Purpose[]
To show a simple way to calculate economy value of assets in the Tiny Village game since creating a village, especially a profitable one, is never easy. We just have never enough - even in Prehistorian Age.
Points of View[]
There are several ways to view something as profitable from several aspects of the games because Tiny Village has many ways that affects gameplay and profit.
- Profit in Coins
- Profit in Experience (XP)
- Profit in Crystals
Game Elements[]
There are many aspects to considered, such as:
- Dinos = generate coins
- Decorations = generate coins and, for some decorations, XP
- Resources = can be farmed from quarries, food farms, forests etc by workers who need to be housed. Advanced resources (carved stone, lumber, woven fur) can be generated by inputting basic resources into various mills. All resources can be acquired from the Market.
- Stores = generate XP and coins and need resources as their input
- Market = you can acquire or sell any resource from the market at a rate that changes daily.
Point of Economy Analysis[]
Now here is where the fun begins. From all that information, we can start deciding which area to cover in the analysis, and how large the scope of cover.
Due to the level of complexity, it would be better using Excel especially in creating a dynamic formula in case the input parameter is decided by user, and can be expanded with Charts or Pivot Table. So the Links will be externalize to Box.net (free hosting and easy to use and less ad too)
The recommended list of Analysis sort with the Game Elements.
Group Name | Description | Links |
---|---|---|
Dinos |
|
by .. |
Decorations |
|
by .. |
Resources |
|
by .. |
Stores |
also profitable in XP views |
|
Market |
|
vacancy |
Probably will change over time if needed.
A Simple Calculation[]
This is a simple calculation to calculate a Decoration's value, thanks to TravelBitten and Fanoftinyvillage.
Formulas defined:
Tax /Day /Square = TDS = (24 h / Hour in collection time) * TAX / SIZE Return of Investment in day = ROI day = COST / TDS * SIZE
Size | Tax | Cost | Requires | Max | Build | Xp Gain | Hurry Cost | |
---|---|---|---|---|---|---|---|---|
Venus Fly Trap |
1x1 |
+1 House Slot |
10000 | Big Rock (Level 2) and Level 7 | ~ | 8h | 0 | 16 |
TDS = (24 h/ 8 h) x 200 / 1x1 = 24/8*200/1 = 600 TDS ROI day = 10000 / (600 x 1x1) = 10000/(600*1) = 16.66 days (Perfect Collecting) Provides +1 House Slot as a bonus | ||||||||
Playground |
3x3 | 300 / 4h | Level 5 | ~ | 10h | 0 | 16 | |
TDS = (24 h/ 4 h) x 300 / 3x3 = 24/4*300/9 = 200 TDS ROI day = 3500 / (200 x 3x3) = 3500/(200*9) = 1.94 days (Perfect Collecting) | ||||||||
Bright Street Lamp |
1x1 | 250 / 3h | 4500 | Level 23 | 8 | 8h | 0 | 8 |
TDS = (24 h/ 3 h) x 250 / 1x1 = 24/3*250/1 = 2000 TDS
ROI day = 4500 / (2000 x 1x1) = 4500/(2000*1) = 2.25 days (Perfect Collecting) | ||||||||
Yellow Star Flower |
1x1 | 20 / 1h | 99 | Level 4 | ~ | 5s | 0 | 2 |
TDS = (24 h/ 1 h) x 20 / 1x1 = 24/1*20/1 = 480 TDS
ROI day = 99 / (480 x 1x1) = 99/(480*1) = 0.20625 days (Perfect Collecting)
| ||||||||
Rodeo Trophy |
2x2 | 300 / 6h | 20000 | Level 4 | ~ | 8h | 0 | 48 |
TDS = (24 h/ 6 h) x 300 / 2x2 = 24/6*300/4 = 300 TDS
ROI day = 20000 / (300 x 2x2) = 20000/(300*4) = 16.67 days (Perfect Collecting) | ||||||||
Purple Magic Hat |
2x2 | 300 / 6h | 30000 | Level 4 | ~ | 6h | 0 | 48 |
TDS = (24 h/ 6 h) x 300 / 2x2 = 24/6*300/4 = 300 TDS
ROI day = 30000 / (300 x 2x2) = 30000/(300*4) = 25.00 days (Perfect Collecting) |
As you can see, the analysis still can be expanded into more details if you wish.
For example :
- Venus Fly Trap also gives +1 House Slot which can also contribute to earning per hour but also takes space. Not to mention cost to upgrade into Big Rock and XP to Level 7 (optional).
- Playground cost also include 500 which can be converted into price for extra costing price.
- Bright Street Lamp also a middle level 23 decoration, if you want to considered the effort to gain XP to level 23.
Assumptions[]
Of course not all elements should be considered, which can make the calculation more complex and cumbersome. You can assume some elements such as :
- Perfect Collecting (never sleep and always collect tax on time)
- Limitless Space (assume there is always space)
- Maximum Level (already highest achievable level)
- Maximum Rock = see Maximum Level