Professional Documents
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Resources Ghukek PDF
Resources Ghukek PDF
Profit centers
Value at hand Adj Value/hr [7] Value/hr [8] Individ VL [9] Product Adj Value/hr Value/hr Individ VL Profit Ratio [10] Actual Profit [11]
Profit/hr [12]
Clay 490,638,730 599,718,730 900 Bricks 223,008,000 223,008,000 2,760 2.04 1,405 113,524,000
Limestone 136,912,158 184,028,238 1,322 Concrete 583,506,000 583,506,000 5,052 12.79 4,657 537,891,750
Gravel -13,422,070 10,214,180 955 Fertilizer 32,118,240 32,118,240 1,896 1.96 926 15,692,600
Coal -200,811,202 8,798,798 2,740 Steel 440,885,125 442,330,650 57,821 1.18 8,721 66,715,650
Iron Ore -57,148,460 106,179,040 3,050 Fossil fuel 130,592,000 335,808,000 29,150 4.53 22,713 261,648,000
Crude Oil -81,792,000 0 6,400 Glass 368,551,040 368,551,040 52,351 1.68 21,224 149,415,200
Quartz Sand -6,626,400 0 1,255 Copper 245,735,000 337,365,000 83,300 11.53 76,077 308,110,500
Chalcopyrite -25,879,500 0 2,130 Insecticides 166,320,000 166,320,000 4,320 1.69 1,758 67,687,400
Bauxite -77,376,000 0 4,030 Aluminium -94,197,500 294,080,000 91,900 3.61 66,470 212,704,000
Lithium Ore -162,978,000 0 1,181 Plastics -29,520,000 75,600,000 6,000 8.82 5,320 67,032,000
Ilmenite -3,184,000 0 995 Lithium -92,400,000 231,000,000 38,500 1.37 10,337 62,022,000
Silver Ore -2,102,400 0 1,460 Batteries 939,450,150 945,075,600 225,018 1.12 24,618 103,395,600
Gold Ore -3,008,000 0 940 Weapons 178,816,250 178,816,250 286,106 11.45 261,116 163,197,775
Rough Diamonds -840,300,000 0 2,801 Silicon 0 0 129,700 1.17 19,075 0
Total Adj Value/hr (+TC) Value/hr Value/day [13] Electronics -47,370,960 0 65,793 1.29 14,718 0
All Mines -1,039 M 717 M 17,214 M Titanium 7,680,480 76,804,800 48,003 10.69 43,513 69,620,800
Medical technology 606,722,400 606,722,400 168,534 3.96 125,974 453,507,120
Silver 16,008,000 16,560,000 1,840 4.24 1,406 12,657,600
Gold 11,747,700 31,327,200 65,265 5.05 52,332 25,119,200
Jewellery 1,236,164,400 1,236,164,400 2,060,274 1.41 601,222 360,732,900
Scan drones 0 0 101,672,248 1.19 16,372,773 0
Trucks 0 0 335,198 1.20 55,207 0
Total Adj Value/hr Value/hr Average VL Adj Value/day
All Factories 3,016,420,595 6,181,157,580 4,792,320 72,394,094,285
Total All 1,977,641,806 89,607,790,456
Transport costs
Buy Resources
concrete factory
limestone 821900
gravel 942850
Fill the blue highlighted areas with your current stats. Warehouse level is optional. To leave this out of calculations, put it all to zero.
API Toggle: 0 API Credits Left: API Key:
Mines fill from mine overview Factories Buildings HQ Warehouse
Resource Mine name Number: Manual [14]
API Average Produce [15]
Max Production [16]
Max from API [17] Name Use Lvl [18]
Actual Lvl Manual Lvl API Lvl Using? [19] Name Lvl Manual Lvl API Lvl Level Resource Level Manual Lvl API Lvl
590 Clay Clay pit 0 666,354 774,830 0 Brick factory 101 101 101 0 Yes Tech center 6 6 0 4 Bauxite 25 25 0
10 Coal Coal mine 0 3,211 3,734 0 Concrete factory 55 55 55 0 Yes Casino 8 8 0 4 Chalcopyrite 25 25 0
0 Chalcopyrite Copper mine 0 0 0 0 Fertilizer factory 14 14 14 0 Yes Museum 10 10 0 Clay 52 52 0
0 Rough diamonds Diamond mine 0 0 0 0 Ironworks 17 17 17 0 Yes Training camp 8 8 0 Coal 42 42 0
7 Gravel Gravel pit 0 10,695 12,437 0 Oil refinery 18 18 18 0 Yes Recycling plant 10 10 0 Crude oil 20 20 0
0 Ilmenite Ilmenite mine 0 0 0 0 Glazier's workshop 11 11 11 0 Yes Law firm 3 3 0 Gold ore 10 10 0
150 Iron ore Iron ore mine 0 34,813 40,480 0 Copper refinery 15 15 15 0 Yes Mafia HQ 2 2 0 Gravel 31 31 0
0 Lithium ore Lithium ore mine 0 0 0 0 Insecticide factory 11 11 11 0 Yes Hospital 4 4 0 Ilmenite 11 11 0
0 Quartz sand Sand mine 0 0 0 0 Aluminium factory 10 10 10 0 Yes Drone research 5 5 0 Iron ore 35 35 0
0 Silver ore Silver mine 0 0 0 0 Plastic factory 7 7 7 0 Yes Service center 4 4 0 Limestone 35 35 0
0 Bauxite Bauxite mine 0 0 0 0 Lithium refinery 8 8 8 0 Yes HR Department 0 0 0 Lithium ore 49 49 0
0 Crude oil Oil derrick 0 0 0 0 Battery factory 7 7 7 0 Yes Haulage firm 2 2 0 Quartz sand 23 23 0
0 Gold ore Gold mine 0 0 0 0 Arms factory 5 5 5 0 Yes Rough diamonds 56 56 0
392 Limestone Limestone quarry 0 139,204 161,866 0 Silicon refinery 0 5 5 0 No Silver ore 10 10 0
Electronics factory 0 3 3 0 No Aluminium 15 15 0
TOTAL 0 0 86 993,347 0 Titanium refinery 5 5 5 0 Yes Batteries 19 19 0
Medical technology Inc. 9 9 9 0 Yes Bricks 51 51 0
Maintenance fill from mine overview Silver refinery 3 3 3 0 Yes Concrete 50 50 0
Expert Cost [20] MK Cost [21] Individual [22] Per Day times.
[24] [23] Gold refinery 2 2 2 0 Yes Copper 12 12 0
6740 M M 2247 M [25] 0.1428571429 Goldsmith 6 6 6 0 Yes Electronics 10 10 0
No [26] YES YES How many times Drone shipyard 0 1 1 0 No Fertilizer 25 25 0
0 0 320952381 per day. Truck plant 0 1 1 0 No Fossil fuel 21 21 0
Use a fraction if less Glass 16 16 0
than once per day Gold 5 5 0
i.e. .5 for every other Insecticides 40 40 0
List of likely inputs Jewellery 5 5 0
2 = 2x/day Lithium 11 11 0
1 = 1/day Medical technology 20 20 0
.5 = every other day Plastics 20 20 0
.33 = every third d Scan drones 1 1 0
.25 = every fourth d Silicon 10 10 0
.2 = every fifth day Silver 41 41 0
Steel 25 25 0
Titanium 10 10 0
Trucks 4 4 0
Weapons 10 10 0
Proudly serving the Resources Game community since 2015
For all current and future versions of this sheet, unless otherwise noted, you can update by making a new copy of the sheet,
then copying your entire UserBuildings tab from your old sheet and replacing the data on the new sheet.
25 Nov: It is important for those of you who will be using the API to read the API instructions to avoid excessive use of your api data.
Added API support for entire User Buildings tab.
DO NOT copy and paste your User Buildings tab from a previous version, this update invovles heavy User Buildings tab updates.
For now, API settings (On/Off switch and API Key input) are on the API Raw page. However, I will move it to the UserBuildings page if enough people express support for that idea.
Acknowledgements:
Individual value, Profit Ratio column, Actual Profit column, Adj Value columns, and "All" lines on the Supply chain tab were created by Ghukek.
Factory ROI, Mine ROI, Mine Accident, TU5.05 Cost, Headquarters, and Recycling/Units tabs created by Ghukek.
All other portions of this sheet were copied from a sheet created by Koen Rijnsent, IGN cq27.
This sheet is related to the Android game "Resources Game," and I claim no ownership of or afiliation with the game.
Special mention to user "Apoc" for contributions to the "Profit over time" table in the Factory ROI page
Special mention to user "Plan-B" for helping setup the sheet to auto-update the Markets tab.
Special mention to user "Fraggle Rock1" for reverse-engineering the tech center scan accuracy formula.
Special mention to user "Redeye Inc" for designing the "HQ Progress Tracker" and "Recycling Calculator" tables along with the recycling table in the static tab.
Special mention to users "Redeye Inc" and "mkb1" for their joint contributions to the TU5.05 calculator table in columns J-N of the TU sheet.
Special mention to user "Ar0nius" for writing the "how often should I repair my mines" table in the Mine ROI tab.
Thanks to user Defenestration for minor bug report.
Thanks to user [HU3] LSV CORP. for PT-BR translation.
Thanks to user Numbers Inc for reporting a minor bug in the data pull.
Thanks to user Defenestration for suggesting a slight change to the API toggle system to reduce the likelihood that it's accidentally left on.
Special thanks to user Defenestration for building the system behind the HQ ROI API integration.
Number Formatting:
If you use the x.xxx.xxx,xx format (that is the European number format) rather than the American format.
You can just use the x,xxx,xxx.xx if you want, but the following is instructions to change to your preferred format.
First, go to "file" "spreadsheet settings" and change the "locale" to whatever country you're from.
All numbers and formulas will automatically convert. Except for the base market pull formula.
This is because the script that runs that is separate from the spreadsheet, and will continue pushing the American formula.
Go to "tools" "script editor." (---------V---------)
Line 4 will read = var cellFunction1 = '=IMPORTXML("http://www.resources-game.ch/exchange/kurseliste.xml?' + queryString + '","//RESOURCES_RATES/ITEM")';
Change the comma between [queryString + "] and ["//RES] to a semicolon. (change , to ;) (Make sure it's ; not :) The (---------V---------) is pointing directly to it for your convenience.
Save and run the script.
API Instructions:
The sheet automatically updates hourly I believe, I'm currently testing. To prevent unnecessary API Credit waste,
make sure to keep User Buildings tab C2 at 0 when not at use.
To minimise credit usage, copy the yellow cells and right click on the corresponding blue cells and select "Paste Special" -> "Paste Values Only".
This will allow you to retain data after you turn off the API data.
If you want to remove a specific feature from the API Raw page in order to preserve credits:
Go the the API Raw sheet, which is hidden by default.
Find the name of the table you wish to remove.
Edit the cell two blocks below the bold title by removing the equals (=) sign from the page.
To restore, just put the equals (=) sign back.
Translations:
All Readme translation tabs are hidden by default. View them by "View" -> "Hidden Sheets" on desktop and by bringing up the four horizontal bar menu in the bottom left corner on mobile.
PT-BR: Readme Translation and Translation table: Credit: [HU3] LSV CORP.
If you are experiencing problems with the sheet, submit a support ticket by going to share settings.
Add legowiebe@gmail.com with comment permissions.
In the notes section, explain your issue.
Top 20 miners
http://appweb.resources-game.ch/stats/masterminer_hp.php
In-game data
http://ssl.resources-game.ch/
Game guide
http://tinyurl.com/npa82ky
Sheet descriptions.
Supply Chain:
This cumulates all of your production into neat totals.
It also shows your production shortages.
Adj value is based on how much of that resource you will need to feed into factories
User Buildings:
This is where you input your data.
The blue cells are user input.
The orange cells are auto-filled if you use the API functionality. The sheet will default to them if in use, otherwise it will use the manual entry data. See the API Instructions above for details.
"Using?" Column in factories is a "Yes" or "No" answer. It allows you to see your profit totals if you chose not to run certain factories.
Maintenance cost section. In the second row, chose which type you use.
Factory ROIThis is where factory upgrade prices are calculated.
Days to ROI is how many days until the increase in production will pay off the cost of the upgrade.
Multiplier is how many times you'd have to upgrade the factory to increase hourly profits by 100 million.
Average is a compound of ROI and Multiplier. Ultimately the general consensus is that ROI is most important.
Produce Increase and Daily Increase: This is how much one upgrade of this factory type will increase your hourly and daily profits.
Total Credit Upgrade: How much it would cost to buy all of the resources to upgrade the factory including the cash cost.
Mine ROI Hourly Production @ # This is the hourly production at a certain quality level.
ROI @ (First cell group) How long the mine will take to pay back the cost of the mine in number of days.
Base # (Second cell group) How long a fully tech upgraded mine will take to pay the cost of the tech upgrade.
Base # (Third cell group) How long a fully teched mine will take to pay off both the build cost and tech upgrade cost.
Base # (Fourth cell group) How long a fully teched mine will take to pay off tech upgrade cost when it is under your HQ.
[Blue cell] Insert a number into this cell between 1 and 100. This will give you the respective information for that quality level.
TU5.05 CostList of all known tech upgrade combos that create the max boost of 5.05.
The cost associated with each combo is shown.
The cheapest combo that doesn't use Tech Upgrade 4 is displayed at the top. This is used in Mine ROI tab.
Headquarters
All of the costs associated with headquarter upgrades totaled up.
HQ ROI is not a very useful tool, as it requires a lot of user input and maintenance.
Most HQ's will have an extremely high ROI.
Follow the instructions below the HQ ROI tool.
Recycling/Units
Shows profit margines for combat units and recycling.
Recycling profit has two tables. First shows at level 10, second shows at your current level.
SpecialBuildings
Calculates the cost of a special building in four perspectives.
Two values are shown for each type in the top table. They are identical, except one abbreviates the total.
Cost Next shows the total cost for the next upgrade.
Cost So Far shows how much you've spent, based on current market values.
Cost to 10 shows how much it will cost to get it from 0 to 10.
Cost Left shows how much more you will need to spend to reach 10.
Res (1,2,3) and Cost (1,2,3) The first is how many of the respective resource is required, cost is how much that will cost total.
The system simplifies it instead of listing each building's resource types.
GD ROI Calculates the profitability of Giant Diamonds. This is hidden by default to reduce confusion.
Fill the first column of blue cells with your warehouse level for the resource type in the corresponding "f" column cell.
Fill the second column of blue cells with the warehouse level for the production resource of the corresponding "b" column factory.
The profit total is the profit for a five day instant production.
The profit total w/ wh is the profit after accounting for necessary warehouse costs.
The total need column is the amount you need of the corresponding resource to start a 5 day production.
The WH LV is what warehouse level you'll need for the corresponding product.
User Calcs This has three useful calculators. User input into the blue cells.
Markets This pulls data for current market value. This sheet is hidden by default.
Calc This calculates various production values and costs based on static info combined with the info from the User Buildings tab. This is hidden by default
Static This is where all of the static game info goes. This is also hidden by default.
These three sheets, (Market, Calc, Static) are the primary core of this spreadsheet.
All of the other sheets ultimately refer to these sheets for their calculations.
Although this sheet is free to use, it does represent many hours of work.
Therefore, I would like you to consider the benefit it has provided you.
If you feel so inclined, an in-game contribution in kind is welcome.
My in game account is Ghukek Inc.
Changelog:
V. Date. Notes.
2.4.1 16 Jan 17: Minor change to Haulage ROI calculations. Now says "No" if ROI is at or below zero.
2.4.0 15 Jan 17: Added User Defenestration's system to pull API data to calculate the ROI on upgrading the headquarters.
Reorganized Headquarters tab. HQ progress tracker moved to below the HQ ROI.
Added API Mine Detail tab hidden by default as an extension to the API Raw tab.
Sqweezed cells together in User Buildings tab to facilitate scrolling.
2.3.0 13 Jan 17: Added estimated ROI for haulage firm based on daily income.
Added explanation in Readme.
2.2.4 6 Jan 17: Merged cells in user buildings tab to fit API key.
2.2.3 27 Dec 16: Minor bug fix where the sheet doesn't search the full markets tab caused by the addition of trucks. Credit: Numbers Inc
2.2.2 2 Dec 16: Removed all user input from API Raw sheet.
API Raw sheet hidden by default.
Added API toggle, API Credits left, and API Key to UserBuildings tab.
Added API HQ progress tracker in Headquarters tab.
Added API data pull for HQ.
Added titles to API Raw tables.
Added further instructions to API section of Readme.
2.2.1 28 Nov 16: Added more detailed instructions for API use.
Reformatted Readme for better readability.
2.2.0 25 Nov 16: It is important for those of you who will be using the API to read the API instructions to avoid excessive use of your api data.
Added API support for entire User Buildings tab.
DO NOT copy and paste your User Buildings tab from a previous version, this update invovles heavy User Buildings tab updates.
For now, API settings (On/Off switch and API Key input) are on the API Raw page. However, I will move it to the UserBuildings page if enough people express support for that idea.
Minor bug fix where mines and factories didn't all show up.
2.1.0 24 Nov 16: Happy Thanksgiving! Minor fix on Mine ROI tab where the conditional ROI (default at 35 was fritzed up).
Minor addition to Mine ROI tab to account for scan costs. This assumes an average of 4 scans per mine to account for precise placement.
BEGIN: Major edit to finally bother to incorporate the new API. I'm going into this blind, and we might not see any results, but I'm giving it a shot.
2.0.1 12 Sep 16: HUGE BUG FIX. Change the cell E48 in the Supply Chain tab to read "=D48*24" instead of "=C48*24" Sheet is grossly underestimating your profits
by counting the value of resources put into factories twice. Credit to Ar0nius for the catch.
Also change add "+C77" to the end of D48.
1.4.0 2 Feb 16: Added TU5.05 efficiency calculator to show you how many mines you can tech with your current number of tech upgrades for each combination.
Reorganized cost remaining calculator in Headquarters tab.
Added Recycling calculator in Recycling/Units tab.
1.1.1 5 Jan 16: Added WH LV tab in Supply Chain to show necessary WH level to store daily production.
Updated README.
0.5.1 29 Nov 15: Added "Multiplier" and "Average" columns to Factory ROI to show number of upgrades per $10m/hr profit increase.
Added profit over time table to Factory ROI page.
0.4.1 20 Nov 15: Added "Using?" column in the factory table in the UserBuildings tab.
0.3.0 18 Nov 15: Added easy view Factory ROI column to the right of the detailed table.
Added "Mine Accident" tab with mine accident calculator.
0.2.3 17 Nov 15: Added Adj value at hand table for raw goods and updated daily profit totals.
Bug fixes in Factory ROI tab.
0.1.3 9 Nov 15: Added first todo: "insert profitability of defense units".
0.1.1 3 Nov 15: Fixed bug where bricks was not showing proper market value in "Flat BM Value" column.
0.0.1 19 Sep 15: Copied sheet for personal use from User: cq27
Factory ROI Days to ROI [27]
ROI w/ TC [28] Total Credit TC [29] Daily Increase [30] Produce Increase [31]
Total Credit Upgrade
Resource
[32] 1 WH WH Cash Resource 2 WH WH Cash Resource 3 WH WH Cash Cash
101 Brick Factory 262.26 296.35 7,994,433,600 26,976,000 1,124,000 7,074,720,000 2,080,800 21 52 0 - - - - - - - - 5,202,000,000
55 Concrete Factory 84.45 95.43 22,399,601,280 234,716,400 9,779,850 19,822,656,000 3,136,000 26 51 0 3,136,000 26 52 0 1,568,000 18 35 0 6,272,000,000
14 Fertilizer Factory 307.96 348.00 9,361,739,250 26,901,600 1,120,900 8,284,725,000 562,500 11 51 0 1,125,000 15 50 0 112,500 5 35 0 900,000,000
17 Ironworks 209.20 236.39 22,265,221,680 94,186,800 3,924,450 19,703,736,000 162,000 6 51 0 2,916,000 25 50 0 972,000 14 35 0 3,240,000,000
18 Oil Refinery 134.75 152.27 53,120,644,600 348,864,000 14,536,000 47,009,420,000 180,500 7 25 0 5,776,000 34 50 0 180,500 7 31 0 7,220,000,000
11 Glazier's Worshop 68.37 77.26 25,185,524,976 325,996,800 13,583,200 22,288,075,200 432,000 10 51 0 3,600,000 27 50 0 21,600 3 35 0 2,880,000,000
15 Copper Refinery 129.98 146.87 72,405,771,520 492,976,800 20,540,700 64,075,904,000 256,000 8 25 0 6,400,000 36 50 0 128,000 6 16 0 10,240,000,000
11 Insecticide Factory 305.77 345.53 51,027,690,240 147,681,600 6,153,400 45,157,248,000 288,000 8 25 0 3,600,000 27 50 0 72,000 4 12 0 4,320,000,000
10 Aluminium Factory 92.29 104.29 53,239,790,670 510,489,600 21,270,400 47,114,859,000 302,500 8 25 0 3,025,000 25 50 0 181,500 7 16 0 4,840,000,000
7 Plastic Factory 65.33 73.82 16,966,488,960 229,824,000 9,576,000 15,014,592,000 64,000 4 25 0 1,024,000 15 50 0 32,000 3 15 0 3,200,000,000
8 Lithium Refinery 355.60 401.83 74,767,287,330 186,066,000 7,752,750 66,165,741,000 810,000 13 25 0 2,025,000 21 50 0 81,000 5 16 0 4,860,000,000
7 Battery Factory 258.92 292.57 103,717,438,720 354,499,200 14,770,800 91,785,344,000 640,000 12 15 0 1,280,000 16 50 0 384,000 9 16 0 6,400,000,000
5 Arms Factory 151.82 171.55 134,386,617,300 783,349,320 32,639,555 118,926,210,000 18,000,000 60 51 34,106,250,000 1,800,000 19 50 0 360,000 9 16 0 7,200,000,000
5 Silicon Refinery 307.31 347.26 19,076,955,156 54,936,000 2,289,000 16,882,261,200 43,200 3 25 0 720,000 12 50 0 54,000 4 16 0 7,920,000,000
3 Electronics Factory 86.04 97.22 16,484,403,840 169,551,360 7,064,640 14,587,968,000 16,000 2 15 0 320,000 8 50 0 128,000 6 16 0 4,800,000,000
5 Titanium Refinery 130.42 147.37 49,249,140,300 334,179,840 13,924,160 43,583,310,000 360,000 9 25 0 1,080,000 15 50 0 90,000 5 16 0 12,600,000,000
9 Medical Tech 111.41 125.90 152,253,883,500 1,209,352,320 50,389,680 134,737,950,000 950,000 14 25 0 4,000,000 29 50 0 1,600,000 18 20 0 50,000,000,000
3 Silver Refinery 295.90 334.36 33,857,719,920 101,260,800 4,219,200 29,962,584,000 240,000 7 25 0 560,000 11 50 0 24,000 3 16 0 12,000,000,000
2 Gold Refinery 98.66 111.49 33,606,561,600 301,430,400 12,559,600 29,740,320,000 180,000 6 25 0 180,000 6 50 0 180,000 6 16 0 9,000,000,000
6 Goldsmith 64.40 72.77 105,006,990,200 1,442,931,600 60,122,150 92,926,540,000 4,410,000 30 51 0 980,000 14 50 0 980,000 14 16 0 24,500,000,000
1 Drone Shipyard 30.29 34.23 13,448,627,200 392,946,552 16,372,773 11,901,440,000 480,000 10 20 0 320,000 8 50 0 160,000 6 16 0 8,000,000,000
1 Truck plant 283.58 320.45 42,458,032,400 132,496,800 5,520,700 37,573,480,000 2,000,000 20 51 0 200,000 7 41 0 360,000 9 10 0 8,000,000,000
Haulage firm 307.07 271.74 Approximately 1% of daily profit. See specialbuildings tab for details. See readme for explanation.
Assuming lowest cost 0-TU4 combo. Not including original mine cost
Mine type Hrly Prod @ 505% Base 50 Base 75 Base 100 60 60
Clay pit 6,953,850 140.9 94.0 70.5 117.5 4,172,310.0
Limestone quarry 3,404,811 287.9 191.9 143.9 239.9 2,042,886.6
Gravel pit 2,613,931 375.0 250.0 187.5 312.5 1,568,358.3
Coal mine 7,056,870 138.9 92.6 69.4 115.7 4,234,122.0
Iron ore mine 5,891,456 166.4 110.9 83.2 138.6 3,534,873.8
Derrick 9,889,920 99.1 66.1 49.6 82.6 5,933,952.0
Sand mine 4,848,379 202.2 134.8 101.1 168.5 2,909,027.3
Copper mine 4,388,652 223.3 148.9 111.7 186.1 2,633,191.2
Bauxite mine 6,227,559 157.4 104.9 78.7 131.2 3,736,535.4
Lithium ore mine 12,166,662 80.6 53.7 40.3 67.1 7,299,997.2
Ilmenite mine 1,409,442 695.4 463.6 347.7 579.5 845,665.4
Silver mine 4,700,288 208.5 139.0 104.3 173.8 2,820,172.5
Gold mine 9,683,880 101.2 67.5 50.6 84.3 5,810,328.0
Diamond mine 18,034,939 54.3 36.2 27.2 45.3 10,820,963.3
Total With HQ
Mine type Hrly Prod w/ HQ Base 50 Base 75 Base 100 60 60
Clay pit 31,987,710 30.7 20.4 15.3 20.4 19,192,626.00
Limestone quarry 15,662,131 62.6 41.8 31.3 52.2 9,397,278.36
Gravel pit 12,024,080 81.6 54.4 40.8 68.0 7,214,448.18
Coal mine 32,461,602 30.3 20.2 15.2 25.3 19,476,961.20
Iron ore mine 27,100,699 36.2 24.1 18.1 30.2 16,260,419.25
Derrick 45,493,632 21.7 14.5 10.9 18.1 27,296,179.20
Sand mine 22,302,542 44.7 29.8 22.4 37.3 13,381,525.35
Copper mine 20,187,799 50.2 33.5 25.1 41.9 12,112,679.52
Bauxite mine 28,646,771 36.0 24.0 18.0 30.0 17,188,062.84
Lithium ore mine 55,966,645 18.7 12.5 9.4 15.6 33,579,987.12
Ilmenite mine 6,483,435 164.1 109.4 82.1 136.8 3,890,060.96
Silver mine 21,621,323 50.2 33.5 25.1 41.8 12,972,793.50
Gold mine 44,545,848 24.8 16.5 12.4 20.7 26,727,508.80
Diamond mine 82,960,718 13.8 9.2 6.9 11.5 49,776,430.95
To help plan mines under HQ. Note that a 70% lithium is better than a 30% diamond.
10 20 30 40 50 60 70 80 90 100
Clay pit $3.20 M $6.40 M $9.60 M $12.80 M $15.99 M $19.19 M $22.39 M $25.59 M $28.79 M $31.99 M
Limestone quarry $1.57 M $3.13 M $4.70 M $6.26 M $7.83 M $9.40 M $10.96 M $12.53 M $14.10 M $15.66 M
Gravel pit $1.20 M $2.40 M $3.61 M $4.81 M $6.01 M $7.21 M $8.42 M $9.62 M $10.82 M $12.02 M
Coal mine $3.25 M $6.49 M $9.74 M $12.98 M $16.23 M $19.48 M $22.72 M $25.97 M $29.22 M $32.46 M
Iron ore mine $2.71 M $5.42 M $8.13 M $10.84 M $13.55 M $16.26 M $18.97 M $21.68 M $24.39 M $27.10 M
Derrick $4.55 M $9.10 M $13.65 M $18.20 M $22.75 M $27.30 M $31.85 M $36.39 M $40.94 M $45.49 M
Sand mine $2.23 M $4.46 M $6.69 M $8.92 M $11.15 M $13.38 M $15.61 M $17.84 M $20.07 M $22.30 M
Copper mine $2.02 M $4.04 M $6.06 M $8.08 M $10.09 M $12.11 M $14.13 M $16.15 M $18.17 M $20.19 M
Bauxite mine $2.86 M $5.73 M $8.59 M $11.46 M $14.32 M $17.19 M $20.05 M $22.92 M $25.78 M $28.65 M
Lithium ore mine $5.60 M $11.19 M $16.79 M $22.39 M $27.98 M $33.58 M $39.18 M $44.77 M $50.37 M $55.97 M
Ilmenite mine $648,343 $1.30 M $1.95 M $2.59 M $3.24 M $3.89 M $4.54 M $5.19 M $5.84 M $6.48 M
Silver mine $2.16 M $4.32 M $6.49 M $8.65 M $10.81 M $12.97 M $15.13 M $17.30 M $19.46 M $21.62 M
Gold mine $4.45 M $8.91 M $13.36 M $17.82 M $22.27 M $26.73 M $31.18 M $35.64 M $40.09 M $44.55 M
Diamond mine $8.30 M $16.59 M $24.89 M $33.18 M $41.48 M $49.78 M $58.07 M $66.37 M $74.66 M $82.96 M
Instructions: If you typically Repair-All with MK's, no input is needed here. Just have your 'Yes' selected on the UserBuildings Tab.
If you Repair-All with Experts, make note of the time of day when you repair. Come back again the next day to see what your Repair-All cost is exactly 24 hours later.
Enter that into blue square D95 (in $Billions). Then the smallest number in column J recommends that you repair every that many days.
Everybody's situation is different: defensive units assigned to mines, some mines under HQs, some mines tech-upped, varying Qualities% and Conditions% and mine types etc..
For these reasons, your Repair-All costs extrapolated in column D are not going to be exact, but is a good approximation to give you an idea how often to repair.
HQ ROI
HQ ROI Days Daily Profit Increase Profit Increase Total Profit Total Profit/Day Total New Profit Total Mines (Optnl)
10.48 56,453,483,288 2,352,228,470 12,022,501,070.55 288,540,025,693 14,374,729,540.88 154
Averages 366,581,060 15,274,211 78,068,189 1,873,636,530 93,342,400
Mine Type API Max Prod Manual Max Prod Max Production Profit/Hr Upgrade Profit/HrUpg Produce Profit/Day
Clay 0 0.00 0.00 0.00 0.00 0.00 0
Coal 0 0.00 0.00 0.00 0.00 0.00 0
Chalcopyrite 0 0.00 0.00 0.00 0.00 0.00 0
Rough diamonds 0 3,547,403.55 3,547,403.55 9,936,277,338.76 11,880,331,600.69 4,241,460.76 238,470,656,130
Gravel 0 0.00 0.00 0.00 0.00 0.00 0
Ilmenite 0 0.00 0.00 0.00 0.00 0.00 0
Iron ore 0 0.00 0.00 0.00 0.00 0.00 0
Lithium ore 0 1,766,489.19 1,766,489.19 2,086,223,731.80 2,494,397,940.19 2,112,106.64 50,069,369,563
Quartz sand 0 0.00 0.00 0.00 0.00 0.00 0
Silver ore 0 0.00 0.00 0.00 0.00 0.00 0
Bauxite 0 0.00 0.00 0.00 0.00 0.00 0
Crude oil 0 0.00 0.00 0.00 0.00 0.00 0
Gold ore 0 0.00 0.00 0.00 0.00 0.00 0
Limestone 0 0.00 0.00 0.00 0.00 0.00 0
For manual entry, manual calculation is required.
Special BuildingCost Next Cost Next Cost So Far Cost So Far Cost to 10 Cost to 10 Cost Left Cost Left
6 Tech center $22.96 B 22,958,911,290 $42.64 B 42,637,978,110 $180.39 B 180,391,445,850 $137.75 B 137,753,467,740
8 Casino $5.49 B 5,490,706,500 $13.83 B 13,828,446,000 $26.10 B 26,097,802,500 $12.27 B 12,269,356,500
10 Museum $0 0 $257.88 B 257,875,695,000 $257.88 B 257,875,695,000 $0 0
8 Training camp $6.09 B 6,087,595,500 $15.33 B 15,331,722,000 $28.93 B 28,934,867,500 $13.60 B 13,603,145,500
10 Recycling plant $0 0 $278.00 B 278,004,650,000 $278.00 B 278,004,650,000 $0 0
3 Law firm $27.53 B 27,532,256,000 $24.09 B 24,090,724,000 $662.49 B 662,494,910,000 $638.40 B 638,404,186,000
2 Mafia HQ $35.35 B 35,350,200,000 $19.64 B 19,639,000,000 $1512.20 B 1,512,203,000,000 $1492.56 B 1,492,564,000,000
4 Hospital $30.14 B 30,136,750,000 $36.16 B 36,164,100,000 $464.11 B 464,105,950,000 $427.94 B 427,941,850,000
5 Drone research $220.36 B 220,364,002,080 $336.67 B 336,667,225,400 $2356.67 B 2,356,670,577,800 $2020.00 B 2,020,003,352,400
4 Service center $196.05 B 196,046,500,000 $235.26 B 235,255,800,000 $3019.12 B 3,019,116,100,000 $2783.86 B 2,783,860,300,000
0 HR Department $36.95 B 36,954,862,500 $0 0 $14227.62 B 14,227,622,062,500 $14227.62 B 14,227,622,062,500
2 Haulage Firm $242.63 B 242,630,640,000 $134.79 B 134,794,800,000 $10379.20 B 10,379,199,600,000 $10244.40 B 10,244,404,800,000
Special BuildingCash Next Res 1 Next Cash 1 Next Res 2 Next Cash 2 Next Res 3 Next Cash 3 Next
Tech center 490,000,000 392,000 $7.00 B 49,000 $10.85 B 98 $4.62 B
Casino 202,500,000 162,000 $818.42 M 40,500 $866.90 M 81,000 $3.60 B
Museum 0 0 $0 0 $0 0 $0
Training camp 810,000,000 405,000 $2.05 B 810,000 $2.24 B 40,500 $995.94 M
Recycling plant 0 0 $0 0 $0 0 $0
Law firm 1,200,000,000 256,000 $13.40 B 136,000 $12.50 B 72,000 $432.00 M
Mafia HQ 4,500,000,000 1,800,000 $4.97 B 1,350,000 $1.78 B 1,350,000 $24.10 B
Hospital 1,250,000,000 2,000,000 $5.52 B 125,000 $21.07 B 1,250,000 $2.30 B
Drone research 72,000,000,000 1,080,000 $26.56 B 540,000 $119.62 B 180 $2.18 B
Service center 50,000,000,000 500,000 $112.51 B 1,250,000 $2.30 B 375,000 $31.24 B
HR Department 2,000,000,000 500 $27.50 B 50,000 $3.29 B 50,000 $4.17 B
Haulage Firm 18,000,000,000 180,000 $60.34 B 4,500,000 $131.18 B 18,000,000 $33.12 B
Special BuildingCash So Far Res 1 So Far Cash 1 So Far Res 2 So Far Cash 2 So Far Res 3 So Far Cash 3 So Far
Tech center 910,000,000 728000 12994800000 91,000 20158775000 182 8574403110
Casino 510,000,000 408000 2061216000 102,000 2183310000 204000 9073920000
Museum 38,500,000,000 3657500 29775707500 3,657,500 78288787500 2502500 111311200000
Training camp 2,040,000,000 1020000 5153040000 2,040,000 5630400000 102000 2508282000
Recycling plant 3,850,000,000 3850000 134880900000 3,850,000 44598400000 3850000 94675350000
Law firm 1,050,000,000 224000 11726624000 119,000 10936100000 63000 378000000
Mafia HQ 2,500,000,000 1000000 2760000000 750,000 991500000 750000 13387500000
Hospital 1,500,000,000 2400000 6624000000 150,000 25280100000 1500000 2760000000
Drone research 110,000,000,000 1650000 40575150000 825,000 182758125000 275 3333950400
Service center 60,000,000,000 600000 135010800000 1,500,000 2760000000 450000 37485000000
HR Department 0 0 -0.0000007632842275 0 -0.00000009130612932 0 -0.0000001156019724
Haulage Firm 10,000,000,000 100000 33519800000 2,500,000 72875000000 10000000 18400000000
Warehouse costs
Formula for calculating the cost of a specific warehouse level: ([Level]-1)^2*1,250,000
And the capacity for a given Level: [Level]^2*5,000
Example: Warehouse Level 10 will cost (10-1)^2*1,250,000=101,250,000 and have a capacity of 10^2*5,000=500,000
Current level 50
Current storage 12,500,000 pieces/m3
Costs so far 50,531,250,000
Next level costs 3,001,250,000
Next level storage 13,005,000 +505,000
Scan calculator
Formula for calculating scan accuracy.
Actual Quality = TechCenterLimit + 5 * (ExpectedQuality - TechCenterLimit)
TechCenterLimit = 9 * (Tech Center Level + 1)
ExpectedQuality = TechCenterLimit + (ActualQuality - TechCenterLimit)/5
The warehouse is where you have an overview of all your resources, products and loot in a list. Following details are shown:
Type of resource
Production rate
Warehouse level
Amount stored
Capacity visualization
Time until full
By clicking on the corresponding goods, you will get further information and options like:
Example: Warehouse Level 10 will cost (10-1)^2*1,250,000=101,250,000 and have a capacity of 10^2*5,000=500,000
Level Cost (this level) Total Cost (all levels below included)
1 0 0
2 1,250,000 1,250,000
3 5,000,000 6,250,000
4 11,250,000 17,500,000
5 20,000,000 37,500,000
6 31,250,000 68,750,000
7 45,000,000 113,750,000
8 61,250,000 175,000,000
9 80,000,000 255,000,000
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Resource Produces Recycled From Upgrades
Bauxite Aluminium HQ Level 4
Chalcopyrite Copper HQ Level 4
Clay
Bricks
Silicon
Fossils
Brick Factory
Concrete Factory
HQ Level 2
Plastics
Used Oil
Gold Ore Gold HQ Level 8
Gravel Concrete Fossils
Oil Refinery
HQ Level 2
Fertilizer
Glass
Insesticides
Fossils
Concrete Factory
Fertilizer Factory
Glazier Workshop
Ironworks
Mafia HQ
HQ Level 2
Silicon
HQ Level 4
Rough Diamonds Jewellery HQ Level 8
Silver Ore Silver HQ Level 8
Product Produces Recycled From Upgrades
Aluminium
Aluminum Factory
(Bauxite)
Batteries
Weapons
Scrap Metal
Electronics Factory
Plastic Factory
Law Firm
HQ Level 6
Batteries
Battery Factory
(Aluminium)
(Plastics)
(Lithium)
Scan Drones
Weapons
HQ Level 7
Bricks
Brick Factory
(Clay)
Arms Factory
Concrete Factory
Fertilizer Factory
Glazier Workshop
Ironworks
Hospital
Mafia HQ
Training Camp
HQ Level 3
Concrete
Concrete Factory
(Gravel)
(Limestone)
Aluminium Factory
Arms Factory
Battery Factory
Copper Refinery
Electronics Factory
Fertilizer Factory
Glazier Workshop
Insecticide Factory
Ironworks
Lithium Refinery
Oil Refinery
Plastic Factory
Silicon Refinery
Silver Refinery
Titanium Refinery
Casino
Training Camp
HQ Level 3
Copper
Copper Refinery
(Chalcopyrite)
Electronics
Insesticides
Electronics Scrap
Scrap Metal
Insecticide Factory
HQ Level 5
Electronics
Electronics Factory
(Copper)
(Plastics)
(Silicon)
Medical Technology
Scan Drones
Elite Force
Gangster
Private Army
Security Staff
Maintenance Kit
Medical technology
HQ Level 9
Fertilizer
Fertilizer Factory
(Limestone)
HQ Level 3
Fossil Fuel
Oil Refinery
(Crude Oil)
Glass
Silicon
Maintenance Kit
Used Oil
HQ Level 5
Glass
Glazier Workshop
(Fossil Fuel)
(Quartz Sand)
(Limestone)
Waste Glass
Aluminium Factory
Arms Factory
Battery Factory
Copper Refinery
Electronics Factory
Lithium Refinery
Silicon Refinery
Silver Refinery
Titanium Refinery
Law Firm
HQ Level 7
HQ Level 10
Gold
Gold Refinery
(Gold Ore)
Jewellery
Elite Force
HQ Level 9
Insecticides
Insecticide Factory
(Copper)
(Limestone)
HQ Level 5
Jewellery
Goldsmith
(Gold)
(Rough Diamonds)
(Silver)
(Lithium Ore)
Batteries HQ Level 6
Medical Technology
Medical technology
(Electronics)
(Plastics)
(Titanium)
Hospital
HQ Level 9
Plastics
Plastics Factory
(Crude Oil)
Batteries
Electronics
Medical Technology
Electronics Scrap
Old Tires
Plastic Scrap
Medical technology
Law Firm
HQ Level 7
Scan Drones
Drone Shipyard
(Batteries)
(Electronics)
(Titanium)
Silicon
Silicon Refinery
(Clay)
(Fossil Fuel)
(Quartz Sand)
Electronics HQ Level 7
Silver
Silver Refinery
(Silver Ore)
Jewellery
Gangster
Security Staff
Hospital
HQ Level 9
Steel
Ironworks
(Coal)
(Iron Ore)
Weapons
Attack Dogs
Watch Dogs
Old Tires
Scrap Metal
Aluminium Factory
Battery Factory
Copper Refinery
Insecticide Factory
Lithium Refinery
Oil Refinery
Plastics Factory
Silicon Refinery
Silver Refinery
Titanium Refinery
HQ Level 5
HQ Level 10
Titanium
Titanium Refinery
(Ilmenite)
Medical Technology
Scan Drones
Maintenance Kit
Medical technology
HQ Level 8
Weapons
Arms Factory
(Aluminum)
(Batteries)
(Steel)
Elite Force
Gangster
Private Army
Security Staff
HQ Level 10
Loot Recycled Into Recycled From Upgrades
Copper Coins Tech Upgrade 1
Casino
Museum
Drone Wreckage
Electronics Scrap
Plastic Scrap
Scrap Metal
Drone Research
Electronic Scrap
Copper
Plastics
Silicon
Drone Wreckage
Drone Research
Tech Center
Fossils
Clay
Gravel
Limestone
Museum
Giant Diamonds
Maintenance Kit
Electronics
Fossil Fuel
Titanium
Tech Center
Old Tires
Plastics
Steel
Drone Research
Recycling Plant
Training Camp
Plastic Scrap
Aluminum
Plastics
Used Oil
Drone Wreckage
Waste Glass
Recycling Plant
Roman Coins Tech Upgrade 2
Casino
Museum
Scrap Metal
Aluminum
Copper
Steel
Drone Wreckage
Used Oil
Waste Glass
Tech Center
Mafia HQ
Fossil Fuel
Scrap Metal
Plastic Scrap
Waste Glass
Glass
Plastic Scrap
Scrap Metal
Recycling Plant
Unit
Attack Dogs
Mafia HQ
(Fossils)
(Steel)
Elite Force
Training Camp
(Electronics)
(Gold)
(Weapons)
Gangster
Mafia HQ
(Electronics)
(Silver)
(Weapons)
Private Army
Mafia HQ
(Electronics)
(Jewellery)
(Weapons)
Security Staff
Training Camp
(Electronics)
(Silver)
(Weapons)
Watch Dogs
Training Camp
(Fossils)
(Steel)
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82.95.104.207 Anonymous User
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[2] This pulls the data from the Calc sheet, which pulls the data from the Factory Statics and User Buildings
sheet to find out exactly how much of each resource you need if you were to run your factories at 100%
capacity.
[3] 100% means your mines are supplying exactly what your factories require. Higher means that your
mines are producing less than ideal, lower is more than ideal. BUYALL means that you are producing no
resources of that type.
[4] 100% means your mines are supplying exactly what your factories require. Higher means that your
mines are producing less than ideal, lower is more than ideal. BUYALL means that you are producing no
resources of that type.
[5] Necessary warehouse level for 24 hours of production. This is either reflective of the w/h level you need
to start 24 hours of production, or to hold 24 hours of production, whichever is greater.
[6] This pulls from the Calc sheet to determine how much your factories are producing per hour, assuming
you are running them.
[7] This is the hourly production adjusted for factory usage. Negative numbers mean you need to spend
that amount to keep the factories running constantly.
[8] This shows how much you would get if you were to sell an hour's worth to the current highest bid.
Updated every 15 minutes, pulled from Markets tab, which pulls from official page.
[9] This tells you the unit price per resource according to the current bids.
[10] Ratio of income to cost. The higher the better. Less than 1 means you're losing money.
[12] This is how much profit you're making from each factory per hour.
[13] Total value of one day of mine production at 100%. First value is assuming no factories are running,
second is with factories running.
[15] This calculates totals based on how often you repair your mines.
[16] In the mine overview tab in the app, look at each resource and type in the larger number for m3/hr.
The smaller number is adjusted for condition, and is currently not calculated in my sheet.
[17] In the mine overview tab in the app, look at each resource and type in the larger number for m3/hr.
The smaller number is adjusted for condition, and is currently not calculated in my sheet.
[18] This is used for calculation. It's listed as 0 if you say you aren't using that factory in the K column. That
way the supply chain tab will not calculate that factory's use or gain in the totals.
[19] If you are not running the factory, input "No" without the quotes. If you are "Yes" without the quotes.
[20] Select "Repair all mines (experts)" and record that cost.
[21] Auto filled based on number of mines. How much it would cost to purchase maintenance kits to repair
all mines.
[22] This is exactly 1/3 of expert cost. This is how much you would spend if you were to repair all mines
individually. Note that this number can actually be smaller if you repair your more expensive mines with
maintenance kits.
[23] How many times per day you're repairing mines. Input a fraction for less than one day. .5 for every
other day. .33 for every three days. .25 for every four days, and so on.
[24] How many times per day you're repairing mines. Input a fraction for less than one day. .5 for every
other day. .33 for every three days. .25 for every four days, and so on.
[25] This number is actually slightly over-stated. When individually repairing mines, using a MK when the
expert cost is higher than MK cost will result in a lower overall cost.
[26] Type in "Yes" in this row under the maintenance type that you are using. Type in "No" in the other
ones.
[27] How many days until the money you put into the factory will be paid back.
[28] How many times you'd have to upgrade to get a total increase of 100mn/hr.
[29] A balanced approach, giving both equal weight. The number is an average of the two and means
nothing except to compare with other factories' averages.
[30] How much increase in resource value/hr you'll get with each upgrade.
[31] How much increase in resource value/hr you'll get with each upgrade.
[32] How much it will cost to buy all of the resources required for upgrade, plus the cash required for
upgrade.
[33] How much in cash value a mine produces hourly at 100% quality.
[35] Enter the amount of mines to tech in the cell to the right
[37] Cash value of the combo subtracted by the best value non-tu4 combo divided by the number of tu4 in
the combo. This represents how much a tu4 is worth in savings.
[39] Based on how the difference between the minimum cost without TU4 and the best cost with TU4,
accounting for number of TU4.
[40] Number is how many mines you can tech with that specific combination. Green highlight match the
number you need to tech.
[41] How many of each resource you need to upgrade to this hq.
[42] Enter the amount of each resource you have added to the HQ expansion
[43] Enter the amount of each resource you have added to the HQ expansion