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But, unfortunately, this table, like the other tables, does not answer the main question in the game: what is the most profitable to grow?
To answer this question, in any table there should be 2 MANDATORY columns:
1) how many coins are added with each new level of this culture? (for each culture, these are different numbers)
2) how many coins are added with each new table level for this culture? (for each culture, these are different numbers).
Only the answers to these 2 questions will determine the profitability of any culture.
All other data (profit at the first level, expenses, production time) is in the game.
For example: we have a culture that at level 1 makes a profit of 1000.
With each level she adds 100 coins.
Each table level adds 100 coins.
Culture is produced 3 hours.
At level 250, we will make a profit: 1000 + (100 * 249) = 25 900 coins.
If we pump the table for this culture to LVL 50, we will get a profit: 25 900 + (100 * 50) = 30 900.
30 900: 3 hours = 10 300 coins per hour, the profit of this culture.
Here's what you need to determine the profitability of crops.
Unfortunately, your spreadsheet is just a snapshot. You only used the values from the shop. In your table, you always go from level 1 to every item, higher levels and the associated higher entries are not taken into account.
To make matters worse, that probably the fewest players know what a break-even point is.
The crops need to be watered only once and your calculation is no longer correct. Another irrigation changes the values again. Sprinklers are not considered in your table, as are farm helpers.
And what about the animals? As soon as a pet feeder is used, you will pay for the food in kind, not gold coins. As a result, the calculation changes enormously.
For the flowers it is even more difficult to make a correct calculation.
As I mentioned earlier, it's far more complex than you imagine. Without the original formulas, such tables make little sense.
Thank you for your comments. These are all valid criticisms. Both of you bring up issues that I'm already very aware of. As I mentioned in the roadmap found on the landing page of the spreadsheet, I have plans to expand on this resource greatly. It's just the first version I feel is good enough to put in the wild. I'm not blind to the issues you've mentioned, but any thinking person can realize, as you both have, the issues and work around them in their own farm. Just because something isn't perfect doesn't mean it isn't valuable or useful.
Regardless, I will address some of your points.
Break-even point
This sheet, as I mentioned, was designed first and foremost for myself and my friends. If others don't know what a break-even point is that's fine. They will either ignore it, Google it and become educated, or ask and I will educate them. Not really a big deal.
Watering Crops
Of course watering crops changes everything. Most of what I've done so far is simple data entry as you pointed out. This will be coming eventually. At the very least if you keep your crops fully watered with sprinklers then the *relative* values are still accurate. I can't say that for certainty, because I've not tested it extensively, but I'm reasonably certain that watering cuts the same % off of each crop. If I'm wrong about that I'll find out when I get to it. The relative profit values are what's really important in the end as far as I'm concerned.
Culture levels
You both brought this up, but @Very Well, I've already responded to a topic you made about this issue, agreeing with you at that, so I had hoped *you* at least would have realized I'm not blind to this issue. Regardless, I'm working on it. Unless @WaaghMan sees fit to release the formula himself (which would be very much appreciated) there are a couple brute force methods I can think of to get a very close approximation of the formula. Good enough for a spreadsheet about a video game at least.
Animals and Feeders
Another obvious one. And another thing I'll be getting to. Admitedly this wasn't on my spreadsheet's roadmap, but that doesn't mean I had not considered it. When I put data on that roadmap I was extremely tired and just wanted to finish for the night and release the first version to the public. As I'm sure you are aware though, this is hardly an insurmountable problem by any means, and is in fact one of the easier ones to solve out of everything listed here. It'll come in due time.
Flowers
Unless I'm missing something flower value appears to plot linearly with the amount they are watered, and even my first release version of this spreadsheet allows you to set the water value of flowers which gets considered when determining value. That's not a perfect solution by any means, but I think you get the theme of this post by now... improvements are coming.
When you open the window of any crop in the store, there is some information: buy, sell, feed.
So, if the developers put additional data there, for example:
1) price increase for each level of culture,
2) the increase in price for each level of the table, which increases the level of this culture
3) reduction in the time of ripening of vegetables after each watering, in percent, in minutes, in hours, no difference
4) increase in the cost of flowers after each watering in coins, percent, no difference
then all your math tables with calculations will not be needed.
And the developers I definitely have information about, because they have some sort of algorithm for determining the value of all crops at each stage of its development (raising the level, raising the table level, watering, feeding).
In any case, I'd rather avoid getting 247(cultures not including DLC/event)*250(levels)=61750 data points, and it seems like the monumental effort involved for such a small degree of additional accuracy isn't worth it. Therefore I'd wager you can expect the compendium to be updated with level relevant data soon(tm).
I had originally planned to do this much later since it's not particularly important to me, but since you both are so passionate about this I'll do it now. :)
Just wanted to say: The calculations are correct, they match what we have in our internal data charts, except for crops (because of watering). Also, data for Tropical Fish is wrong (fishing interval is 30 minutes, not 20).
That was very kind of you to verify that for me. Much appreciated! ^_^
I'll get to factoring in water for crops eventually.
Thanks. I've not worked on this in quite some time. Partly because all my friends stopped playing, and partly because the update cadence by the developer was too much for me too keep up with. I'll take a look at it later and make any needed corrections I've made those corrections. I'm glad it's been helpful for you! It was a lot of work. ^_^
My only issue is that sorting by column Z does not work for the profits per hour for trees. Confirmed it with a friend tonight both seeing same issue. At least up until level 9.
If you don't fix it I won't complain though.
@Oltimega I tried to do your fix and I broke everything. Any guidance how to do that?