Yes, I know. I'm simply suggesting the 1-coin tier because they have (in general) faster stock times, and faster sell times, which means you're spending less time between each experiment Yes, but no dream jobbers = less stock, so sell times are faster, so you're spending less time between each experiment. That would be my purpose, yes. Given that I'd have already set up the experiment, I might as well do the extra work to get some more data. That way, armed with data, I (and others) can make a decision on how much we care about keeping demand high.
I"m not sure why. You only need to measure SPM over a certain amount of time and then delete the businesses and move on. The amount of stock, beyond being enough to last your period of data gathering, has no bearing on the issue. I'm already done with the imbalanced tower and I'll run the balanced in about 2 hours. Was able to rush a lot of stuff with bux so it's taking less time than I thought.
Point taken. If you're just deleting all the stores and doing something else, then yeah, it doesn't matter. I was thinking from the perspective of keeping a store around for future experiments.
Warning, more math ahead Abstract: There are five different business types in the game Tiny Tower: Food, Service, Recreation, Retail, and Creative. Whenever a particular business type has more floors than any other business type, a game statistic, Demand, drops. Only if a business type has the same or fewer number of floors than all other business types is demand at 100%. There has been some dispute as to whether or not demand actually affects the rate of sales in a tower, though no reports of rigorous testing. I tested whether or not Demand affected the sales per minute (SPM) of a tower through a controlled build and sales methodology. I found that Demand does affect SPM with certainty. Materials and Methods: Using the latest build for the game Tiny Tower on my iPad, a new tower was created. It was built to a total of 9 floors, the Lobby plus 3 residential apartments and 5 business floors. Initially the tower was built with 5 Food type business floors. All 5 businesses were fully staffed and the 3 coin tier 3 items were restocked but not put "out on the floor". Otherwise, all businesses were effectively closed prior to the test so the building's SPM was 0. At the beginning of the test each of the 5 businesses had the tier 3 product put out for sale and a stopwatch started. Preliminary testing showed it took some time for SPM to begin to settle at steady rate so no readings were used from the first 5 minutes. Starting at 5 minutes, readings were taken every 20 seconds until 15 minutes had elapsed from the start of the test. After the test, I deleted 4 of the 5 Food businesses and re-built each business floor in a balanced manner such that there was 1 Food, 1 Service, 1 Recreation, 1 Retail, and 1 Creative type business in the tower. The same tier 3 product SPM test was repeated with the balanced tower. A non-paired, 2 tailed t-test was used to determine if the two SPMs vary significantly or not (these data do not requre anything more advanced). Results: Demand for the Food business type in the initial imbalanced tower was 20% (demand for the four missing business types was 100%). The average SPM in the initial imbalanced tower was 21.9 +/- 2.0 over the 10 minutes measured. Demand for all business types was 100% in the balanced tower. The average SPM in the balanced tower was 130 +/- 8.2 over the 10 minutes measured. The two towers are significantly different according to the t-test to the point that the chances that Demand does not affect SPM is less than 1 in 10^20 (that's as many decimal places as I can display in Open Office, it may be even smaller odds). Discussion: In addition to the fact that this test proves beyond any reasonable doubt that Demand affects the rate of sale at a business, it is also interesting to note that the Demand effect is probably mostly direct: At the 20% demand of the imbalanced tower, the SPM values ranged from 19.9-23.9 at the 95% CI, those values adjusted to 100% yields a range of 99.5-119.5, very close to the range from the balanced tower of 121.8-138.2. It's not a perfect correlation and there may be additional effects to SPM from having varied business types, but it seems reasonable to conclude that at a demand of 67% the sales rate for those businesses are at least 33% slower than they would be in a balanced built tower. --------------------------------- That enough proof for you, Captain Bob?
Didn't document everything with pics, but I did grab these four screenshots of the testing conditions prior to each test. Hope that's sufficient for you
So much for my experiment. Looks like it's much a direct application. Nice! Are you like, a statistician or something, for a your Real Job?
Not exactly. I used to do laboratory research but am doing the stay at home dad thing currently so I take on things like this to keep my mind from turning to mush.
Just to throw mine out there I have: * 40 shops ** 8 of each ** Each with 100% demand * 22 residential ** 120 bitizens ** 74 dream jobs My SPM is 682-684 right now. When I first started writing this it was 711-715. And this new elevator is FAST!!! I also think we need to see who has the most unread BB messages ... I'm up to 1101.
I think the vips are totally random, although I think the real estate vip seems to give more cruddy bitizens, since its the first time I got stats of 0 acroos and other likewise bad bitiznes with stats below 5. the new elevator took me so much time to save for, but its totally worth it, its easier to control than the gold one, and goes insane fast. my stats are: 1336-1340 coins per min 15 food 15 service 15 recreation 16 retail 16 creative 46 residential
Also just saved enough for the best elevator, just WOW. I feel ripped off when the bitizen doesn't tip after receiving such great service. I think tip percentages should change to reflect your ability to get the elevator to the correct floor on one touch. I used to hate giving bitizens lifts, mow I get impatient if one doesn't show up. Now off to try this upgrading business.
Indeed. Finally saved up enough to get that this morning and for the first time in weeks totally unphased by the lobby ding. Why, yes? The 88th floor you say? Be there in a few seconds, WHOOSH!
I gotta say something. I just got the Tron-avator after 4 days of play and $5 (You're welcome Mr Eeen) What kind of G-forces are the occupants being put through when it stop on a dime like that!? There has to be some bitizen humane issues around this. I've also got a solid reco for improving gameflow. In the Bitizen view screen can you hotlink 3 things: 1. Dream Job 2. Home 3. Employed at This would jump you straight to that floor. and a second on the earlier suggestion of linking the bux count down to the lobby. Have you also thought about crowdsourcing bitzen costumes and businesses? I'm all about to pixel up my own frog habitat I can share my credentials if you doubt my pixel pushing.