Talk:Sandbox/Expedition/Tables/@comment-861160-20150131174845/@comment-25637142-20150201003951

@SlashZero: err, I'd rather not go there. Taking opportunity cost into cost accounting makes things a lot more complicated than it should be.

@Homuhomu: Point taken. Although as the lads on chat pointed out, if you take GS into consideration, the hourly gain becomes irrelevant. For one, the rates would change according to the risk percentage. That would skew the data in favor of drum expeditions due to the low associated sparkling costs (time, supply). How much micromanagement you need is also a factor to consider. In short, yield, consumption, opportunity costs, sparkling overhead, risk percentage (GS is a flickle thing), micromanagement per hour. Plus, dealing with the conversion of 5 basic units (fuel, ammo, steel, baux, ship xp) and 4 special units (devmat, burner, bucket, coins) and 3 indirect units (morale cost, time, player effort); this makes me want to drop the whole game and visit the stock exchange instead. I'm not going to do it but if you want to give Engineering Economy a shot, please at least do it properly with all the aforementioned factors and do it in another Guide page or something...