Talk:Profitability/@comment-17632299-20130903200008

I have the impression that the need for repairs is now based on time, not on the number of collections. If you go into the game not often enough, the buildings that have short collection time breaks much more than the minimum 7 collections without repair. Seems like the time from the last collecting of income is divided to the time to 100% accumulation, and result is used as 'b.repair_counter' in the 'isBroken(Building b)' function. So, can anybody check is my impression is true via reverse-engineering of game code? Because this can dramatically increase the long term chance to get a repair (7.236%).