Supply Chain Game Simulation Report The Spirit Dragons Dariusz Swiercz |James Cooper| Moses Reddy Potta |Muhammed Eeman Ali Summary of Decisions and Results The goal of the Supply Chain Game Simulation was using the first 730 days of simulation data, determine what changes needed to be made to the overall system to maximize cash growth by the end of the simulation on day 1460. To do this, factories, additional capacity, and warehouses could be purchased to decrease cost per unit, the order quantity and reorder point for each warehouse could be changed, and the method of transportation, either truck or mail could be changed. For our team, we first developed what the demand was for the first 730 days for Calopeia and days 631-730 for the other regions and used that to determine what our capacity needed to be. We decided that in order to decrease our costs, we would have a warehouse in every region and additional factories in Sorange and Fardo. Next, we determined that we would reorder to each warehouse in multiples of 200 and would prioritize having more inventory over optimizing the inventory levels. Once the factories and capacity were purchased and came online and the raw material order quantity and reorder point were changed, we worked to capture as much demand as possible. From there, the simulation ran, with the main management coming in prioritizing which region got orders as which time. Additionally, after day 1430 with the factory going to 0 demand at 1460, we did our best to minimize inventory remaining at day 1460. At the end of the simulation, our team placed 1st with a total revenue of $21,681,427.44, beating the team in 2nd by roughly $400,000 and far outpacing the donothing model by roughly $9,500,000. Over the course of the simulation our service level was just over 90% after day 730, meaning we captured almost all the demand and thus profit possible. Development of Demand Forecasts in each Region The demand forecast was developed by using the historical trend data prior to day 730 of the simulation. The pattern for Calopeia was seasonal increases and decreases, with the average demand was 40 drums. For Sorange, the initial demand was low, around 7 drums per day, but it was mentioned in the game description that the demand will increase linearly. We took this into consideration and predicted based on a linear increase that Sorange’s demand would increase to an average of 110 by the end of the simulation. Because of this we had to add capacity in stages as we will discuss later. For both Fardo and Tyron the average demand value were 16 drums, with no special behavior or fluctuations. For Entwrop, the demand average was around 12 drums per day, but the order size was 250 drums. We took this into account by having a larger safety stock due to the higher order quantity, as we will discuss later. As we will discuss, using these demands, we justified purchases of warehouses, factories, and capacity in order to capture as much demand as cheaply as possible. 1 Analysis and Justification for Factories/Warehouses outside of Calopeia Below is the profit margin equation: ππ = πππππππ πππππ − πππππ’ππ‘πππ πΆππ π‘ − πΌππππ’ππ πβπππππ − π»ππππππ πΆππ π‘ − πΏππ π‘ πΌππ‘ππππ π‘ − ππ’π‘πππ’ππ πβππππππ For a scenario where the warehouse and factory are in the same region (excluding Fardo), assuming a truckload of 200 and the minimum 10 day holding time, the profit margin is: ππ = $1450 − $1007.50 − $75 − $2.70 − $3.00 − $150 = $211.80 πππ πππ’π If both the factory and warehouse are in a different region, an additional $75 per drum is needed, if just the warehouse in is a different region, an additional $50 per drum is needed, and if just the factory is in a different region, an additional $25 per drum is needed. Therefore, for each of the mainland regions, it is possible to see whether a factory, warehouse, or both is justified. For the maximum number of days a factory or warehouse is available, we discard anything after day 1430 and knowing it takes 90 days to build a factory and 60 days to build a warehouse, and roughly 14 days to get product to market, we find the following: Factory Days of Profitable Operation: 1430-730-90-14 = 596 days Warehouse Days of Profitable Operation: 1430-730-60-10 = 630 days Entworpe Long Term Demand: 11.62 units/day Additional profit captured from having a factory: 11.62*$25*596 = $173,138 Additional profit captured from having a warehouse: 11.62*$50*630 = $366,030 Tyran Long Term Demand: 15.62 units/day Additional profit captured from having a factory: 15.62*$25*596 = $232,738 Additional profit captured from having a warehouse: 15.62*$50*630 = $492,030 Based on this information, only adding a warehouse in Entworpe is justified. Sorange and Fardo are unique situations. For Sorange, the demand starts low but will grow linearly until roughly 110 units per day by day 1430. Because of this, Sorange will require a warehouse and factory to account for this. For Fardo, because of the high shipping cost to and from the mainland, a warehouse and factory are both easily justified here as well. Analysis and Justification for Capacity Additions Factory Capacity at Calopeia: 2 The Calopeia factory was needed to satisfy demand for all the locations in the simulation initially and after calculating the average demand of all locations, on day 730, we increased its capacity to 80. This was done in order to build up inventory faster to support the larger orders needed for the Entworpe warehouse, while also having more inventory available for the peak season in Calopeia. Factory at Frado: Average demand was found to be 16 units. Because of the higher shipping costs, we wanted Fardo to be self-sufficient. Therefore, we set the capacity at 17, built up inventory, and from there, Fardo remained self-sufficient throughout the course of the simulation. Factory Capacity at Sorange: With the demand rising linearly, there was a definite need to increase capacity throughout the location. We estimated that based on where the demand was trending to end up by day 1130, we needed to get to a capacity of 85-90. We started with a capacity of 30 and added 5 capacity every 30 days or so. The reason for doing it this was all the capacity was not needed at the beginning and we wanted to keep that capital to collect interest. Additionally, all capacity was purchased before day 1100, because after this point, purchasing capacity would not be justified because the amount of money spent would not be made back in time. Analysis and Justification for ROP For this simulation unlike in the first one, the determination of ROP for each warehouse was more a matter of feel than calculation. Because of the low holding cost of inventory and the large amount of profit missed due to missed demand, we decided to focus on building higher inventory for safety as opposed to trying to determine an ideal quantity. For the regions with factories (Sorange, Calopeia, and Fardo), we set the inventory levels high such that for Fardo production never stopped at the factory and at Sorange and Calopeia, any time Entworpe or Tyran did not have an order in process, the warehouses in Sorange and Calopeia would continue to be filled. This strategy worked well for us because it allowed us to build inventory during Calopeia’s down seasons and be prepared for the rise in demand during peak season and as Sorange’s demand rose. For the regions without a factory, Entworpe and Tyran, we went about things a different way. For Entworpe, because the orders were so large and we didn’t know when they would be triggered, we decided to always keep two orders worth or 500 batches in inventory in that warehouse, so that while more material was being made, if two orders came in close proximity, we would be in good shape. For Tyran, we decided to keep roughly 20 days of supply or roughly 300 batches in inventory. With new shipments taking 10 days, plus 4-6 days to make (Depending on whether Sorange or Calopeia made it), we wanted to have enough to cover a period of time in case we couldn’t produce at either plant. Towards the end of the simulation, we changed the Entworpe and Tyran warehouses to 0, essentially closing them down in order to better manage inventory and at the Calopeia, Fardo, and Sorange warehouses, we set the ROP high to always keep the factories in production. 3 Analysis and Justification for Batch Size Below is the formula for EOQ: 2∗π·∗π πΈππ = √ π» Under normal circumstances we would use this formula to determine economic order quantity. But for this simulation, the fact that travel via truck uses a truck with 200 spots available, this means that shipping in increments of 200 will minimize our shipping cost per unit. Therefore for the smaller demand territories, Fardo, Entworpe, and Tyran, we generally stayed around 200 units per order and for Calopeia and Sorange we stayed around 400 units per order. Now we deviated from 400 back to 200 at times because ordering 400 units at a time would basically leave the other warehouses at risk to run out of inventory based on where our ROPs were. So for the majority of the simulation we stuck with 200 batches per order as it minimized our shipping cost and gave us the most flexibility for shifting around production to address inventory issues across our warehouses. Analysis and Justification of Shipping By Truck or Mail to Warehouse The cost of transportation by trucks is cheaper than by mail and we set the shipping nominally to trucks. We used trucks to ship to the same region and the same continent due to lower costs. Mathematically it made sense as the cost per unit of shipping by mail is twice as expensive as by truck for the same region and continent. As the batch size is 200, for the same region, the cost of truck is $15,000, which is $75 per drum. It costs $150 to mail the same order. Similarly for the same continent – truckload costs $20,000 which is $100 per drum. Mailing costs $200 per drum. Even though transportation by mail was much faster, at the time of relatively stable demand we could not really benefit from faster shipments, and it would have only resulted in bigger costs. Such strategy allowed us to reduce costs at the time when our production could satisfy the demand. However, at some point we started missing orders due to increased demand as we were not shipping fast enough. Particularly amusing was Entworpe having ordered four times orders of 250 in six days. Because of that, we began using more mail to catch this demand. The cost were higher, but so were our profits due to capturing the demand. In the end, Fardo was shipping by mail to Sorange, Tyran and Entworpe – 2 day shipping helped us satisfy these regions as trucks would have taken 2 weeks and would have resulted in a lost demand. Conclusion and Improvements Overall, our team performed well in this simulation, far outpacing the donothing model and coming in first-place for the simulation. There aren’t any large scale improvements that needed to be made, but two changes could have possibly widened the gap between our team and the team coming in 2nd place. First, it would have been beneficial to add an additional 5 capacity at the Sorange facility to bring the total capacity to 90 batches per day. In the latter part of the simulation where Sorange was rising and Calopeia’s demand hit its peak season, we began missing orders due to insufficient capacity. I don’t think it would have been worth it to try and capture all of this demand, but an additional 5 capacity, most certainly would have been justified. The main improvement, one that without this almost cost us first place, is handling the end-of-life of the product between days 1430 and 1460. We missed 4 managing this correctly and ordered 400 units on day 1432 after which we realized these may not sell causing us to not be in the top place. It ended up working out thanks to us being able to supply an Entworpe order on day 1450, but otherwise, this additional inventory could have cost us. Having a better system in place to ensure that inventory was minimized on day 1460 as opposed to the 800 batches we had remaining (roughly $1 million in inventory), would have pushed us even further ahead. Overall, outside of the end of the simulation, our system worked exactly as predicted. We built capacity up, were able to handle most of the demand fluctuations, and were able to address inventory issues in the moment as needed. With some adjustments, I believe our simulation strategy would improve from good to great if given the opportunity to complete this simulation again. 5