Gaining XP

Fly_xp_light.png Collecting XP
XP can be collected in serveral ways, via one-time actions, such as: or via repetitive actions:
 * building a structure
 * upgrading a structure
 * an award
 * bulldozing a structure
 * speeding up a construction/upgrade/demolition (no XP given for speeding up a repair!)
 * collecting income
 * repairing a structure

XP income per hour
For the repetitive actions, collecting income and repairing a structure, the average XP per hour can be calculated.

There is a chance of 1:14 that a structure needs a repair. A repair costs money, but gives XP (each disadvantage has its advantage). A repair gives more XP in less time, than the XP of an income collection for a structure.

The income of a structure can first be collected when 70% of the income-time is passed. This will give you 70% of the money, but 100% of the XP! So if your goal is to collect as much XP as possible, you best hit a (yellow) $-sign as soon as possible.

The calculation of the XP per hour is:

XP_at_100% = (14 * income_XP + repair_XP) / (14 * hours + repair_hours)

XP_at_70% = (14 * income_XP + repair_XP) / (14 * 0.7 * hours + repair_hours)

E.g. Restaurant Burito, upgrade 5: Income is 15 XP, time till 100% is 6 hours, Repair gives 19 XP, repair time is 3 hours.

XP_at_100% = (14 * 15 + 19) / (14 * 6 + 3) = 229 / 87 = 2.6

XP_at_70% = (14 + 15 + 19) / (14 * 0.7 * 6 + 3) = 229 / 61.8 = 3.7

In the table below you can find the XP per structure per hour at 100% and 70%. Your XP per hour will be somewhere between those 2 figures when you hit a yellow $-sign. The first (lowest) figure is your XP per hour when you hit the $-sign at the moment it turns green (the longer you wait, the lower your XP per hour will be).

There is an exeption for the Business Center and the Bank, collection can only be done at 100% completion.

(more data will be added when available)

The graph below shows the XP per hour at exactly 100% completion. For the not yet known repair-XP values I made a well educated guess.