I've been wondering how much one RP, Hammer is worth in Gold.
Of course sometimes "worth" will depend on what you need and want. The so called "utility value". However, this is not what I'm asking about.
My question refers to how much gold one would produce instead of producing the good, in the same time. Every good that requires work has a value that can be measured, in gold, for example.
Problem:
Some other civilization O orders multiple Galleons from your civilization Y. How would you set the price (based on the value ~production costs)?
Propsed Solution 1:
I'll base my solution on the marxian definition of value as the socially necessary labour time. This will be easy as every civ more or less is a planned economy.
(Per Unit, Galleon)
Establish the total cost in labour time.
1) Check how many hammers UnitCostH one unit costs. This will give you the cost in hammers.
2) Sum the amount of hammers produced in (coastal cities) per turn and divide with the amount of (coastal cities) to get the mean value (hammer/coastal city) MeanV.
3){UnitCostH}/{MeanV}=ReqTurns. This will give you the cost in time.
Establish the total cost of labour in gold.
5)Now we know the average labour time. But we need to know how much the labour costs in gold. So we check the average surplus money the (coastal) cities would produce while having wealth on per turn. (The city gold entry will probably not be ok to use here).
6){GoldPTurn}*{ReqTurns}=UnitCostG. This will give you the cost in gold.
So you should set the price higher than the value (prod cost in gold) if you want a profit.
Here it would be interesting to {UnitCostH}/{UnitCostG} to get the amount of hammers one gets per gold under normal circumstances (average ~ 10^x): ________ . [Unfinished]
Note that some coastal cities will produce cheaper units. But this should be a flexible way for multiple cities. Ie. if some or all are set to produce the unit. But of course one could just use the values for the most inefficient city and calculate the value through this. But if competition applies this will be bad due to high prices. It will also work fine as a cost estimate. Good/Bad Deal.
Propsed Solution 2:
With the Hurry option available through the Free Market civic.
Would be interesting to compare the cost above with the static (?) hurry cost. +-Kremlin. What's more cost efficient?
Propsed Solution 3:
With the Hurry option available through Slavery.
Estimate the cost of the sacrificed pops. (probably complicated).
Problem:
Estimate the cost of a Research Point in Gold. (You want to know the price for a fair gold - tech exchange.
Propsed Solution 1:
1) Have your meters set to 0% (apart from the research one). Note the total RP/turn prod number down RPt.
2) Check your budget screen. See the total amount of gold spent on research. GoldRt
3){RPt}/{GoldRt}=RP per Gold = ________ [no result yet]
Propsed Solution 2:
1) Force RP production in your cities. Calc the average rp increases. RP
2) Force Wealth production in your cities. Calc the average gold increases. Gold
3){RP}/{Gold}=RP per Gold = ________ [no result yet]
I got no results yet. But maybe it could be put in the tutorial section when everything is ready.
Excuse me if I'm not clear. It's 3:30 in the night. But hey this is civ fanatics.
Of course sometimes "worth" will depend on what you need and want. The so called "utility value". However, this is not what I'm asking about.
My question refers to how much gold one would produce instead of producing the good, in the same time. Every good that requires work has a value that can be measured, in gold, for example.
Problem:
Some other civilization O orders multiple Galleons from your civilization Y. How would you set the price (based on the value ~production costs)?
Propsed Solution 1:
I'll base my solution on the marxian definition of value as the socially necessary labour time. This will be easy as every civ more or less is a planned economy.
(Per Unit, Galleon)
Establish the total cost in labour time.
1) Check how many hammers UnitCostH one unit costs. This will give you the cost in hammers.
2) Sum the amount of hammers produced in (coastal cities) per turn and divide with the amount of (coastal cities) to get the mean value (hammer/coastal city) MeanV.
3){UnitCostH}/{MeanV}=ReqTurns. This will give you the cost in time.
Establish the total cost of labour in gold.
5)Now we know the average labour time. But we need to know how much the labour costs in gold. So we check the average surplus money the (coastal) cities would produce while having wealth on per turn. (The city gold entry will probably not be ok to use here).
6){GoldPTurn}*{ReqTurns}=UnitCostG. This will give you the cost in gold.
So you should set the price higher than the value (prod cost in gold) if you want a profit.
Here it would be interesting to {UnitCostH}/{UnitCostG} to get the amount of hammers one gets per gold under normal circumstances (average ~ 10^x): ________ . [Unfinished]
Note that some coastal cities will produce cheaper units. But this should be a flexible way for multiple cities. Ie. if some or all are set to produce the unit. But of course one could just use the values for the most inefficient city and calculate the value through this. But if competition applies this will be bad due to high prices. It will also work fine as a cost estimate. Good/Bad Deal.
Propsed Solution 2:
With the Hurry option available through the Free Market civic.
Would be interesting to compare the cost above with the static (?) hurry cost. +-Kremlin. What's more cost efficient?
Propsed Solution 3:
With the Hurry option available through Slavery.
Estimate the cost of the sacrificed pops. (probably complicated).
Problem:
Estimate the cost of a Research Point in Gold. (You want to know the price for a fair gold - tech exchange.
Propsed Solution 1:
1) Have your meters set to 0% (apart from the research one). Note the total RP/turn prod number down RPt.
2) Check your budget screen. See the total amount of gold spent on research. GoldRt
3){RPt}/{GoldRt}=RP per Gold = ________ [no result yet]
Propsed Solution 2:
1) Force RP production in your cities. Calc the average rp increases. RP
2) Force Wealth production in your cities. Calc the average gold increases. Gold
3){RP}/{Gold}=RP per Gold = ________ [no result yet]
I got no results yet. But maybe it could be put in the tutorial section when everything is ready.
Excuse me if I'm not clear. It's 3:30 in the night. But hey this is civ fanatics.