All businesses take energy to collect earnings from them. The less supplies it takes to stock a business, the more energy per supply the business requires for you to collect from it. A Bakery for instance takes 10 goods to stock, so it will take 10 energy to collect earnings from goods from a bakery, where as it takes 1 energy to collect earnings from goods from a Coffee Shop.
And mall too. Coins per good is calculated by dividing the amount of coins earned collecting from a business by the goods required to supply the business. This is also known as the business' "efficiency". For example, the Coffee Shop earns coins, and takes goods to supply. You get 3. The Video Game Store earns 50 coins per good, and takes 10 good to supply.
You get 5 coins per good from the Video Game Store. Using this simple equation, you can find the worth of each good that is supplied into any business. The more coins per good, the more the goods are worth. See full chart here: Coins Per Good. Technically, your business does not begin to make "profit" until you have paid off the original price of the business through collecting revenue from it.
This is not a very accurate way of deciding whether or not a business is worth the purchase, as other factors have to be taken into consideration. The chart should not be taken as a guide to which businesses are worth purchasing and does not take into consideration the placement of decorations or the Coins Per Good.
However, it can be helpful to refer to this chart when deciding whether or not to place one of the top end businesses such as Tower Eats. As the chart shows, the expensive businesses take a lot of revenue collections before they start generating profit.
Here is a simple chart of investments below. For the full chart of investments, see here. As shown in the above table, Tower Eats requires over 1, collections before it can become profitable. If we assume that a player is collecting perfectly from Tower Eats at every energy replenishment 5 minutes , this means it would take Therefore, it would seem much more profitable to focus on less expensive businesses.
If energy is the limiting factor in the game, a very important measure would be the amount of revenue gained from each energy or energy. This would take into consideration the amount of energy taken to farm or ship the goods required to supply the business.
First we would calculate how much energy is required for one collection, including the energy or partial energy required from tending the crop. We can then figure out how much energy is devoted to collecting and how much is devoted to growing giving us revenue - cost of goods.
Significantly, this shows us that if you are growing anything over strawberries or your neighbors pick your crops for you , you make more money per energy simply going for the business with the highest earnings. Earnings per good is only relevant with low yield crops and when faced with businesses with the same amount of required goods. While the Sushi Bar has the highest earnings per good, it is only better than the Seafood and Italian Restaurants before the Handbag and Wedding Store become more profitable per energy.
Furthermore, if you grow corn, a Wedding Store will net you about coins, a Cinema and Tower Eats It will take you nearly days using all your energy collecting from a Tower Eats to finally surpass a Wedding Store in profitability if you consider building cost.
It will take a Cinema 20 days. The Wedding Store may be the better option if space is at a premium or have your neighbors franchise a more expensive business into your city. CityVille Wiki Explore. Build Menu. Housing Full List Neighborhoods. Mall Decorations Zoo Decorations. Community Buildings Landmarks Wonders. Dam Wind Farm. Expansions Zoning Permit.
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Population — A city cannot exist without citizens, and citizens need community buildings to make them happy. Community buildings increase the total population your city can support, once you reach your limit you will need to build more community buildings before you can build any more housing. Collections — Don't forget to turn these in!
Many of them will give you additional xp, energy, and goods; as well as unique items that cannot be obtained any other way!
Expansions — At some point businesses, housing, community building, crops, storage units, and decorations will start adding up and you will have to expand if you want your city to keep growing. In order to expand you will need two things: coins and permits. Expansions come in the form of a 12 x 12 square that you can place anywhere adjacent to your city's boundaries. Franchises — "CityVille" has a unique feature that allows you to add permanent additions to your neighbors' cities by expanding your existing businesses.
You can do this by first building the desired business in your city and then visiting a neighbor's city with an available empty lot. You can expand any of your existing businesses, but you must reach certain levels in order to increase the maximum number of franchises you can own. One great part about franchises are the franchise Headquarters. Every time you expand your franchise your HQ will gain a floor until it reaches its maximum height.
Remember how we talked about payout bonuses? And 2 of them have not yet reached their maximum height. By carefully planning the placement of your HQs you can maximize the profit from all nearby businesses. Goods — Recall how we mentioned that the previously discussed sources of goods are the three main sources?
Well there are more. One of the best additional sources is your neighbors. Every time you harvest your neighbors' crops you gain 25 goods; in addition, you also gain reputation points and every time your reputation level increases you gain bonus goods appropriate for that level. Neighbor visits bonuses — One other way visiting your neighbors helps you is that you gain a bonus once per day from each neighbor up to your reputation level another reason to raise that level ; the bonus consists of energy, xp, and coins.
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