This game definitely needs an update past the lvl 20 land increase. I thought I would have a lot of space at this point but it didn't turn out that way.
It's very important to either use expensive buildings or buildings with a small footprint. The trick is to find the median for the most returns while having space. Use windmills!
Not really into the building spam, just hope they add more space later on. I have one of each building except for the mine - it didn't fit in for some reason.
Hi, New to the forum as a poster, but thought I'd add my perspective. I, too, made a spreadsheet (what else to do while waiting on crops -- oops rice is ready again). You can view it here: http://spreadsheets.google.com/ccc?key=0AlV8JxlFM1RSdGdtQVJJdWRibTk5Mi1BLVd4aFh1eVE&hl=en Not only did I look at farm profits (per minute, rather than day) but I also considered profit vs investment to plant it. Crops with a Green % are better return for the planting cost, red are bad. Thus squash is a terrible investment (although it gives you the most XP per $ earned). Corn is obviously the best, but peppers and rice are also above average (avg=500% return). The bottom of my spreadsheet is buildings. In every case, it makes sense to accept an order (I used to get mad that my kingdom never got the "spoils") except the Wizard Tower, it's closest to the same for the producer (over twice as long to make scrolls for someone else). The GIVE is what the producer gets as reward, the RECEIVE column is what the requester gets. And it's always better to give than receive. In the end, I'm trying to earn enough money to make all the buildings, and all the rewards. I actually had to make 24 cottages to get the Level 3 taxman award for 20 cottages. I am also concerned about layout (although I do have 5 tailors and 4 mines; lots of dirty people need new clothes). Hope this is of use to people, and thanks to those before that gave me ideas!
If you compare each building however say the lumber mill and butcher shop. over a 36 hour period, a tailor shop (with 4.5 orders) will generate 1012.5 coins, the lumber mill (3 orders = 36 hours) will bring in 1012.5 coins and 900 coins and 300 xp, however the butcher (2 orders = 36 hours) will bring in 1110 coins and 390xp. Therefore, whilst shops like tailor shops may be better in the short term or for short term cash, other than that i fail to see how they are better. They may be cheaper to buy but once this pays off its increased profit. Plus, with a butcher you make more money in 1 order than a tailor shop makes in 4.5 (over a period of 36 hours). Correct me if im wrong but that means it makes more sense in the long term to buy the more expensive shops as over almost any period of time they make far more in 1 sale than the others, and in the time it takes a tailor shop to make 4.5 orders, the butcher shop makes more money and more xp in 1 order.
I made a similar sheet for myself, but just for the industry side. Two columns that I suggest you add are (1) % of Max for gold/hour and exp/hour and (2) Min Time to Profit. You can see both of them here: http://spreadsheets.google.com/pub?key=tTOw6jYEBCo7S7PokAqBYYw&gid=0 % of Max just makes it easier to see roughly how efficient a building is compared to others Min Time to Profit is just how many days, at full output, it would take to recoup the initial investment. It makes the high-end shops look pretty awful. I used the values from this post -- so if there are mistakes I apologize. Also, the idle tab is missing a lot of data.
How many times this is not a thread for plus id + sharing, theres a whole forum for that. As the title says... this is to discuss "we rule strategy"
2 Butcher Shop orders times 130 Exp per order does not make 390xp. It makes 260xp, which is far less than the 4.5*85=382xp for the Tailors. The Tailor generates coins for the owner faster than everything but the Butcher and the Baker (Tailor and Tavern are tied). It makes more xp/hour than any building at about 10.63xp/hour. It also pays itself off in under 2.5 days, second only to the Miners. The Butcher takes 19 days (at least) to break even. Dragons take 3 months, and even after the 3 months they generate coins at about 25% slower than Tailors, and xp about 40% slower than Tailors. How is that a win???? The downside of Tailors is the annoyance associated with tending them every 8 hours and the potential loss of efficiency associated with buyers not ordering every 8 hours. For buyers, the Tailor is the clear winner in both categories (gold/hour and xp/hour). See http://spreadsheets.google.com/pub?key=tTOw6jYEBCo7S7PokAqBYYw&gid=0 for the numbers, or any of the other spreadsheets published in this thread.
I did the math, and even though the Butcher generates gold a bit faster than the Tailor, when you take into account the 19 days it takes for the Butcher to start turning a profit, and the fact that the Tailor is making a total of 11,388c in profit during those 19 days, it takes 214 days (over 6 months) for the Butcher to catch up with the Tailor in profit. It's even worse for the Baker, who takes 420 days to overtake the Tailor. No other shop can catch up to the Tailor, even given infinite time. Edit: This chart shows how much profit a selection of buildings generates over the course of a year, assuming full output at all times. Each line crosses the y-axis at a negative value, namely the cost of the building. The time (in days) when it crosses the x-axis is how long it takes to be profitable. The slope of each line is the coins/hour of that building. You can see that Butcher passes Tailor after 214 days, and that Baker still hasn't caught up to Tailor after a year.
How fast are y'all trying to reach lvl 20? im on 17 and im just building one of each building and making everything look nice with roads to every building, I would be done with this game if i just spammed tailor shops.
Impressive job . If anyone is interested, I have compiled all the available data (I'm still missing quite a few) in this OpenOffice spreadsheet. The difference with the Google Docs previously linked here is that it allows comparison between building and farming (I used minutes as a common denominator) and you can easily play around and issue charts which is tricky with Google Docs. . I have put this together while I was seriously lacking sleep so there might be some dodgy formulas (and I'm not an finance major either!! ) You'll find the doc here : http://tinyurl.com/werulechart
My Plus+ ID is: EnderWiggins Despite their efficiency for the owner, I've noticed ppl are reluctant to order from tailors/miners in favor of the more expensive & time consuming buildings. I think they see larger #'s in gold & exp but fail to take into account time? And while my understanding of the 'bug' is somewhat limited, it seems individuals want to place as few orders as possible in order to avoid the bug and hope ppl order from them instead? just curious if anyone has experienced this problem?
Well I guess people are also taking into account the time for the owner to acknowledge the order then delivers the goods. If you are dealing with a very regular player, yes, it's worth going to the tailor/miner. Otherwise, all that waiting time can be used to gain more XP/money. But that's theory on my side because I am badly affected by the bug you are mentioning and can barely place or receive any orders and it badly affects my gameplay, preventing me from levelling quickly enough to keep me entertained
strategies with current known bugs I dont have too many shops, 10 tailor, a windmill, mine, and bakery People are not able to order from me. I also have no friend list, it does not work, no one shows up. The game doesn't really leave me much to do. I have just been growing crops and focusing on producing larger buildings now, since there is no point in building 40 tailor shops as they aren't truly open! I have been able to place some orders, but it is a strange work around. Since i cannot connect to any friends, I have been using a workaround in iPlus, where I can view someone in the rankings list, add them as a friend then view their land, and order something(with the off chance there is something open). In Iplus, You can keep following down the rankings tree and see a friend's friend ranking. You can then befriend the friend's friend and viewing their country to buy something. Any other ideas? or just wait for the patch. mainekerouac
Add me: ForbidInjustice Can we have more than 2 pages of friends? I can't see everyone else's kingdoms.. only 2 pages. It says I have about 50 friends; I just can't see them all. I've done the calculations (I'm only at level 12, however)... so far, corn definitely the best bang for your buck and best ROI, but who wants to harvest every 45 seconds? Rice is next, if you're around your device and can harvest every 15 minutes. Next is peas, harvest every 30. Then onions every hour. The general rule seems to be that the quicker you can harvest those quick-growing crops, the better the return. Then plant crops according to how long you are going to sleep that night, and harvest when you wake up. If you have the means, I recommend you quit your day job, and just harvest corn and rice on We Rule all day. You'll realise the maximum amount of coins and XP that way!
Good point.. these last two days have been horrible. I think this should have been a paid app, so they could afford a reliable server to handle the load.. or at least a second server to spread it out. My wheat and squash died, and it was tragic for my entire kingdom. Seems to be up now.. always more reliable at night, which is expected...
I was about to do lots of math for this game...then I found this thread So it looks like the Tailor Shop is the most efficient building if you're going to be around to accept orders as soon as they come in. But I'm not. So then does the Butcher Shop become the best if you're only going to be around a few times per day?