Aug 15th 2011, 16:56:59
A cross-post from Express Talk, as this was my suggested modifications to make an oiler more competitive as compared to a farmer.
1) Nerf production to 1 barrel per rig per turn.
2) Add oil tech (100-250%).
3) Add oil decay.
4) Increase base oil price from $60 to $100.
5) Optionally, make consumption 1 barrel per unit, cost $4 per barrel, production of 25 barrels per rig.
This would allow a max tech Fascist (+50% oil) to produce 3.75 barrels per rig or 3.6 barrels per rig after full days turns.
However, this make a farmer start-up more profitable 70% per acre. At max tech though, a farmer would make 11.66 bushels per acre and an oiler 3.75 barrels per acre, 3.1x the output.
At $100 per barrel, without tech, the rate per acre is $153.7 per farm or $150 per rig; with max tech, it's $338.14 per farm vs. $375 per rig.
Finally, the volatility of oil could be reduced by reducing the consumption and price rates while increasing production (the opposite as Mehul did when he nerfed food by increasing prices by 10x and production and consumption by 1/10x to allow for greater market variation).
1) Nerf production to 1 barrel per rig per turn.
2) Add oil tech (100-250%).
3) Add oil decay.
4) Increase base oil price from $60 to $100.
5) Optionally, make consumption 1 barrel per unit, cost $4 per barrel, production of 25 barrels per rig.
This would allow a max tech Fascist (+50% oil) to produce 3.75 barrels per rig or 3.6 barrels per rig after full days turns.
However, this make a farmer start-up more profitable 70% per acre. At max tech though, a farmer would make 11.66 bushels per acre and an oiler 3.75 barrels per acre, 3.1x the output.
At $100 per barrel, without tech, the rate per acre is $153.7 per farm or $150 per rig; with max tech, it's $338.14 per farm vs. $375 per rig.
Finally, the volatility of oil could be reduced by reducing the consumption and price rates while increasing production (the opposite as Mehul did when he nerfed food by increasing prices by 10x and production and consumption by 1/10x to allow for greater market variation).
Edited By: General Earl on Sep 27th 2011, 1:51:45. Reason: categorized