without operating the furniture factory (below). I am off by $9 on the adjusted treasury, but I'm confident that the books are being kept accurately. Thus the falling lumber mill productivity when the furniture factory is present has another cause.
Wage ManM Revenue Extra Load Rate RSRC=In Profit CC HS --- 91,488 7624 334,752 0.0 557.9 0.0732 ------------------ 237,744 SS PS --- 108,240 4920 702,255 0.0 468.2 0.0952 285,204=475.3 283,051 Treasury96JAN = 1,014,164; Aid 205,300; Other 703,325 Adjust 1,512,189; 991,394
All profit readings do not include the unsold loads (Extra) sitting in the output queues.
The problem when the lumber mill is operating has to do with the teamsters (anyone surprised?). I observed teamsters entering the fenced area of the furniture factory and leaving with their loads. Sometimes they turned around and tried to drop off their loads several times. The teamsters would then leave without depositing their loads. They would still have the wheelbarrow graphic for a little while. This only happened when the furniture factory input queue was at least 15.0. Occasionally a teamster would succeed in depositing a load at the furniture factory when the input queue exceeded 15.
This was but one end of the problem. The larger part occurred when teamsters picked up their loads at the lumber mills. If, at the time the teamster grabbed the load, the furniture factory input queue was at least 15.0, any of several things could happen. Rarely, the teamster would take the load to the docks. Rarely, the teamster would head toward the furniture factory. Most of the time, the teamster would immediately discard the load (the wheelbarrow graphic would never appear). This is a tale of Tropico teamster theft of titanic proportions!
Aside: Since the furniture factory is saturated in the above runs, I checked adding the Machining Center (MC), because I had not obtained a productivity figure with it previously. That result appears below. The productivity change was 3%. The hot text claims 10%. The hot text also claims a price increase for furniture. As reported previously, the price increase is not implemented (in fact, there is no separate export category for fancy furniture, unlike the separate export category for fine jewelry). So, I suspect the MC is simply not implemented (except that it will take $8,000 from your treasury and charge your power plant 15 MW).
Wage ManM Revenue Extra Load Rate RSRC=In Profit CC HS --- 90,600 7550 309,150 0.0 515.2 0.0682 ------------------ 213,030 SS PS --- 107,030 4865 516,795 4.4 348.9 0.0717 287,904=479.8 96,101 SS --- MC 89,980 4090 821,744 0.1 293.6 0.0718 451,666=301.1 236,941
The previously reported results for the timber industry -- specifically, that, if the furniture factories are underloaded, then the productivity loss at the lumber mills does not occur, now makes perfect sense. If the furniture factory input queue never gets above 15, then there are no losses due to lumber loads being thrown away. (There can still be losses due to teamsters dying en route.)
It might not seem worth the trouble to build a furniture factory, but, if you examine the results so far, you can see that 2 logging camps will generate a profit of about $230k, and 2 lumber mills will generate an additional profit of about $280k. Adding one (saturated) furniture factory to 2 logging camps and 2 lumber mills leads to $10k lost. But if a second furniture factory were added, then the lost lumber loads could be converted into furniture for 2800 of pure profit per load. That's about 2800 times 150 loads above, or $420k. Minus labor and maintenance, and minus the about 10k lost from adding the first furniture factory, we can estimate that having 2 furniture factories will lead to about $280k in profit, without even optimizing the labor (restricting jobs at the furniture factories). This $280k is as good as the lumber mills.
Moreover, if we add the Exhaust Fans (EF) option to the furniture factories, then a 18% reduction in lumber used was previously reported. For our situation (underloaded furniture factories), this actually means a 22% increase in the amount of furniture exported. So 809k+420k = 1229k revenue would increase by 0.22*1229k, or about 270k, meaning that a pair of furniture factories could yield about $550k in profit. That's some serious jack. Plus, I estimate that one furniture factory with EF option should barely handle the load from one lumber mill with Power Saw option. The following experiments seek to confirm this. (Somehow, I shoehorned in a second furniture factory to my already crowded map.)
Wage ManM Revenue Extra Load Rate RSRC=In Profit CC HS --- 90,276 7523 320,028 0.0 533.4 0.0709 ------------------ 224,232 SS PS --- 109,516 4978 675,450 0.0 450.3 0.0905 272,220=453.7 267,954 EDI --- --- 176,044 8002 1,228,136 0.0 438.6 0.0548 675,450=450.3 290,326
Wage ManM Revenue Extra Load Rate RSRC=In Profit CC HS --- 91,020 7585 329,280 0.0 548.8 0.0724 ------------------ 232,740 SS PS --- 109,098 4959 656,265 1.1 438.6 0.0884 282,834=471.4 238,573 EDI EF --- 178,772 8126 1,481,032 0.0 528.9 0.0651 656,265=437.5 559,479
The full improvement possible from the EF option is not yet realized above. A small teamster problem has reappeared. This is taken care of in the run below by setting the furniture factory to Sweatshop. In fact, having multiple furniture factories appears helpful, because the teamster problem only seems to occur if both/all furniture factories have high input queues.
Wage ManM Revenue Extra Load Rate RSRC=In Profit CC HS --- 90,528 7544 308,250 0.0 513.8 0.0681 ------------------ 212,202 SS PS --- 107,052 4866 676,470 3.7 454.7 0.0934 277,956=463.3 266,332 SS EF --- 178,836 8028 1,538,796 0.7 550.3 0.0685 676,470=451.0 599,174
So, some noticeable profits can be realized with the furniture factories if one is careful to build enough of them.
(continued)
|