• Dear forum reader,
    To actively participate in our forum discussions or to start your own threads, in addition to your game account, you need a forum account. You can
    REGISTER HERE!
    Please ensure a translation into English is provided if your post is not in English and to respect your fellow players when posting.
  • We are looking for you!
    Always wanted to join our Support or Forum Team? We are looking for enthusiastic moderators!
    Take a look at our recruitment page for more information and how you can apply:
    Apply
  • Forum Contests

    Won't you join us for out latest contest?
    You can check out the newest one here.

[Guide] The Gold Coin Super Guide

Surge

Brigadier-General
[Guide] Surge's Coin Super Guide

Welcome to the Ultimate Coin Guide! This handy guide will say exactly how to effectively earn money, the effectiveness of every coin producing building, and tips on optimization!

We will first start with coin producing buildings.



Coin Producing Buildings - Effectiveness

There are many different coin producing buildings, all of which are suited towards players of different activity times and coin production efficiency. This part will cover every house, their associated age, and tips. Keep in mind that this part of the guide does not provide statistics on Enthusiastic Status (120% Production).

Bronze Age
Wait, so a hut’s as good as a Frame House two ages later? That’s like getting a R.Y.N.O. right on Rilgar!
Hut – The very first building you get to see and build is the Hut. A quick look at the Hut tells us it looks like a dainty little thing, with only 6 coins every five minutes and enough room for 14 people. Upon closer examination, however, these are the most powerful coin producers until, surprisingly, the High Middle Age. Two forces transpire that doesn’t make the Hut ideal, though: one is that it has very little population, so you’ll have to build 5 huts alone to have the people to fit an Iron Age Butchery. The second problem is that you need to click every five minutes, and it can get tiresome. If used in skilled hands, however, one can use Huts to help race to the Iron Age in only 3 days. However, this tactic is unadvisable, and it is very difficult to implement, as you must factor in goods production, acquisition of supplies, and continent conquest.
Hyper Active

Stilt House – The raw statistics on the Stilt Houses lead new players to believe that this is better than the hut. However, this is not true. The stats are decent, with 11 coins every 15 minutes and the capacity for 22 people. Ultimately, huts are better coin producers because within the same amount of time Huts are able to produce 18 coins, a whole 7 coin difference. There are reasons to use Stilt Houses, though: 15 minute productions are significantly more tolerable than 5 minute productions, and you will want a quick way to boost your population to afford those Spearfighter Barracks and Potteries. The Stilt House’s main competitor is the Thatched House.
Very active

Chalet - Chalets are very useful if you do not check in very often, and the best overnight income during the Bronze Age before researching Clapboard Houses much later. Chalets provide 32 population units and 80 coins over a period of 4 hours. The good part is that it provides the most population out of all coin producing buildings in the Bronze Age. The bad part is it is also the slowest and smallest producer in the entire game. If used very often, Huts can outrace coin production within 70 minutes with 84 coins, when a Chalet produces only 80 coins in 240 minutes. Huts can generate 288 coins in 4 hours, which is 208 coins more than the Chalet. If you’re uncomfortable with using Huts, Stilt Houses are also superior, with 176 coins in four hours, which is 96 more than how much the Chalet makes. Despite being the worst house in the game in terms of coin production, certain tactics in the early game utilize Chalets quite effectively. If you’re looking for PvP Tower points, you will have no problem supplying all of your military buildings with the population you need. If you arrange your city carefully, you’ll be able to place 21 Chalets in the beginning of the game very easily, which equates to six goods buildings. Even though you need some people for supply buildings, that’s at least 3 goods buildings in your city guaranteed. However, again, this works only in skilled hands, as there are complications that arise from the Chalet’s nature as a “tank house.”
Mildly Active

Thatched House – If you want to strike a balance between the Stilt House and the Chalet, your answer is the Thatched house. Producing 32 coins every hour with room for 27 people, it combines the Stilt House’s coin performance and the Chalet’s capacity, albeit with a slight compromise in both. Surprisingly, Thatched Houses can’t be used for anything particularly special, but the extra people it provides could be what you need to build any Bronze Age goods building. This is essentially the layman’s house: it gives decent coins and the population capacity is only enough to make a balanced city (a steady diet of goods, supplies, and coins).
Active

Summary – With 6 coins produced every five minutes and room for 14 people, the Hut is a speedy producer. Huts are not recommended to be built en masse, but with enough skill and calculation can pull an expert player up to the High Middle Age. Stilt Houses, with room for 22, don’t produce as much, with 11 coins every 15 minutes, but they are much more accessible due to the 10 minute production difference. Chalets are the worst coin producers in the game with 80 coins every 4 hours, however a skilled player will not ignore the large population increase of 32 per house, and can use Chalets for a special play style. Thatched Houses are a mix between Chalets and Stilt Houses with an obvious compromise in both: with enough housing for 27 people and a base income of 32 coins per hour, this is an average house designed specifically to build a city containing balanced productions of all resources.

Iron Age
You noticed everything’s all orangey-red? Oh, don’t worry. You’ll see the same exact thing two ages later.
Roof Tile House – The Roof Tile House provides 15 coins within 15 minutes and includes 44 units of population. Although it provides fewer coins than Huts do, this is generally an upgrade for Huts, since it provides more population and does not require as much activity as Huts need for effectiveness. However, with better buildings come larger prices, where Roof Tile Houses cost 10 times more materials than Huts need. Highly recommended early in the age, and recommended to be the first Iron Age technology to be researched. This is the last house that needs less than an hour for banking. After that, it is all 1 hour to 8 hour houses.
Very active

Cottage - A massive step up in terms of population, the Cottage is the one and ONLY recommended coin producer to be used overnight during the Iron Age. Cottages bring in 73 units of population and provide 110 coins in 4 hours, a meager upgrade to Chalets. Again, do not use this solely for coin production. Include this in your city for population and some overnight coin production. It is very well possible that you can keep a few cottages even until the High Middle Age solely due to the fact that it is the only remaining non-premium four hour house before you enter the Progressive Era, which is six ages ahead!
Mildly active

Premium-Villa - The Premium way to farm money, Villas provide 87 population to your city and produce 100 coins in 1 hour, with the downfall being the cost of 200 diamonds each, or around $4. Filling your city with this will cost you dearly. However, this is the best provider and producer the Iron Age offers up to the Late Middle Ages, when it is surpassed by the Estate House in terms of coins and population.
Active

Summary - Replacing all Huts, Stilt Houses, and Thatched Houses is wise after unlocking Roof Tile Houses, which provide 44 units of population and 288 coins per 4 hours. Cottages, the "Tank House" of the Iron Age, provide 73 population but suffer a much smaller income of 110 coins every 4 hours. This is all dashed through by Villas, which provide 87 units of population and 400 coins per 4 hours.

Early Middle Age
Lacking good archers, lacking a good premium residence, lacking a sophisticated replacement on the 1 hour note... just plain old lacking.
Frame House - Frame houses are somewhat better than Roof Tile Houses. Coin production is not exactly one of them. Frame Houses add 67 units of population and provide 60 coins per hour. This is a general upgrade to Roof Tile Houses, as it contains more people and it produces the same amount of money in the course of an hour. It allows you to finally leave your room for at least half an hour, and you’ll get more coins banked when you come back after a long day.
Active

Premium-Multistory House - This house is a bit weird. These provide 89 units of population and produce 200 coins in 4 hours. The weird part about this is although it costs regular materials to construct Multistory Houses, they require 600 diamonds, or 13 USD, to be researched beforehand. This building is considered to be premium because of that. It is, however, a lesser premium; it is the worst premium house in terms of coin production. I would say, though, that it is a very useful house to have in the Early Middle Ages and can port through the High Middle Ages quite nicely for some time as long as you don’t mind the diamond price tag.
Mildly active

Clapboard House - Clapboard houses are the first "Super-tank Houses" you will encounter. These provide 111 units of population and turn in 240 coins every 8 hours. The best part about this is that it is a highly effective overnight income generator and provides a large amount of population. The bad thing is this house provides so little cash, this is barely a cash upgrade from Cottages. Clapboard houses are very expensive, so it is not really worth the effort to replace Cottages unless your work day extends beyond eight hours. I keep only 4 in my city, which is enough to net me over 1,000 coins overnight.
Mildly inactive

Summary - Frame houses provide 480 coins in 8 hours and 67 people. It finally allows the player more freedom to leave the game on itself instead of coming back every fifteen minutes. Clapboard houses are poor in terms of money, with only 240 coins per 8 hours, however can fit a large amount of people, exactly 111 units of population. They are recommended for overnight income and for those who have a long working day. The weird premium Multistory House provides 89 people, but suffers fewer coins, with 400 per 8 hours. It is up to the player whether or not they want population over coin production, and should think over the hefty cost of 13 USD to research this. Building this DOES NOT require diamonds; they are built with coins and materials.

High Middle Age
Roses are red, violets are blue, the houses are red, but HMA is teal.
Brownstone House - Brownstone Houses are nice upgrades to Frame Houses in both population and coin income. These now provide 94 population units and produce 90 coins per hour. This is actually the FIRST NON-PREMIUM house to actually bypass the production of Huts, although at this point you probably phased away all existing Huts for larger duration homes.
Active

Town House - The next upgrade in "Super-tank Houses," Town Houses are, like always, slow but big. Town Houses can fit an incredible 156 people, but slowly produces coins at a rate of 340 coins every 8 hours. Replace Clapboard houses with these if you can.
Mildly inactive

Premium-Mansion - Once again the cool premium way to win, Mansions provide even more people. Mansions can fit in 188 people, and slightly suffer fewer coins than Brownstone Houses, but have double the amount than Town Houses, with 340 coins produced in 4 hours. However, like any other premium building, this costs diamonds, and now, instead of 200 from Villas, it is 300 diamonds. Again, this WILL cost you dearly...
Mildly active

Summary - Replacing all Frame Houses with Brownstone houses is wise, as they will now provide 720 coins per 8 hours and can fit 94 people, however it will be difficult to do so because of the sheer cost. The next "Super-Tank House" of the age, the Town House can fit 156 people, but are sluggish in coin production, turning in only 340 coins per 8 hours, which is only 100 more than the 8 hour Clapboard Houses. The superior premium house provides even more benefits, fitting 188 people but losing some coins to the Town House, with 680 coins in the end. This is can be easily ignored, as it is only 40 coins less than Brownstone Houses provide. However, this IS after all a premium building, so it will take your entire wallet to fill your city with this.

Late Middle Age
A worthy successor to HMA, but still has the same old 1-4-8 house setup.
Estate House - Estate Houses are great producers. Estate Houses bring in 123 people to your city and net you 120 coins every hour. This is 10 coins more than how much a Cottage can produce... in 4 hours. This is a worthy investment which must replace all existing Brownstone Houses if entirely possible.
Active

Apartment House - These are general improvements to Town Houses. Apartment Houses can fit 205 people. These houses also net you 440 coins every 8 hours, which are 40 coins shorter than twice the amount a Clapboard House can produce. Try to replace your Town Houses with these, but follow the general guideline: only a few if you want overnight money, or a bunch for work.
Mildly inactive

Premium-Manor - Manors can fit 246 people and brings in 400 coins every 4 hours. That's almost the amount Apartment Houses bring in. However, each Manor costs 300 diamonds, which is identical to the cost of a Mansion. The production time is outrun by the Estate House.
Mildly active

Summary - At the beginning of the Late Middle Age, the Estate House can fit 123 people and produce an incredible 960 coins every 8 hours. The Apartment House can fit 205 people but is still quite sluggish in production, reeling 440 coins every 8 hours. That is still better than most of the junk you get thrown at in the early ages. Manors are truly large, with the capacity of 246 people and producing 800 coins every 8 hours, however with the downfall being the cost of diamonds.

Colonial Age
It's time to grab your musket and send your troops to ships to sail far and wide. And there... we just might find very colorful houses.
Arcade House - The first house, found at Tier 3 of the Colonial Age technology tree, is unusually TOO blue. Meet the Arcade House, a uniquely colored house that will also be the last 2x2 1 hour house you'll ever build in your life. These houses can produce 180 coins every hour and have enough room for you to stuff in 155 people (they're probably mad design geniuses). Again, a simple general improvement to its predecessors, but it'll be last 1h 2x2 you'll see.
Active

Country House - Two tiers further down, you can build countries. Ok, sorry, no you can't build countries, but you CAN fit a small enough country in this house. The Country House can fit 207 people and produces 560 coins every eight hours. And yet AGAIN this is a general improvement to the previous tank houses you found in the previous worthless ages, but it's the last of the bunch.
Mildly inactive

Gambrel Roof House - Well here's something you haven't seen before. The Gambrel Roof House is sort of a new mini-mechanic introduced in the Colonial Age update. Instead of producing coins every hour, 4 hours or even 8 hours, it produces a large amount of coins every 24 hours. It’s essentially a “Mega-Tank House” or whichever fancy name you want to plaster on it. Now, I THINK I know what you're thinking. Although the Gambrel also follows the trend of decreasing hourly income just like other 1h+ houses do, it has great uses. Of course, Gambrels alone are practically worthless, but this is why you build a St. Mark's in your town. With a sufficiently high level St. Mark's and the enthusiasm bonus, every time you collect your new coin boosts, you can instantly collect from these bad boys. Oh, I almost forgot while I was explaining: the Gambrel Roof House produces 1,350 Coins, houses 259 people, and is really red!
Inactive

Premium-Plantation House - Well you would expect that having the same 4 hour type of premium residences a few times would make the devs be a little more creative and better with this new premium. Nope. But it will be the last 2x2 premium house. Just not the last 4 hour one though. Again, this is a general improvement over the premium predecessors of this house, the Plantation (House) produces 660 Coins in 4 hours and houses 311 people. Obviously you wouldn't want to dial this number on the phone if you lived in the United States... Notice how this house is now worth 350 diamonds instead of the usual 300.
Mildly active

Summary - Generally this is the age where all the final 2x2s you will ever see in your life, and what better way to celebrate this occasion than to make these houses very colorful! Yay! All these houses are general improvements of the previous ones of their respective caliber, where the Arcade House makes 180 coins per hour and holds 155 people, the Country House makes 560 coins every 8 hours while housing 207 people, and the premium Plantation House having 311 people and making 660 coins every 4 hours. This age now also introduces 24 hour houses, starting with Gambrel Roof Houses. These houses are inefficient alone, but combined with St. Mark's coin collection boost, these can be very good for long term daily income and population support.

Oh, last 2x2s you'll see? Hmm reminds me of a movie quote: "This is the last suit you'll ever wear."

Industrial Age
What... three-two's? I hope you placed your houses strategically beforehand! Don't worry it won't last.
Workers' House - Okay. This is new. Now here is the first (and last) 3x2 1 hour house you'll see. Yes, they're not 4 squares, but 6 squares now. And with that, the devs did correctly improve their population and production per square. The Workers' House reels in 340 coins every hour and places 285 people in your city. Yes, it's close to double the amount the Arcade House in terms of population. Because you'll have a smaller amount of houses with the new size, and because the amount coins you get every hour is very high, a sufficiently leveled St. Mark's can make you rich very quickly while conserving how many boost you have. In other words, it's a win-win situation in terms of upgrades and Great Building bonuses. Also, here's a fun fact, what this house produces in 1 hour is equal to how much a Town House produces in 8 hours: 340 coins.
Active

Boarding House - This house gives you 380 people along with 1,050 coins every 8 hours, along with the same 3x2 plan you got from a Workers' House. Again, coupled with Mark's boost, this is a very good investment as long as you follow the general guideline for these types of houses.
Mildly inactive

Victorian House -This is the second 24 hour house you'll see, but now in a 3x2 size. The Victorian House gives you an amazingly high 2,420 coins per collection and houses 474 people.
Inactive

Premium-Urban Residence - Okay, you might not believe this, but this is actually the last 4 hour premium residence. The Urban Residence is a 3x2, just like its partners, that produces 1,230 coins every 4 hours and populates your town with 569 more people to excite. Like the Plantation House, this one costs 350 diamonds. Thank goodness it's larger though, less money to spend on filling your entire city with this.
Mildly active

Summary - This age briefly introduces 3x2 houses and eliminates them with the next age. Sorry, 6-square fans :(. Here, the 1 hour Workers' House produces 340 coins per hour and includes 285 people. Package another 380 people in the Boarding House, the next generation 8 hour house that now produces 1,050 coins per click. The second 24 hour house is here at 2,420 coins per click and 474 people. Finally, the last 4 hour premium house, but NOT the last 4 hour house in general, the Urban Residence gives 1,230 coins every click and houses 569 people.
 
Last edited:

Surge

Brigadier-General
Quick note: If you have stuck with this guide for maybe a year or two, you may have remembered that all the houses in the ages were in one post. Apparently there is a 50,000 character limit to each post, and it took me over two years to finally get there. Wowie! Look at the monster I have created!



Progressive Era
Is it going to be a standard that for every new age they'll buff a side length? Because it's 3x3 now. Okay, let's play a game called "I Know the Future." I have to guess the sizes of future age houses. Alright. Is it going to be 4x3?
Tenement House - Oh my goodness would you look at that. Just seen a new 3x2 and now we're at 3x3s? Never mind that, I gotta change my entire city because of this! Oh well, no matter. The 3x3 nature is beneficial anyways. The Tenement House produces 610 coins per hour and houses 510 people. Because it's even BIGGER than the Workers' House, you'll have less of these, and this means we can get even more Mark's coin boost, along with the higher coin income!
Active

Council House - Guuueeehh? A 4 hour house? Among the ranks of the filthy non-premium houses!? Okay... The Council House nets you 1,280 coins every 4 hours and provides 680 people. By the way this is also a 3x3 house. Actually every house in the Progressive Era is 3x3. Yeah. Oh, fun fact about Council Houses: they provide more coins per click than Urban Residences. But it is arguable if it is better than the Urban Residence, given the size differences.
Mildly active

High-Rise - The third 24 hour house you'll meet, but this one is different in mechanics now. VERY different. First off, like I said previously, this is a 3x3. But did you notice that I have never mentioned anywhere in my guide that the houses require a road to function? That's because they all needed just one type of road: the single lane road you've used since trails, all the way up to Paved Lanes and Sett Paved Roads. But did you notice that now the High-Rise needs a two-lane road? A promenade or regular road won't cut it. It needs a two lane road: either a tarmac or an avenue. It's quite odd, and because of this, it does bring up an interesting point up for discussion: because the road it needs is larger, is it actually worth building these and are they actually better than, say, Council Houses? While factoring a Mark's boost along with enthusiasm, in certain city setups where tarmacs can border residence districts, High-Rises can, in fact, be very beneficial and overall better than Council Houses, spare for the part about getting a lot more happiness to support the extra hundreds it gives you. Apart from the nuances, the High-Rise provides 5,750 coins every 24 hours and houses 1,087 people. This is the first house that actually holds over one thousand people!
Inactive

Premium-Art Nouveau Mansion - This house is an interesting switch. Instead of giving off coins every 4 hours, it now does so in 8 hours. The Art Whatever Mansion produces 3,640 coins every 8 hours and houses 917 people. This house requires a regular road to function, unlike the High-Rise. Now this premium house costs 400 diamonds rather than the 350 the past 2 premium houses cost.
Mildly inactive

Summary - The Progressive Era now features 3x3 houses occupying 9 squares each. The Tenement House produces 610 coins every hour and has 510 people packaged with it. The new tank type Council House now produces coins in 4 hours, rather than 8, and produces 1,280 coins per collection and gives 680 people. The High-Rise is strange. Instead of using regular roads, it needs two-lane streets in order to function, and provided that their gains are 5,750 coins for 24 hours and 1,087 people, it is arguable if it is worth keeping these in high quantities along with the Mark's boost (the road it uses is wider, so technically it needs 3 more squares than usual to work, rather than just 1 square needed for the road to connect a house). Finally, the premium building now produces 3,640 coins in eight hours rather than the usual four and nets 917 people. From this age on, you can ditch the general guideline about the usage of 8 hour houses unless you really would like to spend diamonds.

Modern Era
Ah, the Rock n' Roll era! So many new things that happened, such as even larger homes! Next time on "I Know the Future," we expect to see 4x4 houses.
Motel - Kicking off the Modern Era, we have the Motel, a 4x3 house that produces 1,460 coins every hour and houses 900 people. Have you ever seen a motel where nearly one thousand people live there? I sure didn't... Now this age reverses the house requirements that the Progressive Era had started with; the 1 hour, 4 hour, and 8 hour houses now require a two-lane road and the 1 day house requires a regular road. Because of this interesting switch, this new age necessitates the need to remodel almost your entire city. You may think that this is very bad. However, keep in mind that the larger size and the requirement of bigger roads makes this house more than two times more potent than the one hour house of the previous age, as well as giving you even more hours of usage on your St. Mark's bonus every day!
Active

Prefab House - Along the same tier is the Prefab House, allowing you to begin the Modern Era using either four hour houses or one hour houses. Just as I have stated in the description of the Motel, the Prefab House uses two-lane roads. It produces 2,970 coins every four hours and can fit 1,380 people. Essentially, one Prefab House is just enough to build a Modern Era goods building. Keep in mind, however, that you're also going to need supply buildings in your city. Nevertheless, it's pretty useful to gauge how many refined goods buildings you can build just by counting the amount of Prefab Houses you have!
Mildly active

Suburban House - The new Suburban House is able to produce 7,320 coins every day and brings in 1,330 people in your city. Now, hold on, you might be thinking: This looks weaker than the Prefab House in terms of population and it looks weaker than the High-Rise in terms of coin income! Individually, you are right. This house can hold 50 people fewer than the Prefab House, and comparing the coins per square, the superior High-Rise has 28.888 coins per square more than the Suburban's coins per square, matching 638.888 against 610. The stats confirm this, but bear in mind that you can use this if you build just the simple roads. While its raw stats are inferior, the fact that it uses single-laners allows you to fit more of these houses in your city. Here you can face a dilemma: three collections from a Prefab House per day beats the Suburban House, so which one should you build? It's all up to you and the way you lay out your city. In my situation, I must use Suburban houses, otherwise the extra square width of the double-laners will only allow me to fit three Prefabs instead of six Suburbans.
Inactive

Premium-Luxury Dwelling - At 7,000 coins every eight hours and 1,540 people to boot, this is your latest hot ride right through the Modern Era. As I have stated before, this does use two-lane roads, so before you can begin emptying your wallet, I recommend you pre-plan your city for maximum efficiency of this house. Slygoxx's City Planner is perfect for this job, so please spend a few minutes drawing your city before complaining that the two-lane roads messed up your city and now you can't use your Luxury Dwellings all that well, especially with the challenge the 4x3 size presents. Each Luxury Dwelling costs 450 diamonds, making them the most expensive premium house in the game, alongside the very expensive real money price tag of roughly 10 USD per house (using the lower payment options).
Mildly Inactive

Summary - The Modern Era ups the ante by using 4x3 houses. The Motel produces 1,460 coins every hour with 900 people in it. The Prefab House nets 2,970 coins every four hours along with a population capacity of 1,380 people. A neat thing to remember is that for every Prefab House you build, you can build a Modern Era refined goods building for the population it provides. The Suburban House produces 7,320 coins every day, and despite having statistics inferior to the Prefab House and the Progressive Era High-Rise, it uses single lane roads, so there is a tough choice to be had between the Prefab House and the Suburban House. The premium Luxury Dwelling dwarfs all of the above (except the Motel's coin production) with 7,000 coins every eight hours with 1,540 people.

Postmodern Era
Freedom is good. We need freedom. But with too much freedom, you end up with houses with different sizes in the same age. Good or bad? Take your pick.
Duplex House – Usually, the first house one can research upon reaching a new age is a one-hour house. However, this time the one-hour Duplex House is all the way up to tier 4 of 6 in the new tech tree. The Duplex House is a 4x3 one-hour house that produces 1,840 coins every hour with room for 1,040 people and uses two-lane roads. This is a general upgrade over the Modern Era Motel (heh, MEM) and should replace all your existing Motels if you’re the active sort.
Active

Prefabricated High-Rise – The first house you will encounter in the Postmodern Era is the four-hour Prefabricated High-Rise, located at tier 2 of the new tech tree, which is rather strange considering the ongoing trend of having one-hour houses in the beginning followed by four-hour houses. The Prefabricated High-Rise produces 4,980 coins every four hours with a size of 4x4, fitting 2120 people and accepts only two-lane roads. The interesting part is that you can now employ St. Mark’s more efficiently, since the larger size means that you’ll fit even fewer of these houses. Furthermore, any motivations received will have its effect amplified, and to add on to that there are fewer houses to motivate, therefore you’ll need fewer people to help you if you want a golden day. Of course, the size itself can present a problem to certain cities, and the sharp rise in population capacity (by over 50% to the Modern Era Prefab House (MEPH?)) will have an adverse effect on your happiness if you don’t plan and build carefully.
Mildly Active

Bungalow – Along the same tier 4 as the Duplex House is the one-day Bungalow. The Bungalow is a 3x3 Postmodern Era house that accepts any road and produces 6,910 coins every day along with space for 1,150 people. This is arguably the worst house to build in the Postmodern Era, even after u1.32. The first problem is the 3x3 size. Because it’s that small, you’ll need to build more of them to fill the gaps left by the 4x3 Modern Era Suburban Houses (MESH?? I love vowel/acronym games…), which consequently means that you’ll use up more of your St. Mark’s boosts and that motivations are not as efficient as they would have been in the case of Suburban Houses. The population increase isn’t impressive either at nearly 17 extra people per square. The only positive quality about Bungalows is that it uses one-lane roads as opposed to the rest of the houses in the Postmodern Era, but so do the Suburban Houses. The most logical course of action with these houses is to first simulate your city with Bungalow Houses and with Suburban Houses. Probably the biggest problem with this house is how it will change your city’s layout. Too few and you may as well have gone with Suburban Houses. Too many and the space deficit will be able to fit more houses of other types, thus changing your St. Mark’s usage. By simulating your city both ways, you can calculate how many coins you’ll get in both scenarios and determine whether or not you need these houses. Of course, if you’re lazy, you can always just plop a few Prefabricated High-Rises and forget about the issue of optimizing your St. Mark’s usage because of one simple answer: you won’t use all of them in one day (unless you’re the one with 90 Kings/Queens).
Inactive

Premium-Loft House – The now 3x4 Loft House produces 8,800 coins every eight hours and can fit 1,770 people. It can only be built near a two-lane road. The price is the same 450 diamonds. The problem with the size is that it is now flipped – the Modern Era’s Luxury Dwelling’s (aww, now it’s MELH) size is 4x3, but now it’s 3x4. The flipping of the numbers is a pretty big difference – it’s 3 squares high and 4 squares wide. Cities coming from the Modern Era are adapted to the evenness of the 4x3 size the age consistently throws at the player designing the city. Now with the flipped values, you’re either going to need to widen your streets or reorient your city entirely. If you’ve planned ahead and you’re a regular diamond spender or you’re just looking for a nice house, you got lucky. Otherwise, I wouldn’t personally bother changing my entire city.
Mildly Inactive

Summary – The Postmodern Era introduces a strange blend of houses. For more details, you should check the descriptions of the houses themselves, but this is a short summary. The Duplex House is a two-lane 4x3 house that produces 1,840 coins every hour and can fit 1,040 people. A good, well-rounded upgrade to the Motel – replace ‘em. The Prefabricated High-Rise is a two-lane 4x4 house that produces 4,980 coins every four hours and can hold 2,120 people. Research your situation and do some math if you are considering building these, but they are overall upgrades over the Modern Era’s Prefab House. The Bungalow is a single-lane 3x3 house that produces 6,910 coins every 24 hours and houses 1,150 people. If you could mind a little math, simulate your city with Bungalows and with Suburbans, then go from there. The Loft House, priced at 450 diamonds, is a premium 3x4 double-lane house that produces 8,800 coins every eight hours and can fit 1,770 people. Great coin upgrade, but the size can muck up your city.

I thought it was all the same…
Postmodern Era was initially released with production stats identical to those of the Modern Era. The spoiler below shows all the little details that came to play for the many months the stats were this way before u1.32.

Postmodern Era
Now that we’re finally moving towards the right direction to freedom and equality, we can’t seem to make people pay up more money than they usually did before. So strange…

Duplex House – Usually, the first house one can research upon reaching a new age is a one-hour house. However, this time the one-hour Duplex House is all the way up to tier 4 of 6 in the new tech tree. On top of that, this house isn’t really much on an upgrade to the Modern Era Motel. The Duplex House is a 4x3 one-hour house that produces 1,460 coins every hour and uses two-lane roads. This is essentially identical to the Motel except for the fact that it houses 1040 people rather than 900. Even the coin and supply costs are identical, and even the build time is the same. If you really need the extra population, you should build these. However, bear in mind that the increase is only by 140 people, and you will have to replace 11 Motels with Duplex Houses if you want to get enough spare people for one extra Postmodern Era goods building. Otherwise, I would advise you to avoid these if population is not an issue, as it will chew up some more happiness. Why do you need that kind of problem when the benefits aren’t even noticeable?
Active

Prefabricated High-Rise – The first house you will encounter in the Postmodern Era is the four-hour Prefabricated High-Rise, located at tier 2 of the new tech tree, which is rather strange considering the ongoing trend of having one-hour houses in the beginning followed by four-hour houses. This one’s another head-scratcher, but for different reasons. The Prefabricated High-Rise produces 3,960 coins every four hours with a size of 4x4, fitting 2120 people and accepts only two-lane roads. You will notice now that this house is 4x4, however the Duplex House remains at 4x3. You’ll see these little differences across the Postmodern Era. Interestingly, this house brings up a new problem. If you do your math, you’ll find that the Prefabricated High-Rise and the Modern Era’s four-hour Prefab House have the same coins per square value of 247.5 c/sq with 17.5 more people per square. The interesting part is that you can now employ St. Mark’s more efficiently, since the larger size means that you’ll fit even fewer of these houses. Furthermore, any motivations received will have its effect amplified, and to add on to that there are fewer houses to motivate, therefore you’ll need fewer people to help you if you want a golden day. Of course, the size itself can present a problem to certain cities, and the sharp rise in population capacity (by over 50% to the Modern Era Prefab House) will have an adverse effect on your happiness if you don’t plan and build carefully.
Mildly Active

Bungalow – Along the same tier 4 as the Duplex House is the one-day Bungalow. The Bungalow is a 3x3 Postmodern Era house that accepts any road and produces 5,490 coins every day along with contains 1,150 people. This is arguably the worst house to build in the Postmodern Era. The first problem is the 3x3 size. Because it’s that small, you’ll need to build more of them to fill the gaps left by the 4x3 Modern Era Suburban Houses, which consequently means that you’ll use up more of your St. Mark’s boosts and that motivations are not as efficient as they would have been in the case of Suburban Houses. The other problem is that, just like the other houses of this age, there is no coins per square upgrade. Both the Suburban House and the Bungalow nets 610 c/sq, and that isn’t exactly what you would expect after seeing a major drawback the size itself presents. The population increase isn’t impressive either at nearly 17 people per square. The only positive quality about Bungalows is that it uses one-lane roads as opposed to the rest of the houses in the Postmodern Era, but so do the Suburban Houses. Unless you have problems with population, there is absolutely no reason why you would switch to Bungalows, and even then I would recommend Prefabricated High-Rises if your city supports it.
Inactive

Premium-Loft House – Admittedly, Postmodern Era’s premium house isn’t much of an upgrade. The now 3x4 Loft House produces 7,000 coins every eight hours and can fit 1,770 people. It can only be built near a two-lane road. You would assume that at least the premium house gets an upgrade of some sort, but in fact it doesn’t. The only difference is that the Loft House can fit 230 people more than the Luxury Dwelling can. It has the same 450 diamond price tag and it produces the same amount of coins as the Luxury Dwelling, but the size of the house is arguably a disadvantage to certain cities. The problem with the size is that it is now flipped – the Luxury Dwelling’s size is 4x3, but now it’s 3x4. The flipping of the numbers is a pretty big difference – it’s 3 squares high and 4 squares wide. Cities coming from the Modern Era are adapted to evenness of the 4x3 size the age consistently throws at the player designing the city. Now with the flipped values, you’re either going to need to widen your streets or reorient your city entirely. All that just for 230 extra population for every house you replace, and bear in mind that you’re paying money for this. If you’re disparate for extra people then go ahead and place these strategically. Otherwise, avoid this.
Mildly Inactive

Summary – The Postmodern Era introduces a strange blend of houses. For more details, you should check the descriptions of the houses themselves, but this is a short summary. The Duplex House is a two-lane 4x3 house that produces 1,460 coins every hour and can fit 1,040 people. Build these only if you need extra population, otherwise skip them. The Prefabricated High-Rise is a two-lane 4x4 house that produces 3,960 coins every four hours and can hold 2,120 people. Research your situation and do some math if you are considering building these, but they are overall upgrades over the Modern Era’s Prefab House. The Bungalow is a single-lane 3x3 house that produces 5,490 coins every 24 hours and houses 1,150 people. Avoid like the plague. The Loft House is a premium 3x4 double-lane house that produces 7,000 coins every eight hours and can fit 1,770 people. The only upgrade here is that it can fit 230 more people than the Luxury Dwelling can, but the size can muck up your city. Avoid unless you desperately need population.


Contemporary Era
Our architects have made spectacular advancements in construction and beauty. We can build 120-floored sky scrapers that look like they're nothing but glass, wooden homes the strength of concrete bricks, very well insulated and structurally sound homes... and people are willing to pay more to live in slum-looking houses.
Shophouse – We’re starting off the beginning of the beginning of the end with the same old same old one hour house, the Shophouse. It boosts your population by a nice and even 1,400 people and produces 2,300 coins every hour. Like the Duplex House, it requires a two-lane road, but now its dimensions are flipped – it is now 3x4. At this point, you should know what significance this “minute” change plays, but just to reiterate, you will either have to widen your streets and shove other buildings out of the way, or just rebuild or reorient your city entirely, coming from the evenness of the 4x3 sized Duplex House. If you can afford the change, though, you should definitely go for the upgrade, as it is a very nice 460 c/h upgrade over its predecessor. If you have troubles, though, maybe you should look over to…
Active (THIS IS SUCH A HORRIBLE TRANSITION)

Waterfront Residential - …this house. Yeah, I know, the transition isn’t exactly spectacular, but I want to make this guide livelier. So, this house. Yeah it’ll be impossible not to recommend it. The Waterfront Residential is a four-hour house that produces 4,000 coins per click and has the room to shove in 1,810 people inside. The two key differences this house has from the Prefabricated High Rises of the previous age is that now it’s a smaller 4x3 size and that it uses the smaller one-lane roads. Where you’d probably build a city where the Prefab High Rises would be laned with a total dimension of 6x4, you’re looking at a compact 4x4 or 5x3 building, which is spectacular. Because this is a four hour producer, and now that you can fit more of these in your city, you might finally utilize all 90 boosts your St. Mark’s provides you without even doing the heavy thinking. However, you might have a city where the Prefab High Rises with their roads are built from northeast to southwest. Then you can fit as many Shophouses as you can fit Waterfront Residentials. You will then need to research your total coin income in both scenarios and go from there. Other than that, this is a very good house to build and should be strongly considered to be incorporated into your city.
Mildly Active

Condominium – A complete overhaul over its rather weak predecessor, the Condominium is a 24-hour 4x4 two-lane house that produces 20,800 coins per click and has room for 2,800 people. The dramatic change in the house’s dimensions does mean that it will utilize fewer St. Mark’s bonuses, but on the flipside they will net more coins than the Bungalows by the space given, and you will still have those Duplex Houses or Prefabricated High Rises to replace anyways, so there is not much of a strategic change, especially given when Waterfront Residentials are now much smaller than their predecessors. Or I could simply just say "The large size of the house will use fewer St. Mark's boosts that could then be used with other, faster houses you have, along with making it easier to motivate all of your houses" but sometimes the most complicated things come to mind rather than the simple things. It bears mentioning that the size change is significant enough to warrant a complete change in the area where your Bungalows are situated, if not your entire city just so that the Condominiums can really fit in. As usual, think about whether or not you need a one day house, and act from there.
Inactive

Premium-Waterfront Villa - This year's premium house would be the 4x4 Waterfront Villa, having room for 2,510 people and producing 13,900 coins every eight hours. This is very different from the previous age's Loft House. Where that house used two-lane roads, this one only needs regular roads to function. Additionally, if you are more of a serial diamond spender, then you might have some trouble replacing Loft Houses with these if your houses run from left to right. From top to bottom, however, is much simpler, you just may have some space at the bottom depending on how many Loft Houses you had. Statistically, this is a far superior house. Especially considering that buildings using regular roads often are weaker than those using larger roads, the Waterfront Villa absolutely crushes the Loft House both economically and by population. Then again, this is a larger house, so we are more or less talking about equally sized houses (Loft House, using two lane roads, can be 4x4 or 3x5). Again, it really depends on your city layout to really tell whether or not these are better or just flat-out game-breaking. So what if you have some spare diamonds laying around from quests? I would say you should definitely replace a Prefab High-Rise or swap a Condominium if you can collect it twice.
Mildly Inactive

Summary - This age has brought some efficient houses that... look like Venice if it wasn't a trade city. The one hour Shophouse is a good but not spectacular successor to the Duplex House. They are statistically better but the switched orientation might be very difficult to fit well in your city if it is adapted to the 4x3 layout of Duplex Houses, and can be exacerbated further by the two lane road requirement. If Shophouses are too difficult to implement in your city, a very good alternative would be the Waterfront Residence, a four hour house. It uses regular roads, so you will free up a whole bunch of space just by replacing your two lane roads. Additionally, it achieves a very good balance between size and time, as you will most likely run out of your St. Mark's boosts at the end of a day involving 20+ houses but not by much. After that we have Condominiums, a much needed upgrade to the one day Bungalow. Condominiums offer so much more over Bungalows, however the size might be an issue to your city layout. Bungalows were too small, being 3x3 using regular roads (a converted size of 3.5x3.5 on any side). Now we're looking at a 4x4 house that uses two lane roads (with a converted size of 5x5 on any side). Also, the two lane roads have specific requirements for successful placement, so if you really liked using Bungalows, you will most likely need to redesign your housing sector, if not your entire city. The end result would be an extremely efficient use of your St. Mark's boosts, along with almost a tripling of your daily coin gains and total population capacity. The last on the list is the Waterfront Villa, that eight hour 4x4 upgrade to the Loft House. If you loved diamonds, chances are that you might have trouble fitting these houses in your city. If you have that maxed out Chateaux Frontenac just pumping out diamonds and you're looking for something to spend them on, then replace that Prefab High-Rise or swap a Condominium if collecting it twice per day isn't bothersome to you. Overall, an interesting and pleasantly challenging new roster of houses to squeeze into your city.
 
Last edited:

Surge

Brigadier-General
Houses are the best sources of coin income in the entire game. However, there are other sources that are not proven to be useful, and can even bring more loss than profit!

Other Methods of Collecting Coins


Saint Mark's Coin Boost
2Z9fl4M.png


This Great Building is a classic. Saint Mark's is one that everyone should own as soon as they get the chance. With Saint Mark's, starting from when you collect your boost, the first 90 coin collections (with the exception of from Town Hall, Wishing Well, and coin producing Great Buildings) are increased to a certain amount. At Level 1, it doubles your coin collections, and triples at Level 7. The bonus starts to pick up beginning at Level 5 and beyond. A good word of advice to give is to have a few 24 hour residences in your town. That way, you get a massive amount of coins right off the bat when you collect your Saint Mark's bonus if you synchronize the timings properly. Although it is large, weighing in at 6x6, the bonus is irreplaceable, and not even 4 Tenement Houses working constantly in the same area can make up for the bonuses you get even at Level 1. Here is a table showing the full statistics of this wonderful building. Credits to -Vanguard.- for creating this table.

icon_build.png
|
gb_icon.png
icon_strategy_points.png
||
icon_money.png
|
goods_small.png
brick.png
80

glass.png
200

ropes.png
120

salt.png
190

herbs.png
160
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
1

2

3

4

5

6

7

8

9

10
50

70

130

200

270

330

420

490

570

650
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
great_hma_markusdom2.png



field.png

6 * 6
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
100%

120%

135%

150%

170%

185%

200%

220%

235%

250%
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
10

12

13

15

17

18

20

22

24

25


Other Great Buildings
There are several Great Buildings that also produce coins daily. The list currently consists of the Cathedral of Aachen, the Cathedral of St. Basil, Chateaux Frontenac, the Space Needle, and Habitat 67. For the following observations, we will be using a rarely-used unit: coins per square per hour (or c/sq/h). This value is received by using the following simple formula: (Coin income per click) ÷ (hours to produce income once) ÷ (area of residence/GB) We will compare the Great Buildings to residences of the same age.

Cathedral of Aachen

The first thing that comes to mind when examining this Great Building is that you don’t build this for the coins. In fact, none of the GB’s you will build will be because you need coins. Residences are better at that, and it’ll cost you hundreds of thousands, if not millions of coins and supplies to procure the goods needed to build the GB’s later on. GB’s are built for their unique bonuses. However, we will not examine them, as we are more concerned about coins.
The c/sq/h values of the residences of EMA are as follows: Frame House with 15 c/sq/h; Multistory House with 12.5 c/sq/h; and Clapboard Houses with 7.5 c/sq/h. The Cathedral of Aachen at level 1, with an income of 2,610 coins per day, produces 4.531 c/sq/h which is, quite frankly, worse than the worst residence in the game, the Chalet (which has 5 c/sq/h). The Cathedral of Aachen must be level 6 (8,710 coins per day) to be roughly equal to the c/sq/h value of the Frame House (when it now has 15.12 c/sq/h), which translates to 6 Frame Houses running for 24 hours being collected every hour. At level 10, the Cathedral of Aachen will have a value of 32.899 c/sq/h, which barely exceeds that of a Late Middle Age Estate House (which produces 30 c/sq/h). The Cathedral of Aachen’s coin bonus becomes obsolete in the Colonial Era, but the military bonus is indispensable.

Cathedral of St. Basil

Another cathedral. Now we are looking into LMA. The c/sq/h values of each LMA residence are as follows: Estate Houses with 30 c/sq/h; Apartment Houses with 13.75 c/sq/h; and Manors with 25 c/sq/h. At level 1, the Cathedral of St. Basil produces 4,900 coins per day with a c/sq/h value of 4.833 c/sq/h. This is also worse than the Chalet, but better than a level 1 Cathedral of Aachen only by a tiny bit. The Cathedral of St. Basil must be level 8 in order to have a greater c/sq/h value than that of the Estate House, when it will produce 19,680 coins per day with 32.8 c/sq/h. This represents the work of nearly 7 Estate Houses pumping out coins every hour for 24 hours. When the Cathedral of St. Basil produces 30,410 coins per day, at Level 10, it produces 50.35 c/sq/h, which is succeeded by the Industrial Age Workers’ House with a value of 56.6 c/sq/h. That’s 3.72 Workers’ Houses working together every hour for one day to produce the same amount of coins. The coin basically becomes outdated in the Industrial Age.

Chateaux Frontenac

Three ages later, we get this little jewel. Although it has a coin bonus, it is arguable that most of the coins you get out of this Great Building is from quests, especially at Level 10. Since this provides a percent boost to the rewards you receive from quests and not a flat boost, this GB is more or less timeless. However, this is meant for specific types of players. If you finished the game and you are constantly doing loop quests, this should make life easier. I will discuss the coins-per-day side of this GB, though. The c/sq/h values of each Progressive Era residence are as follows: Tenement Houses with 67.77 c/sq/h; Council Houses with 16.944 c/sq/h; High-Rises with 26.62 c/sq/h; and Art Nouveau Mansions with 50.55 c/sq/h. At Level 1, the Chateaux Frontenac produces 7,670 coins every 24 hours with 10.652 c/sq/h, which is in between that of a Clapboard House and a Multistory House. Even with a Chateaux Frontenac at level 10, which produces 44,270 coins per day, it is weaker than the Tenement House at 61.486 c/sq/h. You do get hundreds of thousands of coins from some quests with this GB, though.

Space Needle

I still hate this GB and how Inno kept it broken as it is. The happiness is worse than a cultural building of the same age, even at level 9. But that’s beside the point. The c/sq/h values of each Modern Era residence are as follows: Motels with 121.66 c/sq/h; Prefab Houses with 61.875 c/sq/h; Suburban Houses with 25.4166 c/sq/h; and Luxury Dwellings with 72.9166 c/sq/h. At level 1, the Space needle produces 11,600 coins every day with a value of 16.11 c/sq/h. This is only a bit better than a Frame House which, for comparison, is six ages behind. At level 10, when the Space Needle produces 60,000 coins per day with a value of 83.33 c/sq/h, it is still worse than a Motel. However, Motels use two-lane roads while all GB’s use one lane road, so take your pick. Also, this is better than the Tenement House, so coin income is pretty decent, although I would predict it to be outdated by the Contemporary Era.

Habitat 67

Since there is pretty much no difference between the houses in ME and PME, the c/sq/h values are identical. The coins are worse on the Habitat, but it does provide a lot of population if you can get it going. After examining Space Needle, which provides more coins than Habitat, there isn’t much to examine here or to compare.

Other Coin Producing Buildings
In this section, I’ll cover all special buildings that produce coins. These buildings cannot be built conventionally – you’ll need to win them from special events. Each special building will be linked to byeordie’s Special Buildings guide. I will not provide a list of all age values for these buildings – you can simply refer to the guide linked to all building names.

The King/The Queen

Its raw statistics call it the most powerful coin-producing residence in the game. The King (or sometimes The Queen, depending on your drop) requires a single road to function and it produces a specific amount of coins based on what age it is in. It produces a very large amount of coins every 24 hours, but since it is a rare building, it is stronger than the conventional one-day buildings you encounter beginning at the Colonial Age. If you match up the age of the residences you build with the age of The King you have, then this is 2.3x stronger than the Colonial Age Gambrel Roof House, 1.73x stronger than the Industrial Age Victorian House, 1.11x stronger than the Progressive Era High-Rise (which, bear in mind, has its coin effect amplified by the two-lane road it uses), 1.09x stronger than the Modern Era Suburban House, and 1.82x stronger than the Postmodern Era Bungalow. Its production in the Bronze and Iron Ages is equal to how much the Chalet and the Cottage produce in six hours.

The King’s obvious advantage is its compact size – it’s 2x2. When you get to the later ages, you can easily fit this house anywhere you want and you’re still getting more than how much a much-larger King counterpart would get. However, this house suffers two disadvantages, the first of which is its population; its population is 1 across all ages. Dream city plans usually include 90 Kings to utilize all the boosts St. Mark’s gives you, but those dream city plans also include a Capitol or Habitat 67 simply because the population a King provides is essentially nonexistent. This building was obviously meant to be used as a raw coin producer. The King’s second problem is the fact that it does not age along with you. This means that if you have an Iron Age King and you research Early Middle Ages the next day, your King will stay Iron Age. This can be remedied with a Renovation kit, but even that presents itself into two problems: one is that they can only be acquired during special events (along with The King itself), and the second is that considering the time between special events is long, you’re probably going to need a few Renovation kits to bring your King up to date.

Here’s the verdict: this is obviously an exceptionally effective building when motivated and used with St. Mark’s, especially in the later ages. However, it is too temporary, so if you’re many ages ahead of your Kings, you might want to trash them in favor of more updated and high-capacity residences.


Log Cabin

The Log Cabin is different from The King/The Queen. This one is 3x3, produces coins every eight hours, and actually has a population capacity to speak of, although not outstanding, especially in the later ages. The size itself may or may not be a disadvantage. On one hand, it’s more than twice the size of conventional tank houses you encounter for most of the game. On the other hand, it’s comparable to high-end residences and is even more compact in the end. The hour production is also a two-sided blade: you see a lot of eight-hour houses in the beginning, but in the later ages, eight-hours is a premium. Given your schedule, you might benefit in PE-PME that it is eight hours.

When pitted against eight-hour producers of equal age before PE, it performs exceptionally well, scoring 3 times the amount of coins it counterpart would. In the case of the Colonial Age Country House, the Log Cabin even manages to exceed the production by over 4 times. What it has in sheer power it trades it off with its population space. Even at a hulking 3x3, large for the earlier ages, it still manages to hold fewer people than their 2x2 counterparts. It also suffers the same problem The King suffers – it needs Renovation Kits in order to upgrade to the next level.

This is a powerful building in the early game, but that itself is a problem. Earlier ages are relatively short, especially the first two ephemeral ages. You’ll want to upgrade this quickly if you decide to keep it. When you hit PE, you must decide whether or not you want the eight-hour cycle itself, since it now goes on premium. The house itself is weaker than its premium competitor, but it compares with one-day producers well… that is if you got the 16 hours it takes in order to outrun that 24-hour house.


Shrine of Knowledge

This building is unlike the previous two special buildings. The Shrine of Knowledge uses single roads, just like the above two; it is sized at 2x2 and produces coins every 24 hours. It’s weaker than The King, but slightly stronger than the Log Cabin (although it loses when the Log Cabin is collected twice in one day). Just like The King, its population is negligible, but this time it increases every age, although barely. At BA, it’s one person, and by PME, it’s just 20 people. Is this why it produces fewer coins, just for a tiny extra few people?

In actuality this building is useless when left all alone. If you want coins, look for The King/The Queen. A few less coins but more population? Take a look at the Log Cabin. But the reason why people build this is its secondary ability – if it’s motivated, it gives a free Forge Point (along with double the coins). Essentially you’ll need some communication if you want to use this efficiently. If you get people to motivate this, not only do you get the forge point, but the coin payout is also quite strong. Statistically, however, it is weaker than all 24-hour residences of equal age, so you’re really only going to build this for the prospect of the forge point. With that in mind, you’ll also get a bit of extra money, so why not? Just remember that if you want to keep the coin income updated, you’ll need a Renovation Kit. Personally I wouldn’t recommend keeping it updated, though, because the forge point payout is still the same across all ages, and I already have residences that produce more than this (unless you factor in the sizes, but that’s a moot point).


Snow Globe

I personally didn’t see many of these being built in later-age cities, and perhaps rightfully so. The Snow Globe is a 2x3 fifteen-minute residential building which uses single roads. Fifteen minutes… huh, that’s last seen in the Iron Age. Speaking of which, it is significantly stronger than their Bronze and Iron Age competitors and is even stronger than the one-hour residences per click but its population capacity is lousy, especially given its larger stature. It might be an amazing gift for early-aged players but later on its production time can be annoying. The fifteen-minute cycle will hog your St. Mark’s boosts fairly quickly, which you don’t want if you have four- or eight-hour houses in your city. It is extremely powerful, but you must figure out if you really need this thing or not. If you got long-cycle producing residences then you should calculate your daily coin income with and without Snow Globes. If you prefer using only one-hour producers then you might as well keep the Snow Globes. The Snow Globe needs a Renovation Kit in order to be upgraded.


Straw Hut

The Straw Hut is essentially a knockoff of The King/Queen with the only differences being the fact that it does contain a population count and it produces coins every four hours instead of one day. In a closed system, a Straw Hut will produce more coins than a King in one day at any age. However, we're talking about real life circumstances, so for a four hour house, your collections may vary from once to four times per day, which will never beat one collection of a King. At any age, you must collect a Straw Hut five times to beat a King, so this might be problematic for you four-hour lovers. The best way to compare this building with others, as usual, would be to compare its same-aged counterparts. At the Bronze and Iron Age, it performs noticeably better than the Chalet and Cottage. It also performs sub-par among eight-hour houses of the next three ages, being only a few coins short of the Clapboard House, Town House, and Manor House. Strangely, it is noticeably better than the Country House all of a sudden. After that, considering the fact that the Boarding House is larger than the Straw Hut, it fares quite well. After that, it starts to diminish its effect among the larger houses. Surprisingly, this is actually better than all the premium buildings that run alongside its age, although not by much. However, its population is lacking, so you might build one or two of those houses if you are really in need of population. Overall, it's a pretty good house until the Progressive Era, after which its size is more of a con than anything else, especially considering St. Mark's prefers larger houses.


Witch Doctor

The Summer 2014 event buildings are quite strange. The next two are no exception. Normally the Witch Doctor is a supply building just like all the others – it’s got a fixed supplies-per-hour stat and you’re allowed to choose between six different production cycles. Of course, since this is a supply building you wouldn’t normally see it in the list of coin-producing buildings, but there’s a twist to it – whenever the Witch Doctor is motivated, it produces coins on top of the supplies you would normally get (none of them are doubled, though), and since we’re talking about a Witch Doctor, your city probably be suffering another plague soon.

Here’s the thing, though – it’s incomparable to any residence. Instead of adding to your population, you need people to use this building. Instead of producing at fixed intervals, you can choose your Witch Doctor to produce between five minutes and one day. The idea is simply too charming to be true when put on paper, but there’s a problem with this building – just like the Shrine of Knowledge, you’re going to need some communication skills. The other thing is that you won’t be machine-gunning coins every five minutes. You’re probably going to set this on one- to eight-hour productions, and even then you might be lucky to get a motivation.

Comparatively speaking, its raw one-hour statistics perform better than their same-aged one-hour counterparts, but not fundamentally better, as it is a 3x2 building. It works well until the Progressive Era, where the Tenement Houses bring in ten coins more than this, but it is a negligible difference. There are two final notes about this building: if you manage to get coins from this, it can be boosted by a St. Mark’s; the other is that you’ll need a renovation kit just like the rest of the buildings mentioned here.

To be honest, I wouldn’t build this for the coins because you’re not going to be getting coins from this too often. Think of the coins as a side dish if your chef is having a good mood. Treat it as a supply building – it performs quite well when put beside same-aged supply buildings although it does not hold up to premium standards.


Oasis

The 3x4 Oasis is another strange one, but the side dish is goods – the main dish is coins every 24 hours. Let’s quickly gloss over the goods side of this – if this building is motivated, it’ll give you one of each good belonging to the building’s current age but not necessarily from your current age. One of each is alright, but it’s not spectacular. When this building is motivated, your coin output is not doubled.

Now onto the coin aspect. The way I would describe this building is a horribly deformed, declawed, toothless little kitten that hasn’t had a bath in years. Even though this building is three times bigger than The King, it still manages to pull off a smaller income than The King itself. It does provide some population, but even the Bronze Age Chalet has more people than this and it’s a four-hour producer. If we combine the costs needed to produce the goods it makes, then in the Bronze Age it will be 500 coins for the goods. Combining the income gains, that’s a total gain of 850 coins worth of goods and the production given. If we look at the c/sq gain, we’re looking at 70.833 coins every square, compared to The King’s 120. If you want to input the supplies, then the net gain is 112.5 coins, which is still worse. If we look at c/sq/h values, the Clapboard House has 7.5 coins, whereas an equal-aged Oasis has 4.791667 coins, so you can’t even compare the income with the slow buildings! The Colonial Age value for the Oasis is slightly worse than a Gambrel Roof House, a one-day house.

You’re going to build this most likely for the prospect of getting goods, but the goods bonus is very small – you’ll need weeks to research something of you’re going to rely on this. You’ll also need to use a renovation kit every time you’ve advanced an age, which simply brings more problems. It’s a pretty big buildings, so fitting this in your city won’t be as easy as finding some space for a King or an equivalent. The extra population is just icing on the cake – an Early Middle Age Clapboard House brings more people per square than an Oasis in the Progressive Era which is five ages later! I believe the only advantage the Oasis has which someone might bring up is the fact that it saves space from building the extra goods buildings, but since this is a coin guide I won’t go into this in detail.

Activity Specialization and Consideration
Consider this: 1 hour and 8 hour houses exist later for a reason, and there's a good reason why 15 minute houses do not. Now, taking in 1 hour and 8 hour houses, they are both useful. In some instances, even though the total income of 8 hour houses are not good, they can be better than 1 hour houses. It all depends on your activity. For instance, you need to be active 4 hours in a row to make an Estate House outrun an Apartment. People at work do not have that opportunity, and can't check even 8 hours later. If you have that situation, it is wise to replace most, if not all, your Estates with Apartments. Keep in mind you need to take care of the town's happiness to do this effectively.

This is explained in much greater detail by Damast in his Coin Collection - 1h vs 8h Houses Guide

Raids/Conquest
Every time you attack an NPC sector of a province, you get a set amount of coins or materials for winning the battle. We will not talk about materials, however they also have the same problem as what we will talk about coin. Let's take an accurate look, shall we?

HmFQp.png


After conquering this territory, the player will receive a bonus of 800 coins. The player might think this is worthwhile. However, think again...

qMtSQ.png


Yes, you might start to be getting to where I am at. After defeating all units in this particular sector, you may lose at least 3 units. Given the coin reward to this sector, which is 140, it is only worth going after this sector if you do not rebuild your army afterwards, which may take at least twice the reward, meaning you only lose coin instead of gain coin. Now repeat this 4 more times for this province, with each sector having varying units you must kill. You will quickly lose more coins than you gain because of rebuilding your army, and not even the 800 bonus coins help.

Later in the game, however, then the bonuses start to go upwards of tens of thousands, if not even hundreds of thousands of coins for provincial control, it may actually be a just compensation for all the troops that died in battle.

Another important aspect of the battle system that consumes coins is infiltration. Initially it is very cheap to infiltrate sectors, but it isn't useful. Only in later ages, however, does it really show its utility, although by then the costs would have scaled very quickly. The Modern Era provinces each demand at least 10,000 coins for every sector you want to infiltrate, and with around nine sectors every province, the 100,000 coin reward again quickly loses its value (except for the fact that the loot also can contain medals, which isn't exactly easy to pinpoint it true value).

This may also apply to REAL PvP. Attacking another player and losing a few units is not worth it. The only exception is if you are dead sure one of their 4 hour or 8 hour houses are full. That is still not good reason enough to lose 4 units that cost over 100 coins to get an extra 120 from sabotaging a Cottage.

Support/Polishing
DgLgd.png


While you do get a certain amount of coins from motivating or polishing people's buildings, it is only a 20 coin reward upon doing so. In the beginning, it is VERY good and highly recommended to polivate all 79 neighbors of your neighborhood for a total of 1,580 coins. In two days, you can get a Tavern, which is quite expensive for a Bronze Age cultural building. However, beginning at Early Middle Age, the payoff begins to diminish in significance, is barely worth the time invested when you bulb Late Middle Age. The only reason why you would polivate people, though, is to help them. They can help you back, and if they motivate one of your residences, you'll get twice the amount of coins than you'd normally get.

Town Hall Income
For the longest time, town halls of any age only yielded 500 coins every 24 hours. This made them essentially useless when it came to making money. With a recent patch, however, every town hall of a different age properly scales up its reward. The list of daily income for the town hall is as follows:

odWaeXr.png

Over-using 4 Hour and 8 Hour Production Houses
4 Hour and 8 Hour production houses net the smallest amount of money in the game, and a Hut can outrace even the mighty Apartment House in the Late Middle Age! These are worth only for the population and for overnight income, so don't fill more than half your city with these unless you desperately need population or if you are generally inactive.

Using Goods Buildings without Proper Deposits
You can produce 1 Stone, or marble, or whatever for 100 coins, when if you have a deposit of that material, you can produce 5 of them for the same cost. It is a waste of money producing materials without their respective deposit, worse yet it is also a waste of coins to actually build the goods building you don't have a deposit for. However, it doesn't seem to matter if you are able to make ridiculous amounts of coins every day. As an example, I currently produce roughly 730,000 coins every day, which would allow me to fuel at least 30 Modern Era goods buildings if I was able to fit all of them in my city and if that was the only thing I spent my coins on (disregarding supply input).

These are pretty much all the tips I can give you. If you have any tips, post a reply with it, and I will include it in this guide along with your name.

Old History: Town Halls (this is outdated!)

Don't over-rely on your town hall to produce much money.

5RXpl.png


This is an Iron Age Town Hall, and it still provides as much money as a Bronze Age Town Hall: 500 coins every 24 hours. A Hut can race through that in 7 hours when a Town Hall needs 24 hours. It is only good for the Bronze Age. After that, it is just not so, especially the Late Middle Age, where an Estate House can run through that money in only 5 hours.

EzmYJ.png


Yeah, High Middle Age, I reckon you would spit that out of the window.

Even in the Progressive Era, you still only get 500 coins for a collection.
 
Last edited:

Surge

Brigadier-General
Here will be all data charts if requested. Please tell me if you need any other chart regarding gold posted here.

This chart shows basic coin statistics under regular happiness influence. Production is 100%. Bear in mind that you probably won't stay up all day and night constantly clicking on your hut to get the 1,728 coins shown. But who knows.

o7msYVU.png

This chart shows coin productions at enthusiasm level (at 120% production).

KJZ0ik1.png

Disclaimer: Both charts have been created by me. You may use these charts anywhere you want as long as credit is given.

The Outdated Charts Landfill

15ouf7l.png


zF9FX.png


6oPiS.png


Ysks8CW.png


stbxY5r.png
 
Last edited:

Surge

Brigadier-General
Saint Mark's Dynamics

I have been doing a lot of research and number crunching on the mechanics of St. Mark's and what it provides. I have turned up some very interesting results.

Let's get down to the core of this great building. St. Mark's provides a percentage boost for collecting coins as long as you still have some uses available. The important thing is that it's a percent boost, not a flat boost. The fact that Mark's uses percentages rather than flat values (which a lot of great buildings sadly do) complicates this building and turns this into a beautifully convoluted debate on whether or not you should build one house or the other.

The considerations that will be used here are:

1) I will use a Level 7 Mark's, because it has a nice divisible boost: 200% increase means it triples the income.
2) No premium buildings will be used. This is because they are disproportionately buffed over the regular buildings.

So, let's get started.

Proving that Mark's Only Buffs the Same Buildings in Proportion

What the heck does that mean!?

Through the eyes of an uneducated player that has just received Mark's, one may argue that the building now favors a certain building because it add "spice" to their collections. Here is a hypothetical example:

I have a mixture of estate houses and apartment houses. My estates generally were sluggish compared to the apartments. But after building my Mark's, I'm getting flooded with coins coming from my estates! Now the apartment buildings are just pure tanks.

This should refer to an illusion that your 1 hour houses are now much more useful than your 8 hour houses simply for building that new shiny Mark's. I will effortlessly disprove this claim, and show you why this is nothing more than a simple illusion.

This revolves around the limited amount of uses the great building provides. For every collection, one may boost their income for 90 collections only. The trick here is that it starts counting down immediately after you collect that boost and it counts down constantly for every coin you collect from houses. It disregards the time it took for that building to produce coins, it does not allow you to switch off the boost at any time, and it relentlessly disregards your cries of how evilly unfair this system is.

In our example, we have estates and apartments. The time difference is massive between these two houses: one produces every hour, while the other produces every 8 hours. This means that you'll probably waste away ALL of your boost uses before you even get close to boosting your apartments. This is exactly where the illusion lies: your Mark's is only boosting your estate houses, and your estates are running the boost completely dry before it reaches the apartments, which consequently stops you from benefiting from your apartments and the extreme amount of coins you could have possibly gotten from that delicious boost.

Here is a mathematical disproof of this illusion.

Suppose we have 1 estate and 1 apartment in a city, not motivated or enthusiastic. This is a closed system in which there is no server latency that persists, your coins are automatically added in immediately after the collection is ready, and all original values are calculated and analyzed without any interfering extraneous variables. The estate house brings in 120 coins per hour, whereas the apartment brings 440 coins every 8 hours. We will measure a time interval of 8 hours. Again, as this is a closed system, we will count all 8 hours and disregard server update.

The one estate house will net 960 coins while the apartment still gets the 440 coins. This is a 218.18% increase over the apartment. Note that I will use percentages in this exercise to prove that all values are proportionally identical.

Now we add the Lv 7 Mark's, which multiplies gains by 3.

120 • 3 • 8 = 2880 (Estates)
440 • 3 • 1 = 1320 (Apartments)

(2880 / 1320) • 100 = 218.18%

That is a mathematical proof that St. Mark's does not "spice" up the variability of the collections. If you can collect from both estates and apartments using your boosts, you'll find that the values are proportionally identical.

That isn't to say that St. Mark's is useless. From 960 coins to 2880 coins in the same time period? Of course I want to be in on the fun!

St. Mark's Bias

While going in depth into this statistical illusion shown above, I ran into another mechanic that completely changes the economic aspect of the game. This issue revolves around that number ninety, the amount of collections given when the boost is collected until 24 hours later when you can recollect that boost.

Here is an example to get you to start thinking: With a Mark's 90 collection boost, and you can only collect 90 times every day, what will give you more coins, 90 tenement houses or 90 council houses? Of course it's 90 council houses. But did you notice that the question said that you may only collect 90 times per day? This is exactly the core of the issue at hand.

Now this is where things begin to get interesting. By default, St. Mark's favors larger buildings over smaller buildings. Because you run through a lot of collections when using 1 hour houses, you don't really get to maximize your boost as efficiently as using only 4 hour houses. An extreme example would be using the 5 minute hut against the 1 hour Frame house. The hut can produce 72 coins in an hour, compared to the frame house’s 60 coins. The problem here, however, is that it takes 12 collections for a hut to hit 1 hour, and even that one hut faints over the lapse of 24 hours if pitted against that one frame house.

Continuing with that example in mind, the hut will earn 1,620 coins through the 90 collections. In a day, there are 1,440 minutes, and, dividing by 5, a hut is collected 288 times in a closed system. Now we have 198 regular collections before the end of the day, and those net only 1,188. Adding those two numbers, a lvl 7 Mark’s boosted hut earns 2,808 coins, whereas the frame house already earns 4,320 through 24 boosted collections. That’s a big increase, and the odd bit here is that 66 boosts weren't even used during the day.

If you follow the example, you would now realize that those pesky and unnecessarily bulky 3x2's and 3x3's IndA and PE introduced are actually an amazing gift of technological advancement and optimization of percent boosts. Now with ME 4x3's in the field, you'll probably need a good portion of the day to run through all those uses.

I hope I cleared this strange phenomenon in the best way I could have done.


The Two-Lane Road Problem

The spoiler below is just a personal introduction about this. You can skip it if you want to, as it does not talk about the subject.
Oh yes. The issue which I have put aside for over half a year. I have had problems trying to envision how to tackle this. The argument, I thought, would be difficult to clarify because there are too many ways one can build their city for me to just examine and say, “Yep, it’s the roads that work,” or “The two lane roads are better.” Disappointingly, however, I had already found the answer long before I had thought of this problem. It was right there, in the sketches of city maps and the calculations of daily coin gains I had made on the grid paper that aided me to explore and understand the St. Mark’s bonus more clearly. I had unintentionally drawn the solution to a question that didn’t exist while trying to answer another one. Needless to say, I was quite disappointed, as much as you may (or may not) be.

This is part of the papers on the whole St. Mark’s shenanigans. The answer was right there.
eCipgXv.png

When you reach the Progressive Era, you will find an interesting new mechanic: two lane roads. The question of whether or not to use it is pointless – it is required to construct some of the military buildings of the age. Even if you’re going on a challenge to negotiate all provinces and refuse to spill blood, all goods buildings from now on will require you to use two lane roads. However, among these requirements, you find one little gem that doesn’t tell you that you need to use it. It challenges you to think whether or not your city will benefit if you will use houses that require two lane roads or if it is detrimental.

The basics of the question are simple: what should you use? The High-Rise now gives you a very high income (more than twice that of the Victorian House) with the population to boot, but it uses two-lane roads. However, now that the game switches the premium from 4-hour houses to 8-hour houses, you get the Council House, a decent money maker that uses the roads you have used all the time all the way back since the stone age.

As you might expect, this isn’t a simple question. On one hand, you get stupendous amounts of cash if you synchronize your High-Rises with St. Mark’s. On the other hand, High-Rises are taxing on city space, and the roads that are required (initially) do not provide any happiness despite the hulking 2x2 size of the road. Although later ages help remedy this issue, Postmodern Era roads give only 20 happiness, or about the equivalent of Bronze Age paths (each square of the road provides 5 happiness). On top of that, if you were to use Council Houses instead, the Promenades you can build will help you get closer to your happiness requirement, be it simply happy or the enthusiastic bonus. However, we will disregard those variables – we will only focus on getting coins. It is up to the player to decide which road is better considering but not limited to happiness, road size, the complications of building these roads (they have specific rules for being laid out), and whether or not that many people are even needed.

We should first see why the High-Rise is so different from its predecessors. In the Colonial Age, the coins-per-hour value of the Gambrel Roof House is 56.25 c/h, whereas the four hour Plantation House is roughly three times higher at 165 c/h. (Note: Even though Plantation Houses are premiums, they only benefit by having the most population rather than being superior in coin production with certain exceptions. See the tables above for details.) The Industrial Age isn’t much different. The one-day Victorian House has 100.833 c/h, while the four-hour Urban Residence has 307.5 c/h, also roughly three times that of the Victorian House. In the Progressive Era, however, the four-hour Council House produces 320 coins per hour while the High-Rise produces 239.583 coins per hour. Although still statistically inferior in terms of income to the Council House, the gap is noticeably much smaller than before. The roads must be helping the High-Rise, bumping the number up that high to over twice that of its predecessor. The roads themselves pose a problem – if given the same exact amount of space to build both roads and houses, which combination will be superior?

VX2AM2L.png

The picture above will help us solve this question. Each type of house is given a 12x21 field which both kinds of houses fit snugly with different results. You can fit 24 Council Houses in the given area with three strips of roads (totaling 36 squares occupied), while you can fit only 20 High-Rises in the same area with three strips of roads that take 72 squares of space. It is immediately conspicuous, however, that the fact that there are fewer High-Rises will make this test favor single lane roads. You would be correct if you had assumed that, but we couldn’t ask a question that seems as complicated as it sounds but answers so easily. The problem lies in St. Mark’s existence. The main thing we will draw out of St. Mark’s is the amount of boosts you will get – 90. The percent boost isn’t important; in this problem, it’s just icing on the cake. We will use the percent boost to calculate how many coins we would normally gain if such a situation is to be replicated, but this is not the core of the problem.

Suppose Joe is an average player that likes to keep four-hour houses because of how his daily schedule is structured. It’s not important what he does, we are just looking at how often he is allowed to collect his coins. Maybe he wakes up at 8 A.M. every day. This means that Joe is able to collect his coins at 8, 12, 16, 20, and 0. After midnight, it’s a good time to sleep. (I used military/European, if you got confused at the times). At an average day, Joe can collect his income five times, which is very efficient considering you can collect income from four-hour houses a maximum of six times a day. Joe is trying to enter the Modern Era, and he thinks that Council Houses will provide the boost he needs to get past the pesky coin requirements, although he tends to focus more on creating supplies, so he will build only 24 Council Houses at regular 100% happiness and probably uses a Capitol to supply the extra workers he needs for the supply buildings. He’s using a Level 1 St. Mark’s because he was always unlucky with the blueprints. That essentially doubles his income whenever he uses any boost of it.

The purpose of the scenario above is to calculate the amount of coins he would get if he used the above-mentioned equipment (Level 1 St. Mark’s, Council Houses, 100% happiness, 5 collections daily). (I think it was harder for me to make the scenario than to actually do the math, which is rudimentary at best.) With 24 houses being collected 5 times per day, we find that he makes 120 collections every day, 30 of which will be unboosted. Now we will find the total income he gets by adding the income from boosted Council Houses and unboosted collections:

1280 (income per house) • 90 (boosts) • 2 (boost factor) = 230,400 coins.
1280 (income per house) • 30 (unboosted collections) = 38,400 coins.
Total: 230,400 + 38,400 = 268,800 coins

A quarter of a million every day? Not bad. Sure, there are cities specialized specifically for maximum coin or supply income, but we’re talking about an average player. This will be our benchmark.

Suppose Moe is another player. He’s a very hard worker who only gets to collect his coins once per day. The perfect building for that, he thought, would be the High-Rise. He also has a Level 1 St. Mark’s and only a 100% happy city, since he can’t put enough time to optimize his city. In the same area, we determined that he can only fit 20 High-Rises with the proper roads. This case is similar, but ultimately simpler. Because he only has 20 High-Rises, 70 boosts are just gone, but it means that he can boost everything he has.

5750 (income per house) • 20 (boosted collections) • 2 (boost factor) = 230,000 coins.

Unfortunately, he isn’t making as much as Joe is (even though a difference of 38,800 coins is quite small). However, maybe Moe used very few houses? After all, they probably have large cities in the Progressive Era.

wlqzRkW.png

I have modified the scenario so that now both Moe and Joe have an area of 32x12 to build around in, again snugly fitting the buildings. Joe decides to expand his city to accommodate 36 council houses and Moe expands to have 32 High-Rises. Their schedule did not change, they still have a Level 1 St. Mark’s, and both cities are at 100% happiness. Here is Joe’s new income:

36 (houses) • 5 (collections per day) = 180 total collections per day.
1280 (income per house) • 90 (boosts) • 2 (boost factor) = 230,400 coins.
1280 (income per house) • 90 (unboosted collections) = 115,200 coins.
Total: 230,400 coins + 115,200 coins = 345,600 coins.

And now here’s Moe:

5750 (income per house) • 32 (boosted collections) • 2 (boost factor) = 368,000 coins.

We’re obviously now dealing with what I described in St. Mark’s Bias (above). What I initially set out to prove if two-lane roads are better or worse than regular roads ended with me simply adding on to St. Mark’s Bias. It seems that the question itself is superfluous. The road only bumps the size limitations. When we look at the income side of things, which road to use depends on if your city can afford to use them. If it can, and you can build enough of those houses to make a noticeable change in income, go for it. Otherwise, if you can’t, save yourself the headaches of providing more happiness and the various rules you must adhere to in order to use the new roads.

There is a "most optimal" city idea you can derive from this, though. If you are good with math, you can find out, based on how many of these houses you can fit, exactly how many Council Houses and High-Rises you must build in order to provide the most coins per day. This is accomplished by using up as close to 90 boosts as you can, with some obvious leeway. The mechanics behind this kind of city are quite simple: once you receive your St. Mark's bonus, you spend a certain amount of them on High-Rises, giving you the biggest bang for the single buck. Obviously you will not be able to fit 90 High-Rises, so it is up to the Council Houses to precisely finish off the collections. The problems with creating such a city, however, is the amount of math you'll need to do to arrive at precise numbers that are optimal for your city. You must also leave some room for cultural buildings to cope with the sharp rise in population High-Rises will provide.

Conclusion: It’s not the road. It’s the building. Run your own calculations and city simulations. Make your own pick from there or spend the time for a mixed city.
 
Last edited:

DeletedUser

Am I being too picky if I ask to put the numbers of gold production that housing produce in a different color?

In clear, each housing produces gold either at every 5/15 mins or 1/4/8 hours. Could you add those 2 columns (5/15 mins) and use a color to determine which housing can be collected after which period.
 

Surge

Brigadier-General
Am I being too picky if I ask to put the numbers of gold production that housing produce in a different color?

In clear, each housing produces gold either at every 5/15 mins or 1/4/8 hours. Could you add those 2 columns (5/15 mins) and use a color to determine which housing can be collected after which period.

It would create decimals that would be unwanted. 5 minute intervals are nearly useless to put in because only Huts have that, and the values would be so small, it would be difficult to see a difference, plus it may create mean decimals. One example would be stilt house, where in 5 minutes it will, by calculation, produce 4.33-->, an endless, repeating decimal, where 4.34 would be a crude estimation. 15 minutes may have a possibility. Given, Cottages would produce 6.875 gold every 15 minutes. It's just uncomfortable working with decimals and makes it not so pleasant to read. I might consider your idea though...
 

DeletedUser

Am I being too picky if I ask to put the numbers of gold production that housing produce in a different color?

In clear, each housing produces gold either at every 5/15 mins or 1/4/8 hours. Could you add those 2 columns (5/15 mins) and use a color to determine which housing can be collected after which period.


You mean like this?
 

Surge

Brigadier-General
HackelHansi's charts are better, I admit. But I did not want my guide to be without one, I wanted a complete guide. Hackel, I can reference your thread if you so want it and if you approve it.
 

DeletedUser

You can even take my pic and put it in your guide if you want, I'm not making any fuss about these sorts of things. Just as long as it helps the players.
 

Surge

Brigadier-General
*Added a new table with gold values produced when your happiness is 120 Percent (Enthusiasm).
 

Drama-Queen

Corporal
Stupid Question, but where do you see the gold??
I am only one week in this game, I am in Iron age but don't see Gold anywhere
 

Surge

Brigadier-General
The gold coins you use to build everything. You needed gold to build your Tavern, didn't you? :P
 

DeletedUser

Actually, the official term is coins, not gold. You produce them in residential buildings. Gold is a good needed later on in the tech tree to unlock some technologies and is produced by the goldsmith. Those 2 terms are often mixed up. Then there are supplies, those you get from production buildings, as well as happiness which you get from cultural buildings, decorations and most roads.

*edit* .... forgot diamonds, those you have to buy with real cash ;-)
 
Last edited by a moderator:

DeletedUser1782

Thanks, nice guide!

Hi, and thanks for a nice guide!

I'm not a guide writer, but if I were I would consider going deeper into analysing the population capacity vs. coins income for each building. That's something I'm going to do on my own as I go through the ages here.
 

Surge

Brigadier-General
Edit Drop-In

-Changed every word "gold" into "coin(s)"
-Added extra proof picture of Town Hall producing only 500 gold every age
-Extra research made is now put into the posts, namely Cottages, the punishing cost of high age houses, supporting, and goods buildings
 
Last edited:
Top