Hello fellow Mayors!
This is our second post on our Advanced Tactics series. Today we have the SimCity BuildIt: How To Maximize Your Money Trading.
|Thank you to bmaske for putting together a comprehensive trading list as well as running an cost analysis on the resources and products.|
|Thanks to timc995 for creating the theoretical trade maximums and the optimal crafting and production schedule.|
Resource & Material Values
This section showcases the various prices, production times, and values per consumable. See below.
I was able to do some analysis and develop a “theoretically optimal” crafting solution. This was done for fun and to see what the theoretic limits are.
This analysis essentially required developing a “footprint” for everything that can be produced, in terms of how much time it requires in the factories and stores. From that data, I was able to run through a linear programming solver and determine what mix of goods generated the most revenue each day (if sold at maximum prices in the trade depot)
Note: For more on the linear program – its an Excel plugin called Solver – a highly credible and detailed solution generator.
These are the maximum threshold values that prevent any further gains in production and value.
The optimal mix depends on the level of the player, since not all items would be available. I assumed everything is unlocked for the initial illustration.
I assumed that 9 factories with 5 slots each are available (for a total available factory time per day of 9*5*1,440 minutes). Again, this will vary depending on where you are in the game and what kind of factories you have.
|Factory Constraint Equation|
|9 Factories * 5 slots each * 1,440 Minutes = 64,800 Minutes Per Day|
For the stores, each has a maximum capacity of 1440 minutes per day.
For items produced (and sold), there is a maximum of 10 sales every 5 minutes (since the trade depot only allows free advertising of a single slot each 5 minutes), or a maximum daily # of items sold of 2880.
|Daily Trade Constraint|
|1440 Minutes / 5 minutes * 10 Sales = 2880 max # of items sold per day|
The hardware store is used to generate measuring tapes, shovels, and cooking utensils. The numbers needed in a 24 hour period would be 28.3 measuring tapes, 16 shovels, and 8.7 cooking utensils. That works out to 53% measuring tapes, 30% shovels, and 16% cooking utensils. Scheduling as follows gets pretty close to that:
– 4 measuring tapes
– 2 shovels
– 1 cooking utensil
(this ends up being 57%/28%/14%, which is close enough). You can intersperse the items… M/S/M/C/M/S/M and then repeat, for exapmple.
For factories, the daily raw material needs work out to:
32 sugar and spices
Multiplying by the minutes required for each item gives the queue minutes that must be dedicated at the factories for each…
664 metal; 664 minutes
33 wood; 100 minutes
82 plastic; 734 minutes
128 seeds; 2560 minutes
10 chemicals; 1187 minutes
153 textiles; 27491 minutes;
32 sugar and spices; 7680 minutes
10 glass; 2967 minutes
and dividing those by the time required for a factory to produce one item indicates the minimum number of queue slots that is required for each:
664 metal; 664 minutes; 0.46
33 wood; 100 minutes; 0.07
82 plastic; 734 minutes; 0.51
128 seeds; 2560 minutes; 1.78
10 chemicals; 1187 minutes; 0.82
153 textiles; 27491 minutes; 19.1
32 sugar and spices; 7680 minutes; 5.33
10 glass; 2967 minutes; 2.06
It is much easier to keep a factory queue more fully used when it doesn’t require checking in frequently. For that reason, it makes sense to over-allocate to the ‘fast’ items. The 45 slots can be split up as such:
10 queues – used for metal+wood+plastic
6 queues seeds
2 queue chemicals
20 queues textiles
5 queues sugar and spices
2 queues glass
Solution 1 (Theoretical Max)
Probability of completion: Near – Impossible to attain – This is the ABSOLUTE THEORETICAL MAX you can earn
This lists all of the items that you’d be selling…that means that there are lot of intermediate items produced along the way that are inputs to these items.
This keeps all of the stores 100% busy, except the Fast Food store (which is 100% idle).
The theoretic maximum revenue per day from selling produced goods is 164,126 Simoleons.
Solution 2 (Highly Optimistic)
Probability of completion: Highly Optimistic – Additional constraints limit this solution but it is more closer to reality than solution 1.
From here, it’s possible to tweak a bit. I can’t see actually following the above, since the item management and sales process would be impossible to manage. I added some more constraints. For example, I avoided selling any ‘raw’ factory goods that could be produced in under 2 hours. I was hoping to reduce the number of items that would be sold. This results in:
Revenue drops considerably, but remains at a respectable 113k per day. This would require all of the factories and stores (except fast food) run at 100%.
I did a check and was able to show that if I only allowed producing the same number of items in a day (439), but allowed some of those to be raw materials, then the maximum revenue only rose to 114k. This shows me that excluding sales of raw materials doesn’t affect results materially.
Solution 3 (Realistic)
Probability of completion: Realistic – Additional real-world constraints applied for the most realistic solution we could create
I’m at level 33 in the game right now. That means that a few items are not available to me (TV, lighting system, refrigerator, and garden gnomes). Excluding those, it looks like the best I can achieve at level
Now this is starting to look familiar!… This indicates that I should run the donut+nail strategy simultaneously, and also produce and sell a few other items. Factories end up operating at 67%, and 8 of the 9 stores at 100%.
Conclusion (the TLDR)
So, putting the above into words, the strategy becomes:
1) Run the donut+nail strategy. This keeps the supply and donut stores busy.
a) Produce and sell donuts as fast as the donut store allows
b) Produce and sell nails as fast as the supply store allows
2) Produce and sell Home Textiles in the furniture store to it’s capacity
3) Produce and sell tree Saplings in the garden store to it’s capacity
4) Produce and sell BBQs in the home appliance store to it’s capacity
5) Produce flour bags as fast as possible (constrained by the farmer’s market). Sell any that aren’t needed by the donut strategy.
6) Produce and sell approximately equal amounts of CAPs and Watches in the fashion store (to capacity)
7) Use the hardware store to generate measuring tapes (needed for caps and home textiles), shovels (needed for tree saplings), and cooking utensils (for BBQs)
8) Use the factories to keep everything else from becoming resource starved.
|Consumables||Base Value||Max Value||Production Time||Max Value/Min||Factory Prod. Material||Prod. Material #||Final Product||Total Prod. Time||Total Max|
|Represents the products and materials you can create||Starter sellable value||Max sellable||Time to produce||Max sellable value produced per minute||Minutes to create product||Minutes to create material #||Minutes to create final product||Total Minutes to produce||Max sellable value/minute|
|Green||More value/Low Production Time|
|Red||Less Value/Higher Production Time|
Building Supply Store
Fast Food Restaurant
Thanks for reading! Hope this helps you plan your production and trading!
This guide can potentially have major revisions. Drop a comment on suggestions and improvements to the guide.