Vertical Integration Calculator
Posted: Fri Dec 08, 2023 9:52 pm
Hi everyone. After a lot of in-game trial and error, some data mining, and some poking around on old forums, I finally got a tool you can use to help you plan out production!
https://docs.google.com/spreadsheets/d/ ... sp=sharing
So far, it only does manufactured goods, but those are the tricky parts anyways.
Sometime soon, I hope to use a python program to automate creating balanced supply chains. However, there's a lot of nuts N'bolts when it comes to designing efficient layouts to factories.
HOW TO USE:
Go to the "Production calculation" sheet. The others are just raw game files I use in my calculation.
There are 4 main parts to the calculator:
-The marketshare-to-recommended-quota tool uses the yearly consumption of your selected product to determine about how much yearly production of a product you need to capture a certain % of the retail market. Whether or not you can actually sell everything you produce depends on the marketing, branding, and price. (Only works for products which can be sold in retail)
-The quota tool gives you how many baseline workers you need in a manufacturing slot to produce a certain amount of product. A baseline worker is basically an untrained worker working at 100% in a manufacturing slot. A worker with training would be working at more than the baseline worker, and a worker at less than 100% capacity would be less than a baseline worker.
-The downstream quota tool breaks down how much of each component input you need to reach your quota. It also gives you the amount of baseline workers necessary to vertically integrate each component (assuming it can also be assembled in a factory.) You can copy-paste each semiproduct and its requirements back into the top to analyze the supply chain of its own production. In this way, you can determine exactly how many baseline workers you need on each step of assembly.
-The factory tool Allows you to calculate how many workers each hold. Small, medium, and large factories each produce more stuff because their manufacturing slots hold more employees. This is so that you can choose the best number of small, medium, and large factories to fit your needs.
EDIT!
-Weight gaining industry index Is it better to build your factories close to your retail stores, or close to your resources? The weight-gaining industry index is here to answer that question. A positive weight-gaining index means it's generally better to manufacture things close-by to where the product is consumed, while a negative index means it's best to build your industry by the resources it uses, scaled by the price of the output. The difference in shipping prices is scaled by. For a sense of scale, Cola has a weight gaining index of 66, and from personal experience, even a short jaunt between cities a few tiles away, the shipping cost outweighs the manufacturing cost tenfold. That's about the theoretical upper limit for what is profitable to ship trans-city, and I was piggybacking off of incredible brand and quality. Even shipping within the same city costs something like 10 cents. An index of~5 (positive or negative) is when it should be a major consideration between manufacturing location. 10 is where you should almost always prioritize shipping concerns.
https://docs.google.com/spreadsheets/d/ ... sp=sharing
So far, it only does manufactured goods, but those are the tricky parts anyways.
Sometime soon, I hope to use a python program to automate creating balanced supply chains. However, there's a lot of nuts N'bolts when it comes to designing efficient layouts to factories.
HOW TO USE:
Go to the "Production calculation" sheet. The others are just raw game files I use in my calculation.
There are 4 main parts to the calculator:
-The marketshare-to-recommended-quota tool uses the yearly consumption of your selected product to determine about how much yearly production of a product you need to capture a certain % of the retail market. Whether or not you can actually sell everything you produce depends on the marketing, branding, and price. (Only works for products which can be sold in retail)
-The quota tool gives you how many baseline workers you need in a manufacturing slot to produce a certain amount of product. A baseline worker is basically an untrained worker working at 100% in a manufacturing slot. A worker with training would be working at more than the baseline worker, and a worker at less than 100% capacity would be less than a baseline worker.
-The downstream quota tool breaks down how much of each component input you need to reach your quota. It also gives you the amount of baseline workers necessary to vertically integrate each component (assuming it can also be assembled in a factory.) You can copy-paste each semiproduct and its requirements back into the top to analyze the supply chain of its own production. In this way, you can determine exactly how many baseline workers you need on each step of assembly.
-The factory tool Allows you to calculate how many workers each hold. Small, medium, and large factories each produce more stuff because their manufacturing slots hold more employees. This is so that you can choose the best number of small, medium, and large factories to fit your needs.
EDIT!
-Weight gaining industry index Is it better to build your factories close to your retail stores, or close to your resources? The weight-gaining industry index is here to answer that question. A positive weight-gaining index means it's generally better to manufacture things close-by to where the product is consumed, while a negative index means it's best to build your industry by the resources it uses, scaled by the price of the output. The difference in shipping prices is scaled by. For a sense of scale, Cola has a weight gaining index of 66, and from personal experience, even a short jaunt between cities a few tiles away, the shipping cost outweighs the manufacturing cost tenfold. That's about the theoretical upper limit for what is profitable to ship trans-city, and I was piggybacking off of incredible brand and quality. Even shipping within the same city costs something like 10 cents. An index of~5 (positive or negative) is when it should be a major consideration between manufacturing location. 10 is where you should almost always prioritize shipping concerns.