Talk:Profitability/@comment-69.153.7.250-20110802060951/@comment-123.243.249.38-20111222133025

RE: I'm glad you sort of like my graphs.

Yes, I like both authors' graphs. IMHO this is the most useful.

Re: And honestly, this graph is terrible. The Hot Dog Stand is by no stretch of the imagination the highest profit building in the game, since you cannot possibly collect from it every cycle all day long, and when you're not in the game it sits with its green $ and makes no profit whatsoever.

Obviously, but as has been beaten to death, everyone plays differently, and more to the point, every individual plays differently at different time. eg: Even if I only played once a day, I might connect, play for 1 hour straight, and quit. So income from a grid of Hot Dog stands while hitting it for an hour is much much higher than from a grid of Sunny Centres. Any graph can only be taken as a guide, and with good ranking of <L30 non-piastre structures, the method of playing can be taken into account by the player.

As CMONYALL pointed out, $ profitability becomes much less important the further you progress, such as beyond Level 30, which worded another way strongly supports my point - that the profitability graph is more applicable to early-players on Level 1-30, and therefore the main-article graph ranking only one L30 structures don't need a whole re-doing. Could do .... ah, lots that could be done :) And I know you guys are well beyond L30 so this is no longer even of interest to you. I can analyse data but haven't created graphs myself, and it is fantastic to see how a structure that might give a higher $/hr than another even of the same size, but needs 4 energy cells while the other needs only 2 energy cells, could rank it as a lower profit/hr/cell. Pretty cool really.

CHEERS ALL!!!