The APEX update release will be released on September 5th, 2024.
General Notes
If your APEX console is stuck in a loading state after the update, please make sure to refresh it once after the update to ensure you got the latest version.
With me, maybe the only player/gov operating hospital(s), EMC and the drone thing.
If prices for those inputs even go higher it becomes even less usefull for POPI upkeep.
Maybe thats another topic, but if I can trust my observations:
1 item in the drone post is worth 3 x one item in the safety station.
In other words 1 “fullfillment point” of DW cost you about 50 while for SUD it is 85 with the change it will be 95.
By the way the fullfillment points for those mixed building EMC is especially bad. A RED is like 315 per fullfillment point and after change 350. Compared to OFF with a cost per point of about 35 (no mater if it is health or savety).
You as the devs probably know the correct formulars and thus may calculate the proper cost per fullfillment.
But what I am saying is:
Its not reasonable to use those POPI items for POPI before the change. By making them more expensive it will be even less reasonable.
→ Make them more usefull in POPI or make them cheaper (which of course conflict with its MM task)
I think it’s intentionally more expensive. If you have a planet big enough to have that much safety requirement, you need to run the more expensive upkeep.
A little late but - had a look at the numbers, I don’t think the electronics adjustment is enough. It’s the low end of the 25-50% I suggested, I think they all need more. LOG is just not attractive in any way compared to IDC, even at these adjusted prices. If it were 80,000 I think that’s more appropriate, and the other electronics scaled appropriately to that same range.
Thank you for the correction, I had the wrong number on RED (and also CRU). UTS and AIR didn’t change- AIR is included because it’s relatively good. UTS is included since it was historically popular as an MM (but obviously isn’t anymore).
Here’s an updated chart. I also included some randomly selected non-MM products, either commonly made products or particularly high value ones. They give a good point of comparison to the MM items.
How I would use this tool is to see that $\day per 500 area math in pplanner and you can see it for every item based on ppavg pricing. I think having a live look at what a specific price means for the profitability of an item is a really powerful tool.
I think an important piece of context to these numbers you’ve made Archiel is that every item has a different percentage of it’s “overall area” done by different tier workers. A bunch of the input cost for making batteries is done by pioneers in smelters or in FS with settlers. With IDC, the overall size of this input chain is quite small and the percentage of their chain occupied by scientists is quite high. So it makes sense that the average area profitability is quite high. You jump from PIO’s with MEA to scientists. With batteries, you have 17 intermediate steps with techs and engineers. It makes sense those average numbers are lower.
If you told me we should keep nerfing it, I wouldn’t object.