What you're convinced of doesn't convince me of anything Without a statement from eeenmachine that it isn't random, the most probable assumption is that they are independently generated because any alternative would have been more work and have no logical application so, once again, Occam's razor rears its head. As for your "more blues" thing, we know that is total horseshit because the devs have categorically stated there is no difference whatsoever whether you pay or they move in "naturally". EDIT: Also, keep in mind, the odds of you getting a 00000 bitizen are no different than getting a 24179 or 54178 bitizen. People just notice the ones that seem unusual even though they're not.
More generally, I have little faith in claims about the probability of specific events that are made without statistically reliable observations to back them up. Humans are very bad at making probabilistic inferences from casual observation.
I'm well aware, but the same goes back. As I noted, I seem to recall reading from either him or his brother that one ID was generated for each bitizen, and everything else was derived from that; this is one reason they have been reluctant to allow name changes. Eh? You're focusing on an unimportant detail. I'm simply stating that the way I have moved everyone is is by Towerbux. I should have been more clear about that. I am not indicating a comparison to "natural"--hell, I haven't moved a bitizen in "naturally" for the last twenty floors. What I'm saying is that of the pool of bitizens I have moved in, I have noticed that purples are extraordinarily sparse. The way I came to this conclusion is thus. At a certain point (in the 20s of floors), I had the same number of each store, and exactly enough bitizens for everyone to have a job. Then I would build apartments and populating them with people until I had three of each store type as dream job. Then I would build one of each store, and repeat (building apartments until I had three of each color). If the distribution were random, one would expect this at three or four apartments most of the time, and that my dream jobs would be roughly even. Here is what I currently have of my unemployed bitizens: Green: 8 Blue: 18 Yellow: 10 Purple: 3 (I'm about to start building businesses again) Orange: 11 Yes, the odds are the same, assuming each statistic is generated independently. However, if each statistic is generated independently, why hasn't anyone posted about an all 9s? Also, if the statistics were generated independently, then why has eean specifically stated that there are 2**32(-1) bitizens? (https://twitter.com/#!/eeen/status/89418348235993089). You'd expect, if independent, that there'd be some power of 5 in there, to account for there being 10 possibilities for each statistic. That looks more like a randomly-generated unsigned long to me. Also, the Tiny Tower Wiki is attempting to catalog all the bitizens: http://tinytowerwiki.com/List_of_All_Bitizens (though cataloging 2**32 is a bit infeasible) So again, I point out: you are basing your statements on an assumption that I see fit to question. Indeed, and I admit that. I'm basing this off of intuition and what I've heard. Which is why I indicated a distinct lack of analysis. But I assure you, I've done no less analysis than anyone else here who makes claims about how random things in the game are
@eeenmachine, have you ever considered making a Pro version of this game? I think it would be nice to have the ability to upgrade to pro for this game for a fee, say $4.99 Some things that could be only available in Pro: -Double your odds of getting bux from tips or fully stocking. -One of each floor type added. -Ability to turn coins into bux. I know you try and limit the output of bux because you'd like people to IAP bux, but I think a lot of people who are reluctant to buy bux might actually upgrade to Pro since there's actual added features. Think about all the self proclaimed OCD people on here, they would have to upgrade or else they would be missing out on the 6 floors
There are 10**5 possible combinations of skill values, or 100,000. Dividing that by 2**32(-1) bitizens gives nearly 43,000 instances of each combination. Sure, the math doesn't work out completely evenly, but the distribution is darned close. Now, I'm not saying that this is actually how it works, but I am saying that using an unsigned long could get you extremely close to a random distribution.
So i'll be traveling out of country for the next three weeks (12h+ out of my current time zone.) what can I do to avoid having my game crash due to the time cheat? I have my iphone time zone set on automatic. I'm planning to finish all my construction and stocking so nothing is counting down on the clocks while i'm traveling. anything else I can do to avoid having my game mess up? Should I make sure I completely run the stock empty in all my stores as well? I'd like to keep playing for the next three weeks too, would there be a problem once I return?
Aggressive evictions Am considering evicting a random bitizen from each full apartment to avoid ferrying a newcomer for nothing. Has anyone else done this (or considered doing it)? Note, all my bitizens are DJers and most of those are DJ9 as well. J
Nope, I haven't bought a single costume yet. However, this most recent update has fixed it. I'm not sure what was wrong, but I just moved in a costumed bitizen and it stayed. It's gone for me. I'm getting totally unique DJs whenever a real estate agent shows up. Wait. CHANGING TIME CAUSES THE GAME TO CRASH? Is that why my game crashes on the loadup screen? I have to quit the app after 10-15 seconds on the load screen and then re-open it for it to load successfully, otherwise it'll just keep on crashing on the load screen. But aside from that, I'm still on vacation so you can trust me when I say that the wait times don't change at all. If there's 3H left until something stocks, you can change your time zone and it'll still be 3H left when you go back to the app.
I do believe the iPhone's internal representation of the time is in a timezone-independent format, and it uses the timezone (plus daylight saving information) to compute the actual time it states. Or it's vice-versa, and the game is smart enough to base its calculations off of UTC, as opposed to the current local timezone. (This is speculation on my part, to be fair)
I've gotten quite a few bux today from restocking. Am I supposed to get 1 bux everytime a business is fully stocked? If so, I'm not getting it. It's just random. Is there a certain order I need to stock the items in to get a buck (ie. largest qty. item to smallest qty. item)?
Does anyone have any detailed info on how demand works in the game, and how specific it is? The demand graphs suggest that it is at least specific to each class of store, but is it more fine-grained than that? That is, are any specific businesses preferred, or any levels of product, or is that all random? I ask in part because, thinking about the restocking bonus, I am wondering if the best strategy for the Food floors is to only keep the very low stock businesses, and use those to cycle quickly to attempt to increase the stocking bonuses. In other words, for the businesses with low amounts of maximum stock, especially at the lowest level (such as the Mexican Food restaurant, the Pub, the Sushi restaurant), don't use Dream Job employees, and ensure that the demand for the Food class is at 100%, then keep restocking to maximize the probability of getting the restocking bonus. My thinking is that every bux is worth 2000 coin (at maximum exchange), and boosting the levels of stock with dream jobs in these low-stock businesses doesn't really increase their coin value all that much, relative to other businesses. Are they better used as rapid cycling, to max out restocking bux? All this presupposes that there is not some additional specificity to demand, such that certain levels of stock are preferred, or certain businesses within the various classes. Thoughts?
If you're finding it slow just go to settings and advance the day forward by 1. When you change the day back, make sure that you didn't start any new construction or "order" anything otherwise it'll take forever to build/stock. If you do just make the day go forward again and stock everything (but don't order). I'm up to 56 floors, 20 residential, and 100 residents. Also, to state the obvious, if a resident doesn't have a 9, then evict them. Put your residents in jobs that's either their dream job or the same colour as their dream job to keep things organized. It's pretty useless to spend your bux on coins, because it's more fun to buy costusmes and more useful to buy elevators. The demand is merely how many different stores of the same type that you have. For instance: You have 5 retail, 5 food, and 5 recreational. You also have 2 service and 2 creative. The retail food and recreational would have something like 85% demand, and the other two would have 100% demand.
Demand seems only relative to the store type. As I understand it, every second or two, there is a (demand-for-store-type)% chance that a customer will buy something in a store--randomly of the goods that are available. That's a guess from mechanics I've seen discussed, but I haven't had it explicitly confirmed from Nimblebit. Though I do believe Nimblebit has stated that demand is at the store-class level. In terms of the strategy of keeping low-stock-time stores around for bux, I'd say it very largely depends on your ability to keep up with it. If you can make sure that the pub is always stocking when possible, then yes, it can be a bux machine. But for someone like me, who can only check every few hours, it's a total wash. The more time you have between times you can check the game, the more it's worth it to level stores up. What I've done in a personal spreadsheet is to calculate the level each store needs to be in order to make the minimum stock time one hour. That will mesh most well with my usage: because I can't check more than once in an hour anyway, I don't have something like the Pub sitting there for 59 minutes waiting to be stocked; instead, it'll be stocked and stay stocked for a long time, getting me more coins in the long run, but not impacting my ability to get bux from them.
I gave up on demand once I hit 8 of each business. Once I was at 8 each I decided to build only service businesses since I thought those were the most fun. I am currently working on building only retail now. It doesn't seem to affect anything at all really. The bitizens just seem to randomly go wherever they want to.
That's because they do: visitor bitizens are irrelevant to businesses or demand. You'd get just as many going to just as many random places if you had a tower of 100 floors of nothing. Visitor bitizens do two things: move in if there's a vacancy and tip you, that's it. Your sales rate, however, is considerably slower at your imbalanced businesses.