Talk:Repairs/@comment-4148196-20110720002435/@comment-4102115-20110721093206

Good stuff. I initially had the exact same theory, but then I amended it a bit. I also started doing these statistics on 15 individual hot dogs and also 15 cabins. My data pretty much matched yours. Instead of instantly repairing, I just collected every 3 minutes.

I also initially thought the probability factor of breaking increased with each collection, but that thery fails when we see that there is a 0% chance of it breaking at 1-7 or 19+ collections (after construction, repair, or upgrade). We need more than 3 iterations tho, and like you I got bored putting theory into practice.

(Note, we should be able to get 42 collections from a single building with 0 repairs - construct, collect income 7 times, upgrade, collect 7 times, repeat until L5, collect 7 times = 42 collections :)

Also, if it was just a matter of probability increasing, we wouldn't get such an exact 1:14 ratio (not allowing for upgrades in between). So my current theory is that the probability increasing thing does happen - but in such a way of:

1-7 collections = 0%

8 collections = 10%

9 collections = 20%

etc

17 collections = 90%

18 collections = 100%

Or something similar, but need about 100 detailed repairs per building to narrow this theory down.