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We Rule Strategy

02-28-2010, 12:16 PM
#1
Joined: Jan 2009
Location: The Internet
Posts: 1,533
We Rule Strategy

The main thread is flooded with Plus+ usernames, repetitive questions, and other obstructions to meaningful discussion. Here is a place to discuss strategy only: Crop growing techniques, use of mojo, business building, etc. Share your thoughts and pose questions to others...

Some charts...

Profitability of crops in per hour basis:
Corn (45s cycle):---------400c, 80xp
Wheat (5m cycle):--------240c, 96xp
Rice (15m cycle):---------220c, 88xp
Peas (30m cycle):--------160c, 66xp
Onions (1h cycle):--------100c, 40xp
Strawberries (1.5h cycle):-80c, 33.33xp
Pumpkins (3h cycle):------53.33c, 21.67xp
Squash (5h cycle):--------36c, 15xp
Potatoes (6h cycle):------33.33c, 13.33xp
Carrots (12h cycle):------21.67c, 8.75xp
Watermelons (16h cycle):-18.75c, 7.81xp
Beans (1 day cycle):------14.17c, 3.13xp

Essentially, the quicker the crop grows, the more profitable it is.

Business------- Purchase Price----------Owner Payout-------------Orderer Reward-------Time
Mining Camp----------1000c----------------250c + 90xp---------------150c + 50xp-----------12h
Tailor Shop-----------1500c----------------225c + 85xp---------------175c + 55xp-----------8h
Pond-----------------1500c----------------200c + 80xp---------------150c + 50xp-----------8h
School House---------2500c----------------275c + 95xp---------------200c + 70xp-----------12h
Lumber Mill-----------4000c----------------300c + 100xp-------------------------------------12h
Windmill--------------6000c----------------350c + 110xp--------------250c + 80xp-----------15h
Guild Hall-------------7500c----------------400c + 115xp--------------275c + 90xp-----------
Wizard's Tower-------11000c---------------475c + 120xp ------------------------------------18h
Bakery---------------12000c---------------525c + 125xp-------------------------------------
Butcher Shop--------14000c----------------550c + 130xp------------------------------------18h

Blanks in the chart mean the values are unknown. Any help determining them would be appreciated.

Technically, the cheaper the building, the more profitable it is. However, if you plan on completely industrializing your kingdom, the tailor shop is a better bet, as its smaller size allows for more to be constructed - negating the effects of its slightly smaller profit margin to the mining camp.

"Two things are infinite: the universe and human stupidity; and I'm not sure about the former." ~ Albert Einstein

Last edited by Fletch; 03-02-2010 at 11:49 PM.
02-28-2010, 12:18 PM
#2
Joined: Jan 2009
Location: The Internet
Posts: 1,533
One thing I have been pondering lately is whether or not building the more expensive businesses is really worth the cost. For the price of one Guild Hall I could build 5 Tailor Shops. And I do believe that the Guild Hall only has about twice the payout...doesn't this seem to be a discrepancy?

"Two things are infinite: the universe and human stupidity; and I'm not sure about the former." ~ Albert Einstein

02-28-2010, 05:51 PM
#3
Joined: May 2009
Posts: 237
Wow i knew the longer the crop the less money per hour but that is retarded

"Sticks and stones may break my bones but I'm gonna kick you repeatedly in the balls"
- Will Ferrell
02-28-2010, 06:10 PM
#4
Joined: Jun 2009
Location: ...
Posts: 1,020
Quote:
Originally Posted by MyLilPWNY View Post
Wow i knew the longer the crop the less money per hour but that is retarded
Actually, for the larger crops, you get more bang for your buck when you use mojo, I think.

Fletch, why don't you chart how much experience and payout you get for each unit of mojo? I think that would help.

memory cards
02-28-2010, 06:11 PM
#5
For me, I've just been planting onions in the morning and the slower crops at night when I go to sleep. I find that the onions' time to yield ratio to be just right(wheat and corn provide better yield but they require constant checking of the idevice, but with the onions I just need to check once per hour.)

Now comes the business part. While I think the social interaction part is nice and all, but I find that the business are pointless. Firstly they take too long to yield profits on their own. Secondly, even when someone orders, the profit is very low as compared to farming.

Edit:

New pond : 200 gold, ?? Exp, 8 hour cycle
school: 295 gold, 75 exp, 12 hour cycle

Last edited by aurorasparadox; 02-28-2010 at 06:22 PM.
02-28-2010, 06:13 PM
#6
Joined: Feb 1983
Location: Barcelona
Posts: 1,268,711
400 coins an hour is awfully optimistic with the current state of the game on the 45 second corn cycle. It seems to take 45 seconds (or more) to harvest and plant new corn with all the lag I've been experiencing.
02-28-2010, 06:15 PM
#7
Quote:
Originally Posted by Hodapp View Post
400 coins an hour is awfully optimistic with the current state of the game on the 45 second corn cycle. It seems to take 45 seconds (or more) to harvest and plant new corn with all the lag I've been experiencing.
whats yo plus+ id?

Quote:
Originally Posted by Mondae View Post
Is new Zealand in the USA or Europe.
02-28-2010, 06:17 PM
#8
Joined: Jan 2010
Location: where rice paddies grow...
Posts: 3,436
i only planted corn in the beginning to buy more farms, then i just started using onion since checking every 5 min or 45 sec is a hassle for me

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02-28-2010, 06:22 PM
#9
Joined: May 2009
Posts: 237
Quote:
Originally Posted by Fletch View Post
One thing I have been pondering lately is whether or not building the more expensive businesses is really worth the cost. For the price of one Guild Hall I could build 5 Tailor Shops. And I do believe that the Guild Hall only has about twice the payout...doesn't this seem to be a discrepancy?
sooo... is the only point to having the better businesses for look?

"Sticks and stones may break my bones but I'm gonna kick you repeatedly in the balls"
- Will Ferrell
02-28-2010, 06:54 PM
#10
Joined: Jan 2009
Location: The Internet
Posts: 1,533
Quote:
Originally Posted by weedeatinflyincougar View Post
Actually, for the larger crops, you get more bang for your buck when you use mojo, I think.

Fletch, why don't you chart how much experience and payout you get for each unit of mojo? I think that would help.
Yes, it is certainly true that use of mojo is a different story. I'm not sure charting that is particularly helpful though...the larger the total payout the better for mojo use...

Quote:
Originally Posted by aurorasparadox View Post
Now comes the business part. While I think the social interaction part is nice and all, but I find that the business are pointless. Firstly they take too long to yield profits on their own. Secondly, even when someone orders, the profit is very low as compared to farming.

Edit:

New pond : 200 gold, ?? Exp, 8 hour cycle
school: 295 gold, 75 exp, 12 hour cycle
Thanks for the numbers. And they're not pointless. They do provide some income. There's nothing else to spend that money on as your farm production is limited, so you might as well invest in them for the long run.

Quote:
Originally Posted by Hodapp View Post
400 coins an hour is awfully optimistic with the current state of the game on the 45 second corn cycle. It seems to take 45 seconds (or more) to harvest and plant new corn with all the lag I've been experiencing.
Wow, I definitely have not experienced nearly that much lag. Once i'm at my kingdom, everything runs pretty smoothly. For me the lag appears at transitions between screens and such

Quote:
Originally Posted by MyLilPWNY View Post
sooo... is the only point to having the better businesses for look?
It is seeming to me that this is so. That and some achievements are based off of them. My new strategy is just building a bunch of sewing houses. They seem to pay for themselves quickest. Though I could be wrong, as I don't know all the numbers yet...

"Two things are infinite: the universe and human stupidity; and I'm not sure about the former." ~ Albert Einstein