Productivity Module Math
Posted: Mon Sep 08, 2014 9:14 am
Productivity modules are hard to use correctly. They do not work in beacons, and do not work on final products. You need to compensate for their electricity, pollution, and speed penalties.
But in high-value recipes, the bonus production can be worth it.
Recipe Value
Here are the raw resources per second for various intermediate products. I assume oil is worth 0.1 raw resources after the latest fluid changes. All solid recipes are produced in an assembling machine 3.
R/sec Recipe
686 rocket part
30.0 research (60 second space tech + lab speed 6)
28.8 uranium fuel cell
27.6 research (30 second yellow tech + lab speed 5)
26.3 high tech science pack
14.5 production science pack
11.0 research (30 second purple tech + lab speed 4)
10.6 sulfuric acid
9.88 military science pack
8.86 processing unit
6.25 electronic circuit
5.56 rocket control unit
5.00 iron gear wheel
4.84 science pack 3
3.75 plastic bar
3.75 sulfur
3.13 low density structure
2.83 research (30 second blue tech + lab speed 2)
2.50 copper wire
2.50 coal liquification
2.46 flying robot frame
2.08 advanced circuit
2.00 oil processing
1.46 science pack 2
1.35 battery
1.25 lubricant
1.14 stone brick
1.00 heavy oil cracking to light oil
1.00 electric engine unit
0.75 science pack 1
0.75 uranium processing
0.75 light oil cracking to petroleum gas
0.65 stone
0.63 explosives
0.57 iron plate
0.57 copper plate
0.57 steel plate
0.56 engine unit
0.53 iron ore
0.53 copper ore
0.53 coal
0.42 rocket fuel
0.42 light oil to solid fuel
Rocket part is by far the best recipe to use with productivity modules. Late game research, late game science packs, sulfuric acid, processing unit, electronic circuit, rocket control unit, and iron gear wheel are also great.
Uranium fuel cell has high potential, but consuming it is hard. You need over 100 nuclear reactors to run a fuel cell assembler at full speed.
Return on Investment
Here are the raw resource costs of various modules.
67.5 productivity module
689 productivity module 2
3983 productivity module 3
67.5 speed module
689 speed module 2
3293 speed module 3
376 assembling machine 3
2.2 1kW of solar and accumulator power
You can divide these by the production bonus to calculate your break even point from investing in modules. The assembling machines and electricity are needed to counter the power and speed penalties.
6.25 resources/second (electronic circuit) * +4% production (productivity module) = 0.25 bonus resources/sec
( 67.5 resources (productivity module) + 84 kW power penalty * 2.2 resources/kW + 376 resources (assembling machine) ) * 1/(1 - 0.15) speed penalty - 376 resources (we start with one assembling machine) = 363.2 total investment
363.2 / 0.25 / 60 = 24.2 minutes to recoup investment
Diminishing Returns
Adding more productivity modules gives diminishing returns on investment. These numbers all are for electronic circuits in an assembling machine 3.
1x productivity module (+4%): 24.2 minutes
2x productivity module (+8%): 29.4 minutes
3x productivity module (+12%): 37.4 minutes
4x productivity module (+16%): 51.5 minutes
1x productivity module 2 (+6%): 53.4 minutes
2x productivity module 2 (+12%): 64.9 minutes
3x productivity module 2 (+18%): 82.6 minutes
4x productivity module 2 (+24%): 114 minutes
1x productivity module 3 (+10%): 138 minutes
2x productivity module 3 (+20%): 168 minutes
3x productivity module 3 (+30%): 214 minutes
4x productivity module 3 (+40%): 294 minutes
A 40% production bonus is fun, but waiting 5 hours for it to be worth something is not fun!
More Speed
You can do better by using speed modules to counter the speed penalty. This has the added benefit of using less space in your base (unless you go overboard with beacons). Again with electronic circuits.
2x productivity module, 2x speed module (+8%): 32.2 minutes
3x productivity module, 1x speed module (+12%): 34.1 minutes
3x productivity module 2, 1x speed module 2 (+18%): 68.3 minutes
3x productivity module 3, 1x speed module 3 (+30%): 141 minutes
4x productivity module 3, 2x speed module 3 in beacon (+40%): 161 minutes
4x productivity module 3, 4x speed module 3 in beacons (+40%): 123 minutes
4x productivity module 3, 6x speed module 3 in beacons (+40%): 111 minutes
4x productivity module 3, 8x speed module 3 in beacons (+40%): 101 minutes
4x productivity module 3, 10x speed module 3 in beacons (+40%): 94 minutes
4x productivity module 3, 12x speed module 3 in beacons (+40%): 89 minutes
4x productivity module 3, 14x speed module 3 in beacons (+40%): 85 minutes
4x productivity module 3, 16x speed module 3 in beacons (+40%): 83 minutes
I assume each beacon boosts 2 assembling machines.
Conclusion
The first level of productivity modules is cheap and should be used in high-value recipes like processing unit, electronic circuit, and iron gear wheel. Rocket silo and late game research labs should always get the best productivity modules available.
A 3:1 productivity/speed module ratio gives the best return on investment. 4x productivity module 3 gives the ultimate in bonus resources, but requires patience, long production lines, and/or beacon support.
Always be prepared to invest in electricity and extra buildings to counter the drawbacks of productivity modules.
But in high-value recipes, the bonus production can be worth it.
Recipe Value
Here are the raw resources per second for various intermediate products. I assume oil is worth 0.1 raw resources after the latest fluid changes. All solid recipes are produced in an assembling machine 3.
R/sec Recipe
686 rocket part
30.0 research (60 second space tech + lab speed 6)
28.8 uranium fuel cell
27.6 research (30 second yellow tech + lab speed 5)
26.3 high tech science pack
14.5 production science pack
11.0 research (30 second purple tech + lab speed 4)
10.6 sulfuric acid
9.88 military science pack
8.86 processing unit
6.25 electronic circuit
5.56 rocket control unit
5.00 iron gear wheel
4.84 science pack 3
3.75 plastic bar
3.75 sulfur
3.13 low density structure
2.83 research (30 second blue tech + lab speed 2)
2.50 copper wire
2.50 coal liquification
2.46 flying robot frame
2.08 advanced circuit
2.00 oil processing
1.46 science pack 2
1.35 battery
1.25 lubricant
1.14 stone brick
1.00 heavy oil cracking to light oil
1.00 electric engine unit
0.75 science pack 1
0.75 uranium processing
0.75 light oil cracking to petroleum gas
0.65 stone
0.63 explosives
0.57 iron plate
0.57 copper plate
0.57 steel plate
0.56 engine unit
0.53 iron ore
0.53 copper ore
0.53 coal
0.42 rocket fuel
0.42 light oil to solid fuel
Rocket part is by far the best recipe to use with productivity modules. Late game research, late game science packs, sulfuric acid, processing unit, electronic circuit, rocket control unit, and iron gear wheel are also great.
Uranium fuel cell has high potential, but consuming it is hard. You need over 100 nuclear reactors to run a fuel cell assembler at full speed.
Return on Investment
Here are the raw resource costs of various modules.
67.5 productivity module
689 productivity module 2
3983 productivity module 3
67.5 speed module
689 speed module 2
3293 speed module 3
376 assembling machine 3
2.2 1kW of solar and accumulator power
You can divide these by the production bonus to calculate your break even point from investing in modules. The assembling machines and electricity are needed to counter the power and speed penalties.
6.25 resources/second (electronic circuit) * +4% production (productivity module) = 0.25 bonus resources/sec
( 67.5 resources (productivity module) + 84 kW power penalty * 2.2 resources/kW + 376 resources (assembling machine) ) * 1/(1 - 0.15) speed penalty - 376 resources (we start with one assembling machine) = 363.2 total investment
363.2 / 0.25 / 60 = 24.2 minutes to recoup investment
Diminishing Returns
Adding more productivity modules gives diminishing returns on investment. These numbers all are for electronic circuits in an assembling machine 3.
1x productivity module (+4%): 24.2 minutes
2x productivity module (+8%): 29.4 minutes
3x productivity module (+12%): 37.4 minutes
4x productivity module (+16%): 51.5 minutes
1x productivity module 2 (+6%): 53.4 minutes
2x productivity module 2 (+12%): 64.9 minutes
3x productivity module 2 (+18%): 82.6 minutes
4x productivity module 2 (+24%): 114 minutes
1x productivity module 3 (+10%): 138 minutes
2x productivity module 3 (+20%): 168 minutes
3x productivity module 3 (+30%): 214 minutes
4x productivity module 3 (+40%): 294 minutes
A 40% production bonus is fun, but waiting 5 hours for it to be worth something is not fun!
More Speed
You can do better by using speed modules to counter the speed penalty. This has the added benefit of using less space in your base (unless you go overboard with beacons). Again with electronic circuits.
2x productivity module, 2x speed module (+8%): 32.2 minutes
3x productivity module, 1x speed module (+12%): 34.1 minutes
3x productivity module 2, 1x speed module 2 (+18%): 68.3 minutes
3x productivity module 3, 1x speed module 3 (+30%): 141 minutes
4x productivity module 3, 2x speed module 3 in beacon (+40%): 161 minutes
4x productivity module 3, 4x speed module 3 in beacons (+40%): 123 minutes
4x productivity module 3, 6x speed module 3 in beacons (+40%): 111 minutes
4x productivity module 3, 8x speed module 3 in beacons (+40%): 101 minutes
4x productivity module 3, 10x speed module 3 in beacons (+40%): 94 minutes
4x productivity module 3, 12x speed module 3 in beacons (+40%): 89 minutes
4x productivity module 3, 14x speed module 3 in beacons (+40%): 85 minutes
4x productivity module 3, 16x speed module 3 in beacons (+40%): 83 minutes
I assume each beacon boosts 2 assembling machines.
Conclusion
The first level of productivity modules is cheap and should be used in high-value recipes like processing unit, electronic circuit, and iron gear wheel. Rocket silo and late game research labs should always get the best productivity modules available.
A 3:1 productivity/speed module ratio gives the best return on investment. 4x productivity module 3 gives the ultimate in bonus resources, but requires patience, long production lines, and/or beacon support.
Always be prepared to invest in electricity and extra buildings to counter the drawbacks of productivity modules.