Hi and thank you for your work on Money making guide. While I knew most corollaries from my own calculations, I still did learn few facts. Having said that, with 'assistance required', perhaps some things to consider especially in apparel section:
- It is possibly worth noting, that with market value being equal to material cost + (work amount * constant), there is no 'bad' or 'good' apparel (or in fact any item in game that doesn't have special modifiers to price) to craft. You are always moving on a linear function of work invested per material spent. While the tribalwear and corset are at extremes, anything in between is also optimal and if you were an AI you would always modify what you currently craft in order to move all your textiles / ensure your crafters are busy. I have seen a lot of players be very confused by this, so this is a tangent that might be worth discussing.
- While in opening you discuss that different factions buy different items, it is worth noting that Empire faction bases will not buy tribalwear. If memory serves me well, the top hat is the item with most profit / hour of work, that is bought by any faction. It might be worthwhile to add it to the comparison.
- Between production specialists and full time crafters, an analysis of income for higher quality level of crafted gear would also be interesting. Note expected quality multiplier per skill level was already calculated and is provided on Quality#How_quality_is_determined. This would be an interesting analysis, especially since quality levels is what allows crafter gear to outperform corn production.
Again thank you for your guides. The ideology one was particularly interesting to me.
Looking forward to reading more from you.