thank you for the hard work. this is very useful
thank you for the hard work. this is very useful
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Patterns and equations.
Divide the level one income by 2. That number is x.
Each level can then be calculated easily.
Level 1 = 2x.
Level 2 = 4x. (Previous income + new level X x)
Level 3 = 7x.
Level 4 = 11x.
Level 5 = 16x.
Level 6 = 22x.
Level 7 = 29x.
Level 8 = 37x.
Level 9 = 46x.
Level 10 = 60x. (Note this should be 56x for the pattern but I guess they decided you deserve a bonus for leveling it to 10. Plus it makes the numbers nicer.)
A similar pattern exists for cost of upgrades. Note that the level 10 upgrade cost is always 100X the level1 construction cost.
The upgrade times do not follow any pattern that I can see, but they're easily reported and recorded by fellow forumites.
Patterns and equations. They are all around you, just look.
Last edited by Shinazueli; 12-18-2012 at 10:17 PM.
KA : 831745853
BnB is recruiting : http://www.funzio.com/forum/showthre...-is-recruiting
MW: 301523231
Fortune doesn't favor the bold, that's stupid. Fortune favors the intelligent, prepared, and patient. - Me, 2012
Please stop complaining about how bad Gree is at <fill in the blank>. A cursory search of the forums with the keywords 'Gree' and 'sucks' should let you see that we already know. - Me, 2013
While giving HK all credit for pretty color codes that must have sucked to put into this format, another equation some might find handy is this one:
First (and second) raid strike = 15% of building payout.
Third raid strike = 30% of building payout.
Total = 60% of building payout.
Practically, this means that you need to stick to 24+ hour buildings above a certain level in order for your income to be worth the time. Silos, lenders, gold mines, manors. My cutoff is 10k for three stamina. This means no silos, l5 gold mines, l6 lenders, l7 playhouses, l2 manors. Nobody has high enough wine makers or inns so I don't even look.
A neat trick I realized during the pvp event. Raid rival, open profile. <8k income, move on. Saves me time looking for buildings, or overvault gold.
Last edited by Shinazueli; 12-18-2012 at 10:28 PM.
KA : 831745853
BnB is recruiting : http://www.funzio.com/forum/showthre...-is-recruiting
MW: 301523231
Fortune doesn't favor the bold, that's stupid. Fortune favors the intelligent, prepared, and patient. - Me, 2012
Please stop complaining about how bad Gree is at <fill in the blank>. A cursory search of the forums with the keywords 'Gree' and 'sucks' should let you see that we already know. - Me, 2013
I found the tables earlier in the thread very interesting, but one thing which I thought was missing was an indicator on which upgrades offered better "Value for Money"
What I mean is - let's say you upgrade your Trading Post from Level 1 to Level 2. The upgrade is going to cost you 25,000 gold, and the amount of gold you'll now get goes from 190 to 380 (an increase of 190 gold). You'd need to collect from the Trading Post 132 times to make back the cost to upgrade (190 x 132 = 25,080).
Or another example - You upgrade your Tavern from Level 7 to Level 8. That'll cost 22,000 gold, and the amount of gold you collect will go from 2,393 to 3,053 (an increase of 660). So, after collecting from the Level 8 Tavern 34 times you've made back the cost (660 x 34 = 22,440).
So, here's a table showing that - hopefully someone will find it useful :
Building Payout
HoursL1 L2 L3 L4 L5 L6 L7 L8 L9 L10 Manor 48 17 28 32 39 52 73 103 150 223 239 Playhouse 48 7 11 13 15 21 28 40 59 87 94 Gold Mine* 24 20 23 28 38 52 75 109 159 172 Lender 24 25 42 47 58 78 109 158 225 334 358 Inn 24 15 25 28 35 46 65 91 134 198 212 Leatherworker 24 5 9 10 12 16 22 31 45 67 70 Silo 24 1 2 2 2 3 3 5 7 10 10 Castle 24 0 3 3 3 4 6 8 12 17 18 Shipyard 18 13 22 24 30 40 56 80 118 176 186 Jewelcrafter* 18 93 103 130 173 236 343 500 719 792 Stable 18 5 8 9 12 16 21 30 44 66 69 Wine Maker* 12 30 34 42 56 77 112 163 245 258 Printing Press 12 35 58 64 80 107 148 213 311 461 490 Pottery Maker 12 15 24 27 34 45 62 90 130 192 209 Tavern 12 4 7 7 9 12 16 23 34 49 52 Butcher Shop 8 32 53 58 74 99 137 196 283 427 452 Library 8 8 14 15 19 25 35 51 72 107 115 Trading Post 6 79 132 148 185 243 343 489 711 1,053 1,128 Fish Market 6 33 54 62 77 102 142 200 289 428 468 Tailor 6 5 8 9 11 14 20 28 41 60 65 Brothel 3 170 285 313 393 524 731 1,044 1,539 2,223 2,418 Apothecary* 3 167 184 230 310 417 596 896 1,334 1,429 Cartographer 3 45 74 83 103 136 192 274 405 589 631 Bakery 3 3 5 5 6 8 11 16 23 34 36 Merchant Caravan 1 72 120 134 165 224 314 443 650 967 1,036 Bazaar 1 3 5 6 7 10 13 19 27 41 44 Farm 0.5 4 7 7 9 12 17 24 35 50 55 Cottage 0.08 10 17 17 24 34 44 60 91 139 143
I used the ROI a lot in my prioritization of upgrades when I had low IPH.
A minor detail (?): In the calculations in the table above you haven't taken the missing income while upgrading into consideration.
Thanks for the great information. Do you have any other charts for the support and troop buildings? Or is there information elsewhere for the time and cost to build them?
Thanks!
This is great! Thanks for taking the time to do this!
Hi! Has anyone figured out how much you get for selling various buildings at different levels?
Thanks!
You get half what the last build/upgrade cost is.
So if your last upgrade cost 10,000 gold, you'd get 5,000 back for selling it. Note that the amount isn't affected by your lumber mill. If the upgrade usually costs 10,000 and you only paid 9,000, you'd still receive 5,000 gold for selling.
Thanks so much for putting this information together, it is really beneficial.
Thanks for the info ! Very helpful !
Thanks for posting this!
Thank you, appreciate all you have done.
jean marc
Lawful good does not always mean lawful nice.