TLoord: 883 565 730
Learn more about Crime City iPhone Money Buildings and help the community in the open and editable Spreadsheet:
https://docs.google.com/spreadsheet/...2SEN3NXc&hl=en
Well it's done, the wiki is accessible at http://crimecityiphone.wikia.com
Now we have to fill it.
Nice spreadsheet! Ok i made some changes on my own as I always like an ROI column to try and figure out which buildings to build.
I basically took a simple calculation: (Income per hour)/(Upgrade cost)
From what I'm gleaning, the best buildings to build (to level 10 - from the limited #s I have) are:
Laundramat
Pizza Parlor
Gas Station
Pawn Shop/Deli (can't be sure w/ limited #'s)
Tattoo Parlor
Souvenir Store
Diner/House (again limited #'s)
Barbershop/Gunshop (More lack of #'s)
Italian Restaurant/Electronics Store (#'s... #'s...)
Aracade
Warehouse
NOTE: this is just for starting. Also I'm not counting the Gold buildings.
Last edited by wupuck; 09-17-2011 at 07:10 PM.
Another thing I should caveat is cater to the style of play you are. If you only check once or twice a day, you want to build the longer timed buildings (Pawn Shop, Tattoo Parlors, Gun shops, et. al)
@tosh2209: Thanks, maybe you should ask MickeyTwoToes if we can use some of his text he's been writing in his own guide and if he is interested in this wiki. So far, he has been the best contributor to this community with information.
@wupuck: Not sure what you did, since I could see no changes in the document and also the ROI or "Time to break even on investment" was already included in the document, but with a more detailed calculation, that also includes the building time for the upgrade itself.
@wupuck: Your list of the best buildings to level up to level 10 might be right though, thanks for that. I haven't really included the formulas for income per hour/the accumulated time to upgrade them together with accumulated upgrade costs for buildings up to level 10.
However my focus has not been to upgrade one building to level 10 as fast as possible, but to balance the investment both by cost and in time and upgrade several buildings "in parallel" as well as build new ones, to get as big "real collectable" income per hour as possible. By that I mean that is is more likely that you will be able to collect most of your 1, 3, 6 and 8 hour etc buildings when they are ready to collect than to always sit and wait in your Hood to collect all money from the Laundromat. Also spreading your risk over several buildings makes you less vulnerable to robbing.
As a side note, I'm now at level 20 and my Laundromats are only at level 7 and my "hourly income" is $7834, but was is more interesting is that I am able to collect between 8 and 15k every 3 hours and make about 50 to 70k in income this way per day, depending on my IRL job and other factors.
Instead of just focusing on the the income itself, I have weight in the time factor and how fast I can upgrade a building, hence I wait with most buildings that take more than 24h to upgrade before all other lower upgrades are finished. I have now also included a "pro field" called "Income per Hour / Upgrade time" to the far right in the spreadsheet that helps in this type of decisions.
/TLoord
TLoord: 883 565 730
Learn more about Crime City iPhone Money Buildings and help the community in the open and editable Spreadsheet:
https://docs.google.com/spreadsheet/...2SEN3NXc&hl=en
To all interested in the Money Building spreadsheet.
I have now done some changes to the document to hopefully make it easier for people not used to spreadsheets.
1. Fileds that you should put missing data in are now coded in green and in the same order as in the game. Please if possible include all the fields when you input your data, they are needed to make the calculations work properly. You don't need to have the money or to actually do the upgrade to find the info, just "touch" on your building and then press "UPGRADE", there you will find all necessary data and don't worry, you don't actually upgrade until you press the next "UPGRADE" button.
2. Fields that are calculated and need those green fields are now red, or grey.
3. You can find help or info about the column by hold your mouse pointer over the subject lines.
4. You can easily sort the columns by clicking on the popup menu that appears when you mouse over the column letters A to N. Please, when you have sorted and found the data that interested you, then resort the columns after Level (D) and Building number(A). This way the spreadsheet looks nicer to the next guy opening it.
The link to the spreadsheet again:
https://docs.google.com/spreadsheet/...2SEN3NXc&hl=en
Enjoy!
TLoord: 883 565 730
Learn more about Crime City iPhone Money Buildings and help the community in the open and editable Spreadsheet:
https://docs.google.com/spreadsheet/...2SEN3NXc&hl=en
Thanks TLoord - I didn't upload it because I made to many changes to your spreadsheet - biggest was to move the gold buildings to it's own sheet.
Agreed with the point about raising buildings in parallel. I was thinking about that last night - there are way to many other factors to consider - time to upgrade (numbers we don't have), defensive buildings to upgrade, style of play, and most importantly - time of the day your upgrading - thus creating a formula in Excel would be maddening.
Due to all the factors, the style of play is hugely important. Since I don't have a life, I'm on the game alot - so I would max my high turn over buildings first, depending upon time of day & length of upgrade time. Mixing in longer turnover buildings to "fill" upgrade times (that's what i'm doing now anyways)
Nevertheless, having an ROI type field would give us a good reference to work off of.
Thanks wupuck! I agree with that that may have been too big changes for the current document. Interesting results from your work though.Thanks TLoord - I didn't upload it because I made to many changes to your spreadsheet - biggest was to move the gold buildings to it's own sheet.
Yes, that's been my thought too, this is mostly a source of information, all the factors you mention have to be calculated by each player and trying to include that in a database would be just crazy, we're playing a game here not making a new one.Agreed with the point about raising buildings in parallel. I was thinking about that last night - there are way to many other factors to consider - time to upgrade (numbers we don't have), defensive buildings to upgrade, style of play, and most importantly - time of the day your upgrading - thus creating a formula in Excel would be maddening.
This sounds like a viable strategy regarding your play style.Due to all the factors, the style of play is hugely important. Since I don't have a life, I'm on the game alot - so I would max my high turn over buildings first, depending upon time of day & length of upgrade time. Mixing in longer turnover buildings to "fill" upgrade times (that's what i'm doing now anyways)
I'm still not following you here, the spreadsheet already has a ROI-type of field or is something wrong with the document so not everybody can see it? I've now also included ROI in the subject of that column.Nevertheless, having an ROI type field would give us a good reference to work off of.
The formula is calculated by taking the upgrading cost(Investment) and divide that with the extra money(new income - previous income) you will earn by doing this upgrade per hour(the number of hours it takes for the building to regenerate). This is the simple time to break even = Return On Investment(ROI)=+-0 in hours, but then the building don't generate any money during its upgrade and hence the upgrade time is added too and the result is in "Hours". It's just that the formula looks like this:
=ROUND(H"Upgrade time"+(G"Upgrade cost"/(J"Income Gain"/K"Building regeneration time"));2)
I'm not a math genius and maybe i've done something wrong here, so please correct me if that is the case.
Also if anybody good with spreadsheet formulas can help me to convert these formulas to use real Hours, Minutes and Seconds instead of "Decimal Hours"(15 min = 0,25 Decimal Hours, 30 min = 0,5 Decimal Hours), please get back to me.
/TLoord
TLoord: 883 565 730
Learn more about Crime City iPhone Money Buildings and help the community in the open and editable Spreadsheet:
https://docs.google.com/spreadsheet/...2SEN3NXc&hl=en
TLoord, I noticed on your spreadsheet that the levels needed to unlock the buildings are all wrong (I think the devs changed it recently)
Take all the values in your hours column, divide by 24, then format as time. Then should be able to enter values in hh:mm:ss into the spreadsheet.Also if anybody good with spreadsheet formulas can help me to convert these formulas to use real Hours, Minutes and Seconds instead of "Decimal Hours"(15 min = 0,25 Decimal Hours, 30 min = 0,5 Decimal Hours), please get back to me.
-duder
674 597 607
Hi TLoord,
I think a more fair representation of ROI should be:
(G"Upgrade cost"+H"Upgrade time"*E"Previous Income"/K"Building regeneration time")/(J"Income Gain"/K"Building regeneration time")
On another note, some of the ROI is little bit much in my opinion. Like upgrading a Warehouse from Lvl 8 to 9. It's a ROI on over 90 days, and then you have to babysit it. If you don't collect every 48h or get robbed, then it's even more. One way to see it is that you lose the 10% you deposit also, which would mean even longer time for the investment to pay off.
For me it will be more like 105-120 days. 4 months is a lot in a game
/Irra
Last edited by Irra; 09-22-2011 at 11:12 PM.
@Irra
I agree that the pure ROI calculation in the sheet is a bit off; however, I think the value in the sheet is more around the availability of information about future incomes and upgrade times. The information presented is only useful if you merge it into your current economy and play style. I almost think the important factor on ROI is on the number of collections one needs to make to break even (rather than the time).
Of course, if you're expecting your building to get robbed... well, that's a different problem in terms of planning.
I think the key here is to contribute information that isn't already available and use the information that is to figure out your expected returns according to your play style and what that means for planning purchases.
-duder
674 597 607
@ TLoord
I added a column to the sheet for the time to complete in h:mm:ss. You'll probably still need to rebuild the roi references. If you do, keep in mind that the unit of time being used in the new column is decimal days (1 hour = 1/24). If you remove the formatting on this column, it will become apparent.
-duder
674 597 607
I agree duder (although I prefer time over the number of collections). Usually I take stats in the sheet and adjust them to my style. Like how often I collect from a "3h-building" during a day, how often it will be robbed and etc.
But I've got to confess I play as much on feeling as logic, I've got this fix idea to upgrade all my money buildings to level 5, which will probably never happen since I'm building new buildings all the time and it takes longer and longer to upgrade the buildings. So half the time I'm working against this goal the other half I upgrade what benefits me most.
Just to clarify, the example with the Warehouse wasn't any critic against the sheet, not sure if it was perceived so, more a critic against the game that it takes 4 months to get the money back from building it. Especially since I get feeling that the buildings has a tendency to get a worse ROI with higer level. I wonder for example what a "Internet Company" level 9 will have for ROI? But it's just pure speculation perhaps I just see a pattern where it doesn't exist.
tloord, had some updates for ya
Empire theatre
level 5: 6600 per 3 hours
level 6: 9900
Also you don't have the icre cream shop up at all.
Ice cream shop
level 9: 5225
level 10: 7125