See whether or not making that new job will allow you to make more jobs, or if it's a dead-end job See which buildings are most efficient for their land and job cost
#Ringmaster pixel people how to#
Obviously see how to make every job, and whether or not making that job is worth it at the point you are in the game (the circus, for instance, is a beginner's trap that takes forever to fill because of the Matador and Ringmaster, and also takes up 4 land) To give you an idea of how you can use this, you can: The Tier refers to the basis for each job default jobs can be made from the Mayor and Mechanic, and D, S, and E stand respectively for Dreamer, Salesman, and Explorer. The rest of the sheets can be ignored, although Job Costs is a simple list of the job cost for every job. Apparently Google Sheets doesn't support gradients, because I've got gradients for buildings that require jobs from, for instance, Dreamer and Salesman class, but don't require them to be combined (the Pharmacy, for instance). The building names are colored according to which job tiers you need to fully staff them. Thus, Max Job Cost returns the highest Job Cost of a citizen working in that building, and thus gives you an idea how long it'll be before you can fully staff the building. Calculating this was a lot of fun and I'd be happy to tell you how I did it if you want to know.Īnyway, Job Cost captures how much combination is required to get a job, and thus which jobs are easier or more difficult to get. Mayor and Mechanic (and each of the special jobs, Dreamer, Explorer, Salesman, and Mutant) are ignored when calculating the job cost. Architect, for instance, has a job cost of 1, since it's made from a Mayor and Engineer, which is a Mayor and a Mechanic. Mayor, Mechanic, Sheriff, Engineer, and Assistant all have values of zero, since Mayor and Mechanic are given for free, and Sheriff, Engineer, and Assistant are made from some combination of Mayor and Mechanic. What I call "Job Cost" refers to how many jobs are required to make a job.
#Ringmaster pixel people cracked#
Job Cost is actually the value I had the most difficulty operationalizing, it took me a few days, but I cracked it yesterday and had a bunch of fun filling it out! The Job Cost columns refer to the Job Cost of each respective job. This is doubled if you have a bank and all positions are filled. Like the game, this just counts the number of jobs and multiplies it by the Multiplier. This is calculated differently for each building, so, for instance, the Animal Shelter is calculated for 15 minutes while the Bar is calculated for 90 minutes.Ĭoins per land divides Coins per use by Land Cost for an idea of how land/coin efficient the building is (looking at you stadium).ĬPSis the amount of coins generated per second. Some of these I had to calculate based on my enterprise/building upgrades, so please let me know if there's any mistakes.Ĭoins per use refers to how many coins the building generates while it's active. Work time refers to how long the building is active, expressed in minutes. Land Cost refers to how much land the building takes up The Buildings shows the stats of every building in the game (I think). Jobs that have a 0 value for Jobs Used are "dead-end" jobs, meaning they aren't used to make any other job. Note that if you reorder these columns the formula loses the proper referent, so make sure it's pointing to the right cell (which should be C whatever row you're in). The Buildings Used and Jobs Used columns refer to how many buildings that citizen can take a job in, and how many other job recipes they're used in. This is incomplete, since I didn't start making this spreadsheet until a day or two after I started playing the game, so I'd appreciate your help filling this out! The Buildingcolumn refers to what building this job unlocks. The colors, which are used consistently through the spreadsheet, correspond to which 'basic' jobs you need to make that job: