
Monopoly City Streets - Page 7
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3clipse
Canada2555 Posts
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spinesheath
Germany8679 Posts
I might give this a try, sounds somewhat interesting. I am registered as spinesheath and hope that you won't harm me now ![]() (nothing to gain from that anyways) I guess I'll just buy everything around my house, without too much optimization... Just for the fun. | ||
GunSlinger
614 Posts
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Obzy
United States525 Posts
On September 16 2009 02:48 Kau wrote: Profiting faster is not necessarily the best way to play the game. You have to remember that the top target for everyone (or at least the majority) is whoever is in first place and whoever is in second place is the target of the one in first place. So with this in mind, I think you would only want to grow at around a 5-10th place pace. Hazarding should also always be done to whoever is in first, because you're likely backed up by several other people, so you should be fairly safer (or at least safer than a random hit). I don't think that you will never run out of streets to buy. we've only been playing for what, a week? and I'm running out of $1 mil streets to buy in my city. If this game is to run for 3-4 months, I'm sure streets will run out. Also, optimizing streets for space is of far more value than loading them with small houses (of course this is ignoring the Chance cards you would get). Looking at it from a purely monetary view, say hypothetically a $1 mil street has room for twenty $50k/$50k or ten $500k/$450k. Now say you invested $6 million in each as efficiently as possible. That would give you either three $1 mil roads filled with $50k's or one $1 mil road filled with $500k's. The total rent from the former is $3.3 mil (each $1 mil road gives $100k, sixty $50k houses gives $3 mil). The total rent from the latter is $4.6 mil (one $1 mil road gives $100k, ten $500k buildings gives $4.5 mil). So even if space wasn't an issue, I don't think that a perfect ratio is better. However, taking chance cards into account, building the cheaper houses gives you more chance cards to use. Also, using cheaper houses, you need to have more streets, which spreads out your rent so hazards are less effective on you. So because of this, I think it's better to get perfect ratio streets first, then when streets run out, replace them with higher rent buildings. I suppose you're right. Thinking about it, there's no way that there'd be enough streets assuming the amount of available cash for streets was (up to) doubling daily ><; So yeah - eventually upgrading to higher rent buildings makes a lot of sense. So, on an entirely different avenue of thought - sort of - : I don't think that you will never run out of streets to buy. we've only been playing for what, a week? and I'm running out of $1 mil streets to buy in my city. If this game is to run for 3-4 months, I'm sure streets will run out. Just food for thought - I've been largely finding and testing out highways and roads in unpopulated parts of America. When a road is 5-6 miles long and a house can be built every... I don't know how many feet/yards, but regardless, there is MUCH more space than I have been able to find on any city streets, regardless of size. Also, it seems less likely that people with hazards will comb the countryside looking for absurd people like me. Just an idea~ (that kind of hurts to share as a strategy). [My ultimate plan, ha ha, is to get to some ridiculous amount of money by growing at a pace as quickly as possible (I doubt I will ever be in the top thousand, and definitely nowhere near the top ten ._.); but regardless, at that pace, within a month or so I should be able to buy my entire county or something of the like assuming nobody does anything with the intensity I plan to, and they don't pass up on unreasonably high offers for every road. ^^;] | ||
spinesheath
Germany8679 Posts
Well, I live in a small village beneath the town, and was able to get all the streets there (= 2 streets... some streets can't be bought somehow). Also, I spent most of the time looking for the streets I just bought (well not the ones in my village) because I am always centered miles away from the street. | ||
Glider
United States1353 Posts
read more on official blog here: http://blog.monopolycitystreets.com/ | ||
Neos
United States400 Posts
On September 16 2009 05:51 Glider wrote: Just a reminder to anyone who doesn't know that the game will reset sometimes late this week! read more on official blog here: http://blog.monopolycitystreets.com/ It's just been announced that it's on Thursday, now I gotta start all over.. | ||
gira
1 Post
On September 12 2009 12:13 JeeJee wrote: Interesting.. shall we start a search for the most expensive initial value street? ![]() madison avenue, broadway, are all also 1 billion notable mention 73rd at 856 million i'm guessing 1 billion is the arbitrary most expensive limit ![]() Castro Street in San Francisco was initially listed for 1 bill on opening day before anyone bought it. I have observed that the best strategy seems to be buying 2 1mil streets on the first day and then adding houses/buildings. Rent for buildings brings you much more income than the streets themselves. Also, don't buy short streets. It's a waste of money. When you get to lvl2, here are the building prices for a 1mil street in a populous area: http://spreadsheets.google.com/pub?key=tZpVjCzf8Zo6oy169xm3j0A&output=html When you get to lvl3, here are the building prices for the buildings after The Photat Building: (sorry, didn't list the names) http://spreadsheets.google.com/pub?key=tGgAviNtldmiyziM1BXJMUg&output=html Now, for me, I've been sticking with Nori Place as a large property at lvl2. Why? Because two Nori Places will bring in $1,100,000 in rent whereas for the same price you can buy The Photat Building which will only bring you in $850,000 per day. The lvl3 price ratios are even worse, but at some point if you want 2.8 mil in rent per day, you're going to plunk down that 6mil per building. Hope this helps some. ![]() I would advise on the longer streets building enough little houses to get a chance card that lets you build a protective building on your street. It won't stop you from being attacked, but it will slow them down a little. So I'll leave a 1mil street undeveloped while I work at getting that chance card for a street I've developed. It's worth it to me to not have to rebuild buildings. So. Does anyone know of any leagues that are forming? I think we're going to need them. | ||
Asta
Germany3491 Posts
Does the road price reflect the ratio of income you get for houses on that road or what? Because in the short run, the higher road price will ruin your earnings ratio. | ||
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Kau
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Canada3500 Posts
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Neos
United States400 Posts
On September 16 2009 19:32 Asta wrote: This question has probably been answered before, but why do you all focus on buying 1mil roads? Does the road price reflect the ratio of income you get for houses on that road or what? Because in the short run, the higher road price will ruin your earnings ratio. The 1m roads are the best because they give you 100% payback on the 50k and 75k houses. Other ones only give you a percentage of it like 60% or something. I just filled all my million dollar roads with 50k houses and my money doubles each day. On September 16 2009 23:03 Kau wrote: The road price affects how much rent your houses bring in and how many houses you can fit on the road. And for some reason, I haven't noticed my rent decreasing as my level goes up... Uh, you don't want your rent to decrease, that's like your paycheck. And leveling doesn't do much besides give you better buildings to buy. | ||
3clipse
Canada2555 Posts
On September 16 2009 17:17 gira wrote: So. Does anyone know of any leagues that are forming? I think we're going to need them. Well, the game is completely broken in that one can just create an army of accounts. But I'm still pretty satisfied with my current national dominance. ![]() | ||
Poeta
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Peru278 Posts
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spinesheath
Germany8679 Posts
Meaning: No tax for your first 5 sreets, 3% on your income once you own 6 streets, 6% for 7 streets and so on, and at 38/39 streets you will lose all your income to taxes. So the only viable non-cheating strategy would be to find the longest streets in the world and fill them up with the most expensive buildings. The optimal numer of streets can be calculated too. No more "property empires" like they liked talking about the game, but only people with multiple accounts with exactly 20 (or whatever) streets, selling and buying streets only to shovel the money from one account to the other. They seriously need to fix this BEORE they restart the game. That's the most retarded idea ever, seems as if they didn't even think about it. | ||
Neos
United States400 Posts
On September 18 2009 14:38 spinesheath wrote: Check out the blog. The game desgners are nuts. 3 * (number of streets you own - 5)% tax. Meaning: No tax for your first 5 sreets, 3% on your income once you own 6 streets, 6% for 7 streets and so on, and at 38/39 streets you will lose all your income to taxes. So the only viable non-cheating strategy would be to find the longest streets in the world and fill them up with the most expensive buildings. The optimal numer of streets can be calculated too. No more "property empires" like they liked talking about the game, but only people with multiple accounts with exactly 20 (or whatever) streets, selling and buying streets only to shovel the money from one account to the other. They seriously need to fix this BEORE they restart the game. That's the most retarded idea ever, seems as if they didn't even think about it. The maximum tax is 60%, and that really kills the game. I was looking forward to playing it over again too | ||
Poeta
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Peru278 Posts
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Obzy
United States525 Posts
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spinesheath
Germany8679 Posts
from the Q&A: Q: How does daily tax work? A: There is only one certainty in MONOPOLY City Streets. Tax. Just like in real life, tax now plays an integral part of the game. Tax works as follows: The first 5 streets owned are not taxed. Thereafter the current tax rate is 3% PER STREET you own. For example, if you own 15 streets your tax will be 30% of your total rent collected every day. If you own 25 streets your tax will be 60%. Remember, at 38 streets you will effectively be taxed 100% and so won’t be making any profit and your bank balance won’t increase. I think the rents are propotional to the (base) price of streets, for example green house has about 5% of street price. Which just leads to the conclusion to get the longest (and therefore most expensive) streets, which already is encouraged by the taxes. The game has been dumbed down quite a bit. EDIT: Optimal number of streets. Assuming you get 100 ("money units") per street and day. This obviously will scale to any value. Also assuming that all streets give the same amount of money. Then the optimal number of streets with the current tax system is 19. For 18 streets, you get 1098 money units (tax 39%) For 19 streets, you get 1102 money units (tax 42%) For 20 streets, you get 1100 money units (tax 45%) There is no use in getting any more than 19 streets, unless you manage to sell them high. Since streets don't give the same amount of money, the optimal number should actually be a bit below 19. Since your money grows exponentially until you reach 19 streets, you will most likely be able to afford 19 streets full of the most expensive buildings until they take down the game. | ||
Shurax
United States80 Posts
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spinesheath
Germany8679 Posts
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