You assume too much. I never said in which time frame I saved up for the elevator. But my point is tb become more and more pointless as your tower size increases and it would be nice to have some other objective to aim for
Hence my half-serious, half-in-jest RPC measurement a page or so back in response to Wolfplayer's assertion that bitizen eviction cycling was "very, very profitable" In the long run, that's the figure that makes the most sense to consider in terms of value, because you are correct that it's our time in the game that is the real limiting resource. Bitizens don't have salary or grocery bills (and they even pay us rent), businesses don't have to pay rent or taxes. Everything is reward and nothing is penalty. However, to revisit the RPC concept, which in essence is what you are concerned about, those restaurants aren't that bad. To put it in perspective, perfect bitizen dream job & eviction cycling - something that *appears* to be a money making machine - has a RPC of 250 coins. Hot Wings from that "awful" pub (assuming three dream jobbers with decent aptitude) has an RPC of over 500 coins. I think as was pointed out a post or two above this one, the drop in demand to your other businesses is going to kill whatever you think you're saving. Even being one store out of balance drops demand around ~12%. Now, not knowing what the demand formula is, I can't say for certain, but it's a safe guess that you'll lose at least 12% of your sales for every food store you replace with something else - might even be considerably worse but none of us have tested it yet (hey, who's going to get some real data? ) So, as a quick number crunch, let's say we're talking a 41 floor tower, one with all five types balanced compared to one with no food stores. The balanced tower will make about 487,500 in coins over 24 hours if you keep things more or less stocked. The imbalanced tower, roughly guessing, has it's revenue is being decreased by 60% over that 24 hours. Now you get to click even less, but you're not even making 200,000 over the same period. Revenue and sanity wise, best bet is just not to stress the quick cycling restaurants. Stock'em when you're in the game, you'll make money, and don't worry about them the rest of the time since, if nothing else, they're keeping revenue up at your other stores types.
Q. Is it best to keep retail/creative etc floors next to each other or just spread them out wherever ?
Location is irrelevant to the mechanics of this game. Customers are spawned automatically at the stores themselves at a rate based upon demand for that store type.
C.Hannum, I've a question which I've got a feeling you might have fun answering It's a bit mathsy, I'm not sure how I'd work it out. When I've got a store that's completely out of stock, I always restock the three-coin item first. This is mainly so I don't have to go back so soon, but also because in my mind it makes sense to have the high ticket item on sale the most. This means that the store is closed for longer, though. Is it more profitable to do it that way, or would it be more profitable to stock the quicker one-coin and two-coin items first so that they're selling while the three-coin item is restocking, but therefore increasing the amount of time the three-coin item is not on sale? Assume either no dream jobs or three dream jobs, to make it easier! Challenge over to you! If I haven't explained this well, let me know. Hopefully you get the jist.
Warning: Match content ahead! Fun was relative here, but it was a decent enough challenge to do while my son napped. In terms of true net profit, it doesn't matter. Ignoring dream job and aptitude discounts, each coin invested into a tier 1 product yields 1.67 coins, or 0.67 coins in profit, each coin invested into a tier 2 product yields 3.33 coins, or 2.33 coins in profit, and each coin invested into a tier 3 product yields 5 coins, or 4 coins in profit. What you're most interested in, of course, is net revenue over time, and that's not a clear cut answer because so much depends upon your ability to start restocking as quickly as something runs out and to stock that item as quickly as possible after the restocking process is finished, and we know based upon your question that you are not a perfect machine or you wouldn't be starting out from a dead stop anyhow But, let's show an example all the same. Let's use the Optometrist since it's a nice middle of the road business in terms of times and quantity stocked. Tier 1 is the Eyeglasses, stocking time is 60 minutes, quantity is 900. Tier 2 is the Contact Lenses, stocking time is 120 minutes, quantity is 1800 Tier 3 is the Lab Test, stocking time is 180 minutes, quantity is 2700 We'll assume no dream jobs, and 0s in the aptitude because those factors don't change the outcome to examining this particular question, and we'll assume 100% demand, so stores will sell 8 items per minute. We'll examine total revenue over 24 hours assuming you are awake and on the ball for 16 hours and sleeping the last 8. I'm also going to go ahead and work with fractional sales just because it makes running the simulation easier in a spreadsheet (e.g. if all 3 items are on sale for a given minute, I'm assuming the 8 sales are 2.67 tier 1 items, 2.67 tier 2 items, and 2.67 tier 3 items). If you do as you (and I) have been doing and start out restocking the tier 3, then tier 2, then tier 1 and then just restock as things come up, this is what happens in short: You will complete stocking the tier 1 twice, the tier 2 once, and the tier 3 once. You will start but not complete restocking the tier 3 before going to bed (so it's waiting in the morning) and will immediately be able to start restocking the tier 2. Both your tier 3 and 2 products will be sold out before going to bed and your tier 1 will also sell out shortly after you go to bed leaving your Optometrist fallow most of the night while you sleep. Your net revenue for that 24 hour period is: 9724 coins. Now, if you do the reverse, in short you will complete stocking the tier 1 three times, the tier 2 twice and the tier 3 once. When you go to bed, you will not be stocking anything since everything will still be in stock. By morning, everything will be out of stock and the shop fallow. Your net revenue for that 24 hour period is 12,742 coins. But wait, you say, you have the tier 3 stock just waiting to start out on day 2, and since the reverse stocking priority is simply a repeating 24 hour pattern, figured I'd go ahead and see what happens on day 2 for making higher tier products the higher priority : On day 2 with the tier 3 -> tier 2 -> tier 1 priority you're starting out with a full lot of tier 3 product, you'll stock the tier 1 twice, you'll stock the tier 2 once, and you'll stock the tier 3 once. You'll be in the process of restocking the tier 2 when you go to bed so it'll be waiting on you in the morning with the standard fallow shop. The net revenue for day 2 is: 16,537 coins. So, one more time, I opted to run a third day on this stocking pattern On day 3 with the tier 3 -> tier 2 -> tier 1 priority you're starting out with a full lot of tier 2 product, you'll stock the tier 1 twice, you'll stock the tier 2 once, and you'll stock the tier 3 once. and you'll be in the process of restocking tier 1 when you go to bed to awake to your fallow shop. The net revenue for day 3 is: 12,248 coins. Thankfully, day 4 is really easy to calculate since it's just day 1 + a full load of tier 1 product added in for a net of: 10,084 coins. So, over 4 days stocking with tier 1 > tier 2 > tier 3 priority, your total intake is 50,968 coins. With the tier 3 > tier 2 > tier 1 stocking priority, your total intake is 48593. Considering that's only a 2,375 coin difference, less than 5%, over 96 hours considering all the variables that would happen in the real world, call it a wash and somebody owes me a beer if they ever see me
Haha, amazing work, thanks. I guess the lazy way is the right way in this instance, for what little difference it makes! I'll have to think of something more complicated to test you with now
For whatever it's worth, you got that reversed. In my explanation the tier 1 is 1 coin, tier 2 is 2 coin, etc.. The stocking the cheap items first yielded ever so slightly more coins in this simulation but, as I said, I wouldn't put any stock in that whatsoever. During the 16 hour awake period things were immediately stocked once they were done and if anything was out of stock it was immediately put into the restocking process if possible. No one is that efficient. I only tackled this because I had wondered the same thing and assumed although I did the 3 coin items over the 2 coin items that it probably didn't much matter so long as you were checking in enough to get all the different items stocked at some point over the day. I just wasn't motivated enough to generate the spread sheet to track over 4000 minutes worth of stuff until someone else challenged me. Like most things I bother to crunch the numbers on, the answer is that it's not worth worrying about.
On the build screen where it shows the % demand I have noticed that the demand raises as I add more residents. I have a tendency to over build residential so that I won't run low. Anyone else noticed this? Is there an optimum population above the minimum required to fill all available jobs which keeps demand as close to 100%? I have had my demand as high as 98% on four businesses while the fifth was at 100%. Unless I just misread the screen and was way tired the other night. I forgot to check on my last few constructs.
Demand only fluctuates with businesses built. It even out as you build more variety of business types. This is to make sure you are building all the different businesses and not just sticking to one type.
Hi all! I decided to start up a website: tinytowerguide.com Currently only floor data is available. Let me know if anything is missing. Working on the other guides today/this weekend!
Last night, I reset my phone to factory setting and have to reinstall all games again (i chose not to restore from backup). I thought i have successfully saved my tiny tower data using DataDeposit. To my surprise, after i restore the save game, all my towers are gone. Gone. All 56 of them. I wonder how this app stores the save game locally. But anyway, after i manually deleted the all files over and over again, i finally got a message from the game server, informing that a backup was found on the server and ask if i would like to restore. Haha, i got back all my towers...
Hey u guys. im soooo addicted to tiny tower already even though i just downloaded it 2 days ago. I have a problem now though and don't know what to do.i clicked the menu button and then clicked the red x in the right bottom corner to get back to the tower view. But allvof a sudden i cannot scroll up or down anymore. I cannot even click on bitizens or even build a new floor. The menu button still works though. I dont want to reset the whole game because i finally started making money and getting forward. Please help
Ahh...very good point! If nothing else, they're there to prop up (literally) the others. Thanks CH! Incidentally: has anybody decided to intentionally limit the height of their tower? I'm interested in seeing all the stores, but without creating too much of a management nightmare. I was considering capping my tower and just bulldozing every floor I didn't really want. Only thing is, certain stores don't appear below a certain altitude, right..? How tall would a tower have to be to potentially have any given store available?
I have contemplated issues around doing it, but I can't much see the point in doing so. You just have to let go of being on top of so many things you used to be on top of as the tower gets bigger. Check in periodically and stock/restock, assign employees and find renters if need be, and be done with it. Otherwise, what is the point of this game that has so little point to begin with? 10 You make money so you can buy more floors for your tower; 20 You buy more floors for your tower so you can make money; 30 Goto 10;
Heh. I don't disagree. But there is a point: As our towers rise, they converge on homogeny. That is, the higher our towers get, the more similar they look. Eventually, we'll all have towers that have one of each available store, right? If, on the other hand, you reduced your tower to, say, one of each type of store, then suddenly your tower becomes a show of self-expression. I would choose: - Private Eye - Casino - Tattoo shop - Diner - Hat Shop Would you? Probably not. Odds are certainly against it. Point is, your tower would be something more personal.