Missiles do make good profit.
They are somewhat disadvantageous because they are low-volumetric and cost of salaries somewhat high, but their price premium practically never fall below 65% due to demand factor over 100% and high volatility:
This is my statement for C3 Republic of Nelra on LU Missle Interseptors (41% resource used, 30% tax). I do not use supply trick.
Products Sold Current Month 0.00M SC$
Cash Available Now 28,299.25M SC$ Click to see history
Products Sold Last Year 44,102.30M SC$
Profit Last Year 8,802.60M SC$
Net Profit Last Year 6,161.82M SC$
Products Sold Last Month 3,484.38M SC$ Click to see history
Profit Last Month 606.61M SC$ Click to see history
Net Profit Last Month 606.61M SC$ Click to see history
Assets 77,024.28M SC$ Click to see history
Market Value 386,832.39M SC$ Click to see history
Outstanding Loans 0.00M SC$ Click to see history
Value of Supplies 5,792.05M SC$ Click to see history
Production Last Month 77 Click to see history
Production Level Last Month 118.30 % Click to see history
Employment Level Last Month 100.00 % Click to see history
Production Process Quality 225 Click to see history
Quality of the Product 333.0 Click to see history
Production Process Effectivity 225 Click to see history
Welfare Index 118.3
I do use a spreadsheet:
C3 profitability of Missle Intereptors calculation based on average cost of materials over 2 years, according to it:
Product Missile Interceptors
Market Profit $405
Base Profit $647
Price Factor A2 70%
Surplus Factor A2 -260%
Capacity Factor 1138
Capacity Change 2Y 67
Price F Last 69%
Surplus F Last -263%
Price F A5 70%
Surplus F A5 -332%
Capacity Change 5Y 53
Where
Market Profit is profit that calculated based on market prices (average 2 years) of missiles and all components (but does not account on savings from trade strategy).
Base Profit assumes the same bu all materials bought at base price
Price factor A2 is percentile difference between market and base price (A2 stands for A-average 2-2 years).
Surplus factor is percentile value of surplus divided by supply (so, in this instance, shortfall was 2.6 times of supply)
Capacity factor. It is a number that calculates how many fully upgraded corps (producing at 160% efficiency) is needed in order to fully absorb shortfall
Capacity change 2Y stands for how much shortfall changed over 2 years, in terms of fully upgraded corps. It does not necessary mean that there was 67 net change in corps, it may mean that demand has fallen or W3C injection of supply.
Data "last" and "5" is the same reflecting very last value and averages over 5 years.
How market and base profit are calculated:
It assumes 225/225 C3 with, in this case, Salary level 301% (the one I use at LU), fixed cost 19M, tax 30% and resources used 41%.
It assumes quality impact on price at 85% and salary impact on productivity at 4% per 100.
Market profit calculates actual cost of all materials, but does not take into consideration trade strategy. As far as materials are trading at premium here, you see 250mil less market profit compare to base profit. In some instances, particularly on WG, you see reverse because a lot of products are selling below base.
As you can see, the worst setting on C3 still gives you 14% on turnover and will make you 4.2T per game year on 700 C3 corps.
It is 4 net coins on WG, GR and FB,
5 net coins on KB and
6 net coins on LU.
When you apply supply exploit, you get about 34% more profit, due to high cost of materials.