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Wednesday, April 29, 2015

Thank You For Reading

I wanted to write one final post as I have officially quit playing Megapolis after about 1 year and 8 months.  I have actually been playing very casually for several months only logging in to exchange assets and collect taxes.

Here are some of my achievements in game:


  • Completed all non-timed quests
  • Achieved lvl 193
  • Saved 600 million coins
  • Saved over 100 Megabucks
  • Never bought anything for this game with real money





You may be wondering why I decided to quit playing Megapolis.  I can boil the answer down into three words for you:

Clash of Clans




I started playing CoC with a real-life friend back in April.  I like the social and competitive aspects of this game combined with "Farming" aspects.  You can build and rearrange your town to your liking, and there is a lot of strategy behind your decisions aside from pure aesthetics like in Megapolis.  Not only that, but you can actually PLAY the game instead of just building things!

In CoC, I am a late TH8.  I only need to upgrade my cannons & archer towers to finish maxing my defenses.  My clan is made up of only real-life friends and friends of theirs.  We have won 47 clan wars to date, and I have earned us the most stars (208) out of everybody in our clan :)

I'll leave it at that since I know I could probably write a whole other blog just about Clash of Clans.  I appreciate all of the comments and visitors that have stopped by my blog.


Edit 04/29/15 - Here is what I have dumped my spare time since I ended this blog:





Friday, June 13, 2014

Megapolis: Managing Your Neighbors

This post will give you some ideas on how to manage your neighbors (in-game friends).  I play on the SQ network only, so if you use Facebook you will have different ways to get new neighbors.  I still recommend auditing your neighbors periodically to make sure you are getting the most out of your available neighbor slots.  It is important to maintain a list of active, helpful neighbors as they will be your main source of Megapolis assets for your construction projects.  I have divided this post into two sections: Getting New Neighbors and Auditing Neighbors.

Getting New Neighbors


If you aren't running out of city space and need to purchase a territory expansion, the best way to spend your Megapolis Megabucks is to add neighbor slots for 5 MB each.  You can think of an extra neighbor slot as a great investment.  If your new neighbor gives you 1 asset each day for 5 days, then you just got your Megabucks worth back instead of if you were to spend those 5 MB on 5 assets.  Your Megabuck ROI is even quicker if this neighbor is sending you an asset worth 2 or 3 Megabucks.  Plus, you get to keep your neighbor (or neighbor slot) permanently so you can get many more assets for the cost of only 5 Megabucks.

To get a new neighbor:

1) Audit Current Neighbors
The first thing you should do before changing your neighbor list is audit your current neighbors.  I will describe this step in the next main section "Auditing Neighbors."

2) Add New Neighbor Slot
Spend 5 Megabucks to add a new neighbor slot.  If you have an open neighbor slot and have already requested 8 neighbors, make sure you don't accidentally spend your 5 Megabucks on a new list of friends to add instead of an actual neighbor slot.  To do this:

- Tap the "Friends" icon in the bottom left of the main screen
- Tap "Add"
- Tap "2 Random Buddies"
- Tap "Buy now" only if the screen says "You've already got # buddies.  You can always add one more for 5 megabucks."

3) Remove Any Unwanted Neighbors that Take Up Neighbor Slots
After determining which neighbors are undesirable to keep, remove them from your neighbor list.  It is important to make sure you are only removing neighbors that take up a neighbor slot, not neighbors that have added you and do not take up a slot.  To do this:

- Tap the "Friends" icon in the bottom left of the main screen
- Tap "Add"
- Tap "2 Random Buddies"
- Tap "Added Buddies" in the bottom left
- If your unwanted neighbor shows up in this list, tap Delete.

4) Add New Neighbors
I recommend sending a request to all 8 neighbors that show up on the list without considering their level.  The reason for this is that the first person to accept your request will become your neighbor.  You are looking for the most active players to have as neighbors for the purpose of getting assets each day, so it doesn't matter what level they are.


If you do my above steps in order, you will add 1 new neighbor slot while replacing up to 7 undesirable neighbors.  It is important that you audit & remove unwanted neighbors first because you are unable to add a new neighbor slot if you have any openings.




Auditing Neighbors


I will start off by saying that I don't care if my neighbors help speed up my contracts.  I am a little particular about all of my 4 hour contracts completing at the same time.  I do, however, let them "help" my contract buildings but I just leave the dialog to accept like in the screenshot below.  That way, if my contracts expire on accident, I can use their help to restore those contracts.

Thanks for the help, guys.  I might need it later.


The only thing I consider when auditing my neighbors for removal is what assets they give me and when.  I often just follow rules #1-3 on a day-to-day basis.  When I have time, I try to audit for rule #4 by making a full list or spot check list and recording my neighbors' donations for a few days in a row.  Here are the rules that I follow:

1) Check My City Just Before the "New Day" Begins
To be fair to my neighbors with the rest of my rules, I need to be sure when they are sending me assets. Since there aren't timestamps in the message log, I use the day change as a reference point.  I apply all gifted assets and check all messages as close as I can up to the new day rollover.

2) After the "New Day" Begins, Did Neighbor Send Unwanted Asset?
If a neighbor sends me an asset that is not on my wish list within the first 12 hours of the "New Day," I usually remove them on the spot.  We receive a new asset list for gifting every 8 hours.  So them sending me an unwanted asset tells me that they don't plan on checking their game before the next day begins in case they have an asset for me that I actually need.

If they send me an asset that isn't on my wishlist but is still for a project that I am working on, I let it slide.

3) Does Neighbor Send Unwanted Asset Late?
If a neighbor routinely sends me an unwanted asset within the last several hours of the day, that is a sign of a neighbor to keep.  This means that they waited as long as possible to give me an asset that I needed, but settled on giving me any asset as a last resort.  These are the best neighbors to have.

4) Does Neighbor Not Send Daily Asset Regularly?
If a neighbor does not send assets to me for several days in a row, I remove them.  This is much harder to track, especially since I now have 40 neighbors on my list.  When I perform this audit, I use a spreadsheet or a note list of my neighbors on my phone.  Sometimes I will just select a few neighbors that I haven't seen activity for a few days and track them.  I have a point system:

3 Points: Neighbor sends me an asset on my wishlist, or that I need for another project.
2 Points: Neighbor sends me an asset that I don't need within 12 hours before a new day.
1 Point: Neighbor sends me an asset that I don't need more than 12 hours before a new day.
0 Points: Neighbor does not send me an asset for the duration of a new day.

If 3 full game days pass and a neighbor that I am watching scores less than 6 points, I can em'.

A good thing about rotating inactive neighbors out of your list is that they can still give you assets.  If you receive an asset from somebody and it shows up in your message log as coming from "Player," then that is somebody who used to be on your neighbor list.


Player: now you're just somebody that I used to know.


I read somewhere that people sometimes completely clear their neighbor list and invite a whole new list of neighbors often.  This gives them many "one-way" neighbors that can send them assets without a limit if they aren't aware.  I don't agree with this method, and I avoid neighbors who do this to me by doing my periodic audits.  Those players would fail audit rule #4 and have 0 points after any amount of days being watched.

Tuesday, June 10, 2014

Megapolis: Portland Train Bug

Lately, I have been using all of my assets to finish up my train depot.  I like to upgrade all of them evenly to maximize my coin rate while minimizing "unused" building requirements. As of now, I have 2 Portland and 5 New Jersey Trains and I only need to upgrade my Maintenance Shop to lvl 4 before I can start upgrading to Amtrak.

I just upgraded my B Train to Portland today.  Then, one of my neighbors sent me Anchor Bolts which would normally go to NJ Train C.  I go to apply them and I see that I can apply them to Train B (Portland) but not train A (Portland).


This isn't just a visual bug.  I accidentally applied 1 Channel to Portland Train B.

Wednesday, June 4, 2014

Megapolis: Infrastructure Buildings Nerfed 06/03/14

As of 06/03/14 in the afternoon, I noticed the following 3 structures were nerfed:

Pet Dinosaur Shop:
- Time increased from 16 hours -> 72 hours
- Pop cap increased from 9300 -> 13900
- Power usage increased from ??? -> 25
- Coins/Hour reduced from 323.4 -> 71.9
Westminster Abbey:
- Time increased from 4 hours -> 5 hours
- Coins/Hour reduced from 1581.3 -> 1265.0
Tower of Hercules:
- Time increased from 16 hours -> 18 hours
- Coins/Hour reduced from 1006.3 -> 894.4

They could have changed other structures too, but I didn't notice any that might make their debut on my list of best structures.  At least none that would fall into the range of 100+ coins/hour/square.  Here is how the updated structures rank for coins per hour per square:





As you can see, Kingkey is still the best (for now).  Pet Dinosaur Shop has now lost all viability in my opinion.  Westminster and Hercules are still so-so.





What alerted me to this is I started the app to get my daily Alice/Mike/Edward gifts and play the stock market.  I had the "low power" alert at the top of my screen which I found odd.  I hadn't built or upgraded anything new since the last time I started the app.  My Pet Dinosaur Shops were also ready, so I taxed all of those.  I tapped on one that had already been taxed on accident and saw that there were 72 hours to go before it was ready again.  WTF, 3 days?!  I thought it was a bug, so I looked it up in the shop.  Yep, major hit with the nerf-bat.  That's OK though, that building was a majorly overpowered.

Here are some screenshots for your enjoyment (forgive my ugly, yet efficient city):





Friday, May 30, 2014

Megapolis: Periodic Collection XP vs. Buying & Selling for XP

I decided to write a separate post in response to Justin's comment regarding farming experience through periodic tax/population collection.  The tooltips in-game & the Wiki do not include how much XP you get per collection, so I could only sample some of the buildings that my city has.  Unfortunately, I don't have the time to gather all of that data in the game so I don't really have the resources to tell you which building gives you the most periodic XP per hour at various levels.

Instead, I compared how much XP you get periodically from taxing some buildings versus how much XP you get from selling the "best XP per coin" building.  This analysis was a little difficult because buying & selling buildings and buying periodic buildings are two completely different things.  So it was hard to break the buildings down into one variable to compare them with each other.

With that said, I decided to look at two things for each building:

     1) How long does it take to earn $40k coins? (the cost of Therapeutic Center Foundation, "TCF" henceforth)

     2) How much XP do you earn from that building in that amount of time?



When looking at these numbers, they probably seem confusing.  Let me verbalize it for you:

- Look at the 2nd to last column.  That number means that you earn enough to buy a TCF in that many hours from each infrastructure building of that type.  So essentially, you have invested that many hours which can convert to 1100 XP. 
- Look at the last column.  In the time it takes you to earn 1100 XP by buying a TCF, your infrastructure building only earns you that much XP.




With that information, we can conclude that you earn more experience for buying and selling a TCF than you do with periodic experience from these buildings that I have sampled.  I will rephrase it: "All of these buildings earn enough coins to buy a TCF faster than they earn 1100 XP."

One might argue that having more of these buildings gets you 1100 periodic XP faster, but then you just have more buildings earning you coins at a 1:1 ratio to your experience with each building.  I would guess that population buildings earn much less XP per hour than infrastructure buildings because you can't convert your earnings into TCFs in the end.

My final recommendation:  If you are looking to gain experience quickly, continue to build the most profitable infrastructure buildings and complete the most profitable contracts with only coins in mind.  Then, convert your coins into XP by buying and selling the TCF.

Wednesday, May 28, 2014

Megapolis: Experience Farming at Endgame

This post was inspired by an anonymous comment on my Megapolis: How I Spend my Coins post about buildings that give you XP.  I understand the desire to lvl up quickly because it is a reliable way to get 1 extra Megabuck if you are saving for that expansion or an additional neighbor slot.

I have broken my analysis into two sections: Buildings and Contracts.  We will compare the XP rewarded from buying & selling buildings as well as all of the contracts for the population-based production buildings.

This post is intended to help you get experience when you are at the "Endgame," not necessarily at the start of your city.  I do not recommend buying & selling any buildings if you are just starting out.

Buildings:

In this section, I take a look at buying buildings & selling them for the sole purpose of gaining XP.  I started calculating all of the infrastructure buildings in the shop before realizing that most of them were horrible for gaining XP.  I knew about the Crystal Pavilion because I had read about it somewhere a while ago, but I found one that is better.  Here are the top 3:

     1) Therapeutic Center Foundation
     2) Crystal Pavilion
     3) Yacht and Cutter Design Bureau

As you can see in the table below, the Therapeutic Center Foundation gives you 27,500 XP for every million coins you spend buying & selling the structure repeatedly.



As a side note, all of the buildings that I sampled that ranked below those listed above had a rate of XP per million coins of less than 5000.

I planned on adding more data that compares XP rates per hour for taxing or collecting population from buildings, but I just do not have enough time to sample all of them.  Unfortunately, the Wiki does not always list the XP rewards for collecting, and the tooltips in-game do not either.





Contracts:

While I always recommend purchasing the contracts that have the best coin rate per hour that you can manage with your login frequency, I figured you might want to know which contracts give you the most XP per hour instead.  Thankfully, the Nuclear Research Center and the two contracts that I constantly cycle through are among the best XP building contracts longer than 1 hour.




My city has only Nuclear Research Centers for my population based contract buildings.  I run the 3 hour contract during the day and the 9 hour contract overnight.

Please feel free to comment if you have a question or an analysis request.  The past two posts I have written are based on anonymous comments (you slavedrivers!).



Tuesday, May 27, 2014

Megapolis: How I Spend My Coins

This post was inspired by an anonymous comment on my Megapolis: Infrastructure Buildings post about how I spend my coins after I reach the point that I consider my city "Endgame."  I would say that "Endgame" means having an excess of coins and you can buy any building in the shop with coins without really having to save up.  I am currently lvl 140 and my city earns over 10 million coins per day playing casually.

I have broken my spending priorities into two sections: Beginning and Midgame and Endgame.

Beginning and Midgame:

In my opinion, the main priorities for spending your coins at the start of the game are:


     1) Contract Buildings that require Assets

The most important thing to do at the very start of the game is fill up your Wishlist and start getting in-game assets.  There are so many opportunities to get coins in the game, but assets are only rewarded by your neighbors once a day or purchased with Megabucks.
I recommend starting your train depot followed by the airport as soon as their starting buildings are available for purchase.  These two questlines involve many assets and grant you many contract "buildings" that are all very profitable.



     2) Contract Buildings with Population Requirements

Contracts are the most profitable buildings you can have until Endgame.  If you log in every 4 hours, the best building for you is the Household Goods Store and buying the Kitchenware contract for 968 coins per hour.  If you log in every 6 hours, the best building for you is the Assembly Line and buying the Solar Cells contract for 875 coins per hour.  There are more profitable contracts that complete much faster than 4 or 6 hours, but these are the ones I chose due to my activity level.
To increase your population quickly, I suggest buying Bosphorus Cottages for 120 pop/hour since they only cost 5,000 coins.  Only buying population buildings required by quests will still give you access to more contract buildings at a reasonable rate.


     3) Quests

Buy buildings that will help you complete quests.  Completing quests will reward you with more coins, experience, and potentially free assets.  I suggest completing the quests that require no assets first (aside from trains & planes).  You can usually spot a building that requires assets if the name of the building has "foundation" in it and if the building has an instant build time.






Endgame:

When you finally reach the point where you have so many coins that you can buy anything, I would say that your city falls into the "Endgame" category.  At this point, I would still say that the priorities I listed in the previous section still stand.  But with your excess of coins, you can look into the following new priorities:

     1) Build Many of the Most Profitable Buildings

In my infrastructure building post, I will try to keep you updated with which building is the most profitable.  As of now, the Kingkey 101 (or 100?) is the most profitable infrastructure building available.  With a coin rate per hour per square of 1181.25, it is even better than many of the contract buildings.
In the table below, I entered my city's most profitable buildings to show how the numbers look when you have bulk buildings.  At an earlier level, I built 88 Pet Dinosaur Shops which net me over 28,000 coins per hour.  I plan on replacing these once I replace all of my other less profitable infrastructure buildings.  By looking at the bold totals, you can see that these buildings alone net me over 217,500 coins every hour and I only have to log in once every 4 hours.


Although these 159 buildings were over a half-billion coin investment, the total ROI (Return of Investment) for all 4 building types combined is 105 days.  But all the while I am getting tons of experience every time I collect.  Besides, what else would I spend my coins on?  :)

     2) Beautify Your City

I am a numbers guy, so this step is not a big priority for me.  But if you have all the coins that you could ever need, then I would suggest redesigning your city with roads, parks, foliage, and buildings that "look cool" rather than those that are more profitable.