![]() ![]() You both brought this up, but Well, I've already responded to a topic you made about this issue, agreeing with you at that, so I had hoped *you* at least would have realized I'm not blind to this issue. The relative profit values are what's really important in the end as far as I'm concerned. If I'm wrong about that I'll find out when I get to it. I can't say that for certainty, because I've not tested it extensively, but I'm reasonably certain that watering cuts the same % off of each crop. At the very least if you keep your crops fully watered with sprinklers then the *relative* values are still accurate. Most of what I've done so far is simple data entry as you pointed out. Of course watering crops changes everything. They will either ignore it, Google it and become educated, or ask and I will educate them. If others don't know what a break-even point is that's fine. This sheet, as I mentioned, was designed first and foremost for myself and my friends. Regardless, I will address some of your points. Just because something isn't perfect doesn't mean it isn't valuable or useful. I'm not blind to the issues you've mentioned, but any thinking person can realize, as you both have, the issues and work around them in their own farm. It's just the first version I feel is good enough to put in the wild. As I mentioned in the roadmap found on the landing page of the spreadsheet, I have plans to expand on this resource greatly. Both of you bring up issues that I'm already very aware of. Here's what you need to determine the profitability of crops. If we pump the table for this culture to LVL 50, we will get a profit: 25 900 + (100 * 50) = 30 900.ģ0 900: 3 hours = 10 300 coins per hour, the profit of this culture. Only the answers to these 2 questions will determine the profitability of any culture.Īll other data (profit at the first level, expenses, production time) is in the game.įor example: we have a culture that at level 1 makes a profit of 1000.Īt level 250, we will make a profit: 1000 + (100 * 249) = 25 900 coins. To answer this question, in any table there should be 2 MANDATORY columns:ġ) how many coins are added with each new level of this culture? (for each culture, these are different numbers)Ģ) how many coins are added with each new table level for this culture? (for each culture, these are different numbers). ![]() Of course, a lot of time and effort was spent on this table, it deserves respect.īut, unfortunately, this table, like the other tables, does not answer the main question in the game: what is the most profitable to grow? I'll be working through it the hard way eventually, but if anyone can save me the work I'd appreciate it. Oh, and if anyone knows the formula for how level effects different crops, trees, etc. Thanks for taking a look, and any feedback you have. I don't have the energy to work on the wiki right now, especially since I still need to add all the flatland data. I had originally planned to edit the wiki myself, and I still might, but all the data entry for this project was tedious. Nearly every category (Crops,Trees,Animals,Ponds,Flowers) has a large number of errors with the exception of tress which has only a few. They were all taken on normal mode (not flatland), and without any tables increasing the value. I've provided screenshots of everything to prove the data is accurate. To anyone who works on the wiki: I strongly recommend updating it using my data. I would appreciate feedback on any errors you find. While I've been very careful to prevent any inaccuracies both in data entry and formulas, no one is perfect. Information about future changes can be found at the compendium's landing page. I've independently verified all the information as much of the wiki data is incorrect (as of about a week ago). In it's current state it's better than any other resource I've been able to find. This was made for my friends and myself, but I see no reason I can't share. Since I couldn't find anything I decided to make it. ![]() After playing FT for awhile I started looking for profit analysis resources online and found that they were all outdated, and didn't take into consideration some things I feel they should have. ![]()
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