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Posts from the ‘Facebook’ Category

The Future of Social Networking at Singularity U

Last week, I was asked to give a guest lecture at Singularity University on the topic “The Future of Social Networking

To frame the discussion, I chose to walk through the following structure:

  • Web 1.0 vs. Web 2.0
  • Social Networking as a disruptive platform
  • LinkedIn as an example of a social platform
  • Mobile as a disruptive accelerator for social platforms
  • Thoughts on future disruptions

On a personal note, I hadn’t actually been back to visit NASA Ames Research Center since my internship during my senior year in high school (21 years ago).  Back then, I was helping develop simulation software for fluid dynamics simulations in Fortran.  Thankfully, no one asked me to code in Fortran during the Q&A.

The team at Singularity U was incredibly gracious, and I appreciated the opportunity to talk to the class.

User Acquisition: Mobile Applications and the Mobile Web

This is the third post in a three post series on user acquisition.

In the first two posts in this series, we covered the basics of the five sources of traffic to a web-based product and the fundamentals of viral factors.  This final post covers applying these insights to the current edge of product innovation: mobile applications and the mobile web.

Bar Fight: Native Apps vs. Mobile Web

For the last few years, the debate between building native applications vs. mobile web sites has raged.  (In Silicon Valley, bar fights break out over things like this.) Developers love the web as a platform.  As a community, we have spent the last fifteen years on standards, technologies, environments and processes to produce great web-based software.  A vast majority of developers don’t want to go back to the days of desktop application development.

Makes you wonder why we have more than a million native applications out there across platforms.

Native Apps Work

If you are religious about the web as a platform, the most upsetting thing about native applications is that they work.  The fact is, in almost every case, the product manager who pushes to launch a native application is rewarded with metrics that go up and to the right.  As long as that fact is true, we’re going to continue to see a growing number of native applications.

But why do they work?

There are actually quite a few aspects to the native application ecoystem that make it explosively more effective than the desktop application ecosystem of the 1990s.  Covering them all would be a blog post in itself.  But in the context of user acquisition, I’ll posit a dominant, simple insight:

Native applications generate organic traffic, at scale.

Yes, I know this sounds like a contradiction.  In my first blog post on the five sources of traffic, I wrote:

The problem with organic traffic is that no one really knows how to generate more of it.  Put a product manager in charge of “moving organic traffic up” and you’ll see the fear in their eyes.

That was true… until recently.  On the web, no one knows how to grow organic traffic in an effective, measurable way.  However, launch a native application, and suddenly you start seeing a large number of organic visits.  Organic traffic is often the most engaged traffic.  Organic traffic has strong intent.  On the web, they typed in your domain for a reason.  They want you to give them something to do.  They are open to suggestions.  They care about your service enough to engage voluntarily.  It’s not completely apples-to-apples, but from a metrics standpoint, the usage you get when someone taps your application icon behaves like organic traffic.

Giving a great product designer organic traffic on tap is like giving a hamster a little pedal that delivers pure bliss.  And the metrics don’t lie.

Revenge of the Web: Viral Distribution

OK. So despite fifteen years of innovation, we as a greater web community failed to deliver a mechanism that reliably generates the most engaged and valuable source of traffic to an application.  No need to despair and pack up quite yet, because the web community has delivered on something equally (if not more) valuable.

Viral distribution favors the web.

Web pages can be optimized across all screens – desktop, tablet, phone.  When there are viral loops that include the television, you can bet the web will work there too.

We describe content using URLs, and universally, when you open a URL they go to the web.  We know how to carry metadata in links, allowing experiences to be optimized based on the content, the mechanism that it was shared, who shared it, and who received it.  We can multivariate test it in ways that border on the supernatural.

To be honest, after years of conversations with different mobile platform providers, I’m still somewhat shocked that in 2012 the user experience for designing a seamless way for URLs to appropriately resolve to either the web or a native application are as poor as they are.  (Ironically, Apple solved this issue in 2007 for Youtube and Google Maps, and yet for some reason has failed to open up that registry of domains to the developer community.)  Facebook is taking the best crack at solving this problem today, but it’s limited to their channel.

The simple truth is that the people out there that you need to grow do not have your application.  They have the web.  That’s how you’re going to reach them at scale.

Focus on Experience, Not Technology

In the last blog post on viral factors, I pointed out that growth is based on features that let a user of your product reach out and connect with a non-user.

In the mobile world of 2012, that may largely look like highly engaged organic users (app) pushing content out that leads to a mobile web experience (links).

As a product designer, you need to think carefully about the end-to-end experience across your native application and the mobile web.  Most likely, a potential user’s first experience with your product or service will be a transactional web page, delivered through a viral channel.  They may open that URL on a desktop computer, a tablet, or a phone.  That will be your opportunity not only to convert them over to an engaged user, in many cases by encouraging them to download your native application.

You need to design a delightful and optimized experience across that entire flow if you want to see maximized self-distribution of your product and service.

Think carefully about how Instagram exploded in such a short time period, and you can see the power of even just one optimized experience that cuts across a native application and a web-based vector.

Now go build a billion dollar company.

User Acquisition: Viral Factor Basics

This is the second post in a three post series on user acquisition.

In the first post in this series, we covered the basics of the five sources of traffic to a web-based product.  This next post covers one of the most important, albeit trendy, aspects of user acquisition: virality.

Lot-of-Rabbits

It’s About Users Touching Non-Users

Look at your product and ask yourself a simple question: which features actually let a user of your product reach out and connect with a non-user?   The answer might surprise you.

At LinkedIn, we did this simple evaluation and discovered that out of thousands of features on the site, only about a half-dozen would actually let a user create content that would reach a non-user. (In fact, only a couple of these were used in high volume.)

I continue to be surprised at how many sites and applications are launched without having given careful thought to this exactproblem.  Virality cannot easily be grafted onto a service – outsized results tend to be reserved for products that design it into the core of the experience.

Useful questions to ask, from a product & design perspective:

  • How can a user create content that reaches another user?
  • How does a users experience get better the more people they are connected to on it?
  • How does a user benefit from reaching out to a non-user?

Understanding Viral Factors

One of the most useful types of metrics to come out of the last five years of social software is the viral factor.  Popularized by the boom of development on the Facebook platform in 2007, a viral factor is a number, typically between 0.0 and 1.0.  It describes a basic business problem that affects literally every business in the world:

“Given that I get a new customer today, how many new customers will they bring in over the next N days?”

“N” is a placeholder for a cycle time that makes sense for your business.  Some companies literally track this in hours, others 3 days, or even 30.  Let’s assume for now that 7 is a good number, since it tells you given a new customer today, how many new customers will they bring in over the next week.

Basic Viral Math

The good news is, once you identify the specific product flows that allow users to reach non-users, it’s fairly easy to instrument and calculate a viral factor for a feature or even a site.  But what does the number really mean?

Let’s assume a viral factor of 0.5, and an N of 7.  If I get a new user today, then my user acquisition will look like this over the next few weeks:

1 + 0.5 + 0.25 + 0.125 ….

It’s an infinite series that adds up to 2.  By getting a new user, the virality of this feature will generate a second user over time.

Two obvious epiphanies here:

  • A viral factor is a multiplier for existing sources of user acquisition.  0.5 is a 2x, 0.66 is a 3x, etc.
  • Anything below 0.5 looks like a percentage multiplier at best.

What about a viral factor of 1.1?

One of the memes that started to circulate broadly in 2008 was getting your viral factor to “1.1″.  This was just a proxy for saying that your product or service would explode.  If you do the math, you can easily see that any viral factor or 1.0 or higher will lead to exponential growth resulting in quickly having every human on the planet on your service.

I don’t want to get into a Warp 10 debate, but products can in fact have viral factors above 1.0 for short periods of time, particularly when coming off a small base.

Learning from Rabbits

The key to understanding viral math is to remember a basic truth about rabbits.  Rabbits don’t have a lot of rabbits  because they have big litters.  Rabbits have a lot of rabbits because they breed frequently.

When trying to “spread” to other users, most developers just focus on branching factor – how many people they can get invited into their new system.  However, cycle time can be much more important than branching factor.

Think of a basic exponential equation: X to the Y power.

  • X is the branching factor, in each cycle how many new people do you spread to.
  • Y is the number of cycles you can execute in a given time period.

If you have a cycle that spreads to 10 people, but takes 7 days to replicate, in 4 weeks you’ll have something that looks like 10^3.  However, if you have a cycle that takes a day to replicate, even with a branching factor of 3 you’ll have 3^27.  Which would you rather have?

In real life, there is decay of different viral messages.  Branching factors can drop below 1.  The path to success is typically the combination of a high branching factor combined with a fast cycle time.

As per the last blog post, different platforms and traffic channels have different engagement patterns and implicit cycle times.  The fact that people check email and social feeds multiple times per day makes them excellent vectors for viral messages.  Unfortunately, the channels with the fastest cycle times also tend to have the fastest decay rates.  Fast cycle times plus temporary viral factors above 1 are how sites and features explode out of no where.

Executing on Product Virality

To design virality into your product, there really is a three step process:

  1. Clearly articulate and design out the features where members can touch non-members.  Wireframes and flows are sufficient.  Personally, I also recommend producing a simple mathematical model with some assumptions at each conversion point to sanity check that your product will produce a strong viral factor, layered over other traffic sources (the multiplier).
  2. Instrument those flows with the detailed metrics necessary for each step of the viral cycle to match your model.
  3. Develop, release, measure, iterate.  You may hit success your first time, but it’s not unusual to have to iterate 6-8 times to really get a strong viral factor under the best of conditions.  This is the place where the length of your product cycles matter.  Release an iteration every 2 days, and you might have success in 2 weeks.  Take 3-4 weeks per iteration, and it could be half a year before you nail your cycle.  Speed matters.

You don’t need hundreds of viral features to succeed.  In fact, most great social products only have a few that matter.

What about mobile?

Now that we’ve covered the five scalable sources of web traffic and the basics of viral factors, we’ll conclude next week with an analysis of what this framework implies for driving distribution for mobile web sites vs. native applications.

User Acquisition: The Five Sources of Traffic

This is the first post in a three post series on user acquisition.

The topic of this blog post may seem simplistic to those of you who have been in the trenches, working hard to grow visits and visitors to your site or application.  As basic as it sounds, however, it’s always surprising to me how valuable it is to think critically about exactly how people will discover your product.

In fact, it’s really quite simple.  There are only really five ways that people will visit your site on the web.

The Five Sources of Traffic

With all due apologies to Michael Porter, knowing the five sources of traffic to your site will likely be more important to your survival than the traditional five forces.  They are:

  1. Organic
  2. Email
  3. Search (SEO)
  4. Ads / Partnerships (SEM)
  5. Social (Feeds)

That’s  it.  If someone found your site, you can bet it happened in those five ways.

The fact that there are so few ways for traffic to reach your site at scale is both terrifying and exhilarating.  It’s terrifying because it makes you realize how few bullets there really are in your gun.  It’s exhilarating, however, because it can focus a small team on exactly which battles they need to win the war.

Organic Traffic

Organic traffic is generally the most valuable type of traffic you can acquire.  It is defined as visits that come straight to your site, with full intent.  Literally, people have bookmarked you or type your domain into their browser.  That full intent comes through in almost every produto metric.  They do more, click more, buy more, visit more, etc.  This traffic has the fewest dependencies on other sites or services?

The problem with organic traffic is that no one really knows how to generate more of it.  Put a product manager in charge of “moving organic traffic up” and you’ll see the fear in their eyes.  The truth is, organic traffic is a mix of brand, exposure, repetition, and precious space in the very limited space called “top of mind”.  I love word of mouth, and it’s amazing when it happens, but Don Draper has been convincing people that he knows how to generate it for half a century.

(I will note that native mobile applications have changed this dynamic, but will leave the detail for the third post in this series.)

Email Traffic

Everyone complains about the flood of email, but unfortunately, it seems unlikely to get better anytime soon.  Why?  Because it works.

One of the most scalable ways for traffic to find your site is through email.  Please note, I’m not talking about direct marketing emails.  I’m referring to product emails, email built into the interaction of a site.  A great example is the original “You’ve been outbid!” email that brought (and still brings) millions back to the eBay site every day.

Email scales, and it’s inherently personal in its best form.  It’s asynchronous, it can support rich content, and it can be rapidly A/B tested and optimized across an amazing number of dimensions.  The best product emails get excellent conversion rates, in fact, the social web has led to the discovery that person to person communication gets conversion person over 10x higher than traditional product emails.  The Year In Review email at LinkedIn actually received clickthroughs so high, it was better described as clicks-per-email!

The problem with email traffic generally is that it’s highly transactional, so converting that visit to something more than a one-action stop is significant. However, because you control the user experience of the origination the visit, you have a lot of opportunity to make it great.

Search Traffic

The realization that natural search can drive traffic to a website dates back to the 90s.  However, it really has been in the past decade in the shadow of Google that search engine optimization scaled to its massive current footprint.

Search clearly scales.  The problem really is that everyone figured this out a long time ago.  First, that means that you are competing with trillions of web pages across billions of queries.  You need to have unique, valuable content measured in the millions of pages to reach scale.  SEO has become a product and technical discipline all it’s own. Second, the platform you are optimizing for (Google, Microsoft) is unstable, as they constantly are in an arms race with the thousands of businesses trying to hijack that traffic. (I’m not even going to get into their own conflicts of interest.)

Search is big, and when you hit it, it will put an inflection point in your curve.  But there is rarely anysuch thing as “low hanging fruit” in this domain.

Advertising (SEM)

The fourth source of traffic is paid traffic, most commonly now ads purchased on Google or Facebook.  Companies spend billions every year on these ads, and those dollars drive billions of visits.  When I left eBay, they were spending nearly $250M a year on search advertising, so you can’t say it doesn’t scale.

The problem with advertising is really around two key economic negatives.  The first is cash flow.  In most cases, you’ll be forced to pay for your ads long before you realize the economic gains on your site.  Take something cash flow negative and scale it, and you will have problems.  Second, you have solid economics.  Most sites conjure a “lifetime value of a user” long before they have definitive proof of that value, let alone evidence that users acquired through advertising will behave the same way. It’s a hyper-competitive market, armed with weapons of mass destruction.  A dangerous cocktail, indeed.

While ads are generally the wrong way to source traffic for a modern social service, there are exceptions when the economics are solid and a certain volume of traffic is needed in a short time span to catalyze a network effect.  Zynga exemplified this thinking best when it used Facebook ads to turbocharge adoption and virality of their earlier games like FarmVille.

Social Traffic

The newest source of scalable traffic, social platforms like Facebook, LinkedIn and Twitter can be great way to reach users.  Each platform is different in content expectations, clickthrough and intent, but there is no question that social platforms are massively valuable as potential sources of traffic.

Social feeds have a number of elements in common with email, when done properly.  However, there are two key differences that make social still very difficult for most product teams to effectively use at scale.  The first is permission.  On social platforms, your application is always speaking through a user.  As a result, their intent, their voice, and their identity on the platform is incredibly important.  Unlike email, scaling social feed interactions means hitting a mixture of emotion and timing.  The second issue is one of conversion.  With email, you control an incredible number of variables: content, timing, frequency.  You also have a relatively high metrics around open rates, conversion, etc.  With social feeds, the dynamics around timing and graph density really matter, and in general it always feels harder to control.

The Power of Five

Eventually, at scale, your site will likely need to leverage all of the above traffic sources to hit its potential.  However, in the beginning, it’s often a thoughtful, deep success with just one of these that will represent your first inflection point.

The key to exponential, scalable distribution across these sources of traffic is often linked to virality, which is why that will be the topic of my next post.

Why Zynga is a Great Business

With the Zynga IPO filing rumored to be hours away, I thought a light hearted blog post might be in order.

There are many aspects to economics behind video games that have been largely unchanged over the past two decades.  Fundamentally, Zynga lept to an opportunity to take advantage of a social platform (Facebook) to challenge some of the fundamental limitations of distribution and monetization that plagued the software giants who dominated desktop and platform gaming.

Obviously, I am a fan of the company.  The number of blog posts here about Zynga games should tell you that.  But when people ask me in real life why I’m such a big fan of Zynga, I give them a simple tongue-in-cheek thesis.

Selling Things You Don’t Need

It’s a well know fact that selling people things they don’t need is a great business.   Some might say it’s when retailers and/or products rise higher in the Maslow hierarchy of needs.  By definition, when items rise up that motivation chain, more powerful emotions come into play.  Fundamentally, no one needs a cotton candy tree.  But Zynga gets to the emotions of why you might want one.

In the end, the willingness to pay for things you don’t need is shockingly high in an economy where people have disposable income.

Selling Things You Don’t Need that Don’t Exist

Hundreds of years ago, this was what selling “snake oil” was all about.  Selling something that you don’t need, and that doesn’t exist has always been a great way to make money.  Unfortunately, it also used to be a sure fire path to getting run out of town (and perhaps tarred & feathered in the process).

A little computer icon of a purple cow does not exist, and you don’t need it.  But that doesn’t change the fact that Zynga has found a way not only to make you want it, but deliver it to you with an effective cost of goods sold of approximately zero.

So now we have a high willingness to pay, combined with low friction and low cost of goods sold.

Selling Things You Don’t Need, That Don’t Exist, and That Are Addictive

This might be called the holy trinity of virtual goods, but in the end, this is the most amazing part of the Zynga model.  Certain types of social interaction are clearly pleasurable to people at a fundamental level.  We love the inherent stimulation in getting a response, recognition or even just insight into another human being.  Once we find a path for these interactions, we want more of it.  By leveraging a social platform for its games, Zynga has integrated social stimulation into their economics with outstanding results.

So now we have a high willingness to pay, combined with low friction and low cost of goods sold, with relatively low distribution costs and a high propensity for repeat activity.

Any wonder that I wish I owned Zynga stock?

Congratulations (in advance) to all of my great friends on the Zynga team.

Café World Economics: Spiceonomics

I really didn’t think I was going to write another blog post about the economics of Café World.  However, the rollout of the spice rack was just begging for some financial analysis, and so here we are.

gameBig_cafeworld

Since I’ve written three previous articles on the topic:

The Economics of the Spice Rack

The “Spice Rack” is a concept I have advocated previously for Farmville.   A mechanism to purchase items that would accelerate / change the equations for existing actions.  (My original request was for increased levels in Farmville to actually accelerate the length of time it would take you to harvest any crop, like a 10% cut in time, etc.)

Café World has rolled out 7 spices:

  • Mystery Spice – Random improvement (reduce time by 1,2,5 min, +5 or +20 CP, +5% or +10% servings)
  • Super Salt - Increase the number of servings by 5%
  • Power Pepper – Increase the number of servings by 10%
  • One hour Thyme – Speed a dish by one hour
  • Six Hour Thyme – Speed a dish by six hours
  • Instant Thyme – Make a dish ready immediately
  • Salvage Sage – Rescue a spoiled dish

For this analysis, I’ve started with the simplest spices: Super Salt and Power Pepper.

For each dish, I calculated the increase (or decrease) in profit for buying the spice and applying it to one dish for the cycle.  I assume that Café World rounds down when you apply the 5% or 10% increase in number of servings. I express the number as an “Return on Investment” percentage (ROI) on the cost of the spice.

So, for example, if spending 600 coins on Power Pepper yield an extra 150 coins of profit after subtracting the cost of the pepper, I describe that as a “25% ROI” for Pepper for that dish.

Results of Spiceonomics

There are a few very interesting takeaways from the table below:

  • Spices are rarely worth it. Salt & Pepper have negative ROIs for almost all dishes.  In fact, in the history of the game, only 9 dishes are profitable when using the spices.  Interestingly, Grand Tandoori Chicken is net neutral (ROI = 0%).
  • Spices help more advanced players. Almost all the dishes with positive ROI are at the higher levels.
  • Spices help infrequent players more. The way the numbers work out, all the dishes where spices help are longer cooking time dishes.  This is good for players that might only play the game once a day (say, in the evening).

The Spiceonomics Table

Here is the summary table.  As usual, you can find all the supporting data in my Café World Economics spreadsheet on Google Docs.

Dish Salt ROI Pepper ROI
Chinese Candy Box 200.00% 200.00%
Impossible Quiche 153.33% 153.33%
Gingerbread House 124.00% 133.33%
Chicken Pot Pie 84.00% 85.00%
Giant Dino Egg 80.00% 80.00%
V.I.P. Dinner 32.00% 48.50%
Martian Brain Bake 30.00% 30.00%
Ginger Plum Pork Chops 30.00% 30.00%
King Crab Bisque 9.67% 10.83%
Grand Tandoori Chicken 0.00% 0.00%
Steak Dinner -4.00% -2.50%
Homestyle Pot Roast -5.00% -4.17%
Seafood Paella -6.67% -6.67%
Mystical Pizza -8.33% -8.33%
Veggie Lasagne -10.00% -10.00%
Chicken Adobo -18.33% -18.33%
Delicious Chocolate Cake -21.67% -20.83%
Herbed Halibut -25.00% -25.00%
Overstuffed Peppers -28.33% -28.33%
Loco Moco -30.67% -30.00%
Savory Stuffed Turkey -40.00% -40.00%
Crackling Peking Duck -40.00% -40.00%
Lavish Lamb Curry -45.33% -45.33%
Spitfire Roasted Chicken -46.67% -46.67%
Dino Drumstick -50.00% -50.00%
Lemon Butter Lobster -55.00% -55.00%
Voodoo Chicken Salad -56.67% -55.83%
Rackasaurus Ribs -57.33% -56.67%
Stardust Stew -58.00% -58.00%
Bacon and Eggs -58.00% -58.00%
Smoked Salmon Latkes -60.00% -60.00%
Tostada de Carne Asada -60.00% -60.00%
Valentine Cake -60.00% -60.00%
Sweet Seasonal Ham -60.00% -60.00%
Shu Mai Dumplings -61.33% -61.33%
Corned Beef -63.33% -62.50%
Fish n Chips -67.00% -67.00%
White Raddish Cake -68.00% -67.00%
Vampire Staked Steak -68.00% -67.00%
Triple Berry Cheesecake -73.00% -72.50%
Kung Pao Stir Fry -73.33% -73.33%
Tony’s Classic Pizza -78.33% -78.33%
Spaghetti and Meatballs -78.33% -77.50%
Fiery Fish Tacos -80.00% -80.00%
Eggs Benedict -82.00% -81.00%
Pumpkin Pie -82.67% -82.67%
Atomic Buffalo Wings -84.00% -84.00%
Crème Fraiche Caviar -89.33% -89.33%
French Onion Soup -90.00% -90.00%
Belgian Waffles -90.67% -90.00%
Macaroni and Cheese -92.00% -91.50%
Buttermilk Pancakes -93.33% -93.33%
Tikka Masala Kabobs -94.67% -94.00%
Caramel Apples -95.00% -95.00%
Hotdog and Garlic Fries -98.00% -98.00%
Powdered French Toast -98.00% -97.00%
Jammin’ Jelly Donuts -98.00% -98.00%
Super Chunk Fruit Salad -98.33% -98.33%
Chicken Gyro and Fries -98.67% -98.67%
Jumbo Shrimp Cocktail -98.67% -98.00%
Bacon Cheeseburger -100.00% -99.33%
Chips and Guacamole -100.00% -99.50%

Updated Tables for Profits, Café Points, and Real Hourly Wages

Have trouble figuring out whether Mystical Pizza is a good dish?  Deciding on whether to make the Dino Egg or Rackasaurus Ribs?  My Google Doc is now updated with tables for all 62 Cafe World dishes for data, and color coded based the cooking time of each dish, to help make picking the right dish easy.  Rather than cut & paste everything here, I’m going to just link to the doc.

Click here to view the Google Doc

Café World Economics: Alien Invasion & Google Docs

So I take the time to create a whole new post for Café World in 2010, and what does Zynga do?  They roll out some new crazy dishes based on an alien invasion, and now I’m 1.6M Café coins poorer.  Oh well.

gameBig_cafeworld

Since I’ve written three previous articles on the topic:

I find it fairly interesting that Zynga is clearly mapping the same thematic variants from Farmville to their other games.  I remember when they did the space theme for Farmville (I still have 5 alien cows that produce Milktonium as proof…)

I won’t repeat the previous analysis. As a reminder, all of these numbers assume:

  • The numbers are per dish, per stove
  • The numbers assume the cost (15 coins) and experience (+1) of cleaning the stove each cycle
  • Profit & Cafe Points tables assume “instant” cleaning time.
  • Real World Hourly Wages assumes a cleaning time of 1 minute per stove.

You can read my previous posts for the rational behind these assumptions.

Profit per Dish

Here are the dishes, sorted by profitability as measured by profit per dish per day.


Dish Profit / Cycle Cycle Time Profit / Day
V.I.P. Dinner 9,786.00 1,080.00 13,048.00
Bacon Cheeseburger 22.00 5.00 6,336.00
Overstuffed Peppers 2,985.00 720.00 5,970.00
Kung Pao Stir Fry 985.00 240.00 5,910.00
Delicious Chocolate Cake 3,435.00 840.00 5,888.57
Fiery Fish Tacos 490.00 120.00 5,880.00
Lemon Butter Lobster 485.00 120.00 5,820.00
Martian Brain Bake 5,585.00 1,440.00 5,585.00
Shu Mai Dumplings 1,355.00 360.00 5,420.00
King Crab Bisque 5,370.00 1,440.00 5,370.00
Lavish Lamb Curry 1,785.00 480.00 5,355.00
Chips and Guacamole 11.00 3.00 5,280.00
Impossible Quiche 10,185.00 2,880.00 5,092.50
Powdered French Toast 67.00 20.00 4,824.00
Super Chunk Fruit Salad 50.00 15.00 4,800.00
Atomic Buffalo Wings 595.00 180.00 4,760.00
Jammin’ Jelly Donuts 65.00 20.00 4,680.00
Smoked Salmon Latkes 385.00 120.00 4,620.00
Tostada de Carne Asada 1,485.00 480.00 4,455.00
Buttermilk Pancakes 135.00 45.00 4,320.00
Tony’s Classic Pizza 885.00 300.00 4,248.00
Stardust Stew 1,535.00 540.00 4,093.33
Chicken Gyro and Fries 28.00 10.00 4,032.00
Grand Tandoori Chicken 3,985.00 1,440.00 3,985.00
Voodoo Chicken Salad 1,960.00 720.00 3,920.00
Chicken Pot Pie 7,585.00 2,880.00 3,792.50
Herbed Halibut 3,785.00 1,440.00 3,785.00
Sweet Seasonal Ham 1,885.00 720.00 3,770.00
Crackling Peking Duck 2,685.00 1,080.00 3,580.00
Jumbo Shrimp Cocktail 68.00 30.00 3,264.00
Savory Stuffed Turkey 2,885.00 1,320.00 3,147.27
Tikka Masala Kabobs 130.00 60.00 3,120.00
Macaroni and Cheese 245.00 120.00 2,940.00
Crème Fraiche Caviar 57.00 30.00 2,736.00
Spaghetti and Meatballs 910.00 480.00 2,730.00
Gingerbread House 13,485.00 7,200.00 2,697.00
Spitfire Roasted Chicken 2,585.00 1,440.00 2,585.00
French Onion Soup 425.00 240.00 2,550.00
Triple Berry Cheesecake 1,235.00 720.00 2,470.00
Caramel Apples 195.00 120.00 2,340.00
Homestyle Pot Roast 3,935.00 2,880.00 1,967.50
Vampire Staked Steak 1,695.00 1,440.00 1,695.00
Pumpkin Pie 845.00 720.00 1,690.00

Café Points per Dish

Here are the dishes, sorted by café points per dish per day.


Dish Café Points / Cycle Cycle Time Café Points / Day
Bacon Cheeseburger 7.00 5.00 2,016.00
Chicken Gyro and Fries 14.00 10.00 2,016.00
Chips and Guacamole 4.00 3.00 1,920.00
Powdered French Toast 21.00 20.00 1,512.00
Super Chunk Fruit Salad 14.00 15.00 1,344.00
Jammin’ Jelly Donuts 15.00 20.00 1,080.00
Crème Fraiche Caviar 22.00 30.00 1,056.00
Jumbo Shrimp Cocktail 21.00 30.00 1,008.00
Buttermilk Pancakes 31.00 45.00 992.00
Lemon Butter Lobster 68.00 120.00 816.00
Smoked Salmon Latkes 63.00 120.00 756.00
Shu Mai Dumplings 156.00 360.00 624.00
Lavish Lamb Curry 200.00 480.00 600.00
Fiery Fish Tacos 49.00 120.00 588.00
Atomic Buffalo Wings 68.00 180.00 544.00
Tikka Masala Kabobs 22.00 60.00 528.00
Macaroni and Cheese 41.00 120.00 492.00
Delicious Chocolate Cake 273.00 840.00 468.00
Kung Pao Stir Fry 75.00 240.00 450.00
Savory Stuffed Turkey 403.00 1,320.00 439.64
Caramel Apples 35.00 120.00 420.00
Overstuffed Peppers 206.00 720.00 412.00
Grand Tandoori Chicken 403.00 1,440.00 403.00
Stardust Stew 139.00 540.00 370.67
Tostada de Carne Asada 123.00 480.00 369.00
French Onion Soup 61.00 240.00 366.00
Voodoo Chicken Salad 168.00 720.00 336.00
Tony’s Classic Pizza 68.00 300.00 326.40
Martian Brain Bake 314.00 1,440.00 314.00
Spaghetti and Meatballs 100.00 480.00 300.00
Triple Berry Cheesecake 140.00 720.00 280.00
King Crab Bisque 252.00 1,440.00 252.00
V.I.P. Dinner 175.00 1,080.00 233.33
Herbed Halibut 225.00 1,440.00 225.00
Crackling Peking Duck 166.00 1,080.00 221.33
Gingerbread House 1,063.00 7,200.00 212.60
Spitfire Roasted Chicken 210.00 1,440.00 210.00
Sweet Seasonal Ham 102.00 720.00 204.00
Impossible Quiche 351.00 2,880.00 175.50
Chicken Pot Pie 307.00 2,880.00 153.50
Pumpkin Pie 76.00 720.00 152.00
Homestyle Pot Roast 279.00 2,880.00 139.50
Vampire Staked Steak 113.00 1,440.00 113.00

Real World Hourly Wage per Dish

Here are the dishes, sorted by the real world hourly wage for each dish per day, in US dollars.


Dish $ / Hour (Low) $ / Hour (High)
Gingerbread House 121.35 264.23
Impossible Quiche 91.66 199.57
V.I.P. Dinner 88.07 191.75
Chicken Pot Pie 68.26 148.62
Martian Brain Bake 50.26 109.43
King Crab Bisque 48.33 105.22
Grand Tandoori Chicken 35.86 78.08
Homestyle Pot Roast 35.41 77.10
Herbed Halibut 34.06 74.16
Delicious Chocolate Cake 30.91 67.31
Overstuffed Peppers 26.86 58.49
Savory Stuffed Turkey 25.96 56.53
Crackling Peking Duck 24.16 52.61
Spitfire Roasted Chicken 23.26 50.65
Voodoo Chicken Salad 17.64 38.40
Sweet Seasonal Ham 16.96 36.94
Lavish Lamb Curry 16.06 34.98
Vampire Staked Steak 15.25 33.21
Stardust Stew 13.81 30.08
Tostada de Carne Asada 13.36 29.10
Shu Mai Dumplings 12.19 26.55
Triple Berry Cheesecake 11.11 24.20
Kung Pao Stir Fry 8.86 19.30
Spaghetti and Meatballs 8.19 17.83
Tony’s Classic Pizza 7.96 17.34
Pumpkin Pie 7.60 16.56
Atomic Buffalo Wings 5.35 11.66
Fiery Fish Tacos 4.41 9.60
Lemon Butter Lobster 4.36 9.50
French Onion Soup 3.82 8.33
Smoked Salmon Latkes 3.46 7.54
Macaroni and Cheese 2.20 4.80
Caramel Apples 1.75 3.82
Buttermilk Pancakes 1.21 2.65
Tikka Masala Kabobs 1.17 2.55
Jumbo Shrimp Cocktail 0.61 1.33
Powdered French Toast 0.60 1.31
Jammin’ Jelly Donuts 0.58 1.27
Crème Fraiche Caviar 0.51 1.12
Super Chunk Fruit Salad 0.45 0.98
Chicken Gyro and Fries 0.25 0.55
Bacon Cheeseburger 0.20 0.43
Chips and Guacamole 0.10 0.22

Special Bonus: I’ve now moved my spreadsheet over to this Google Spreadsheet.  Now you can see all the rows of calculation for some insight into Café World Economics.  As usual, let me know if you find mistakes or have questions…

Updates:

I’ve added the following posts on Café World Economics since this one.

Café World Economics: Profit & Cafe Points (2010 Edition)

What better way to spend the waning hours of the first day of the new decade than to update all of the tables for the new dishes on Café World?  Zynga has added a number of new dishes over the past few weeks, so it’s about time for updated data on all the dishes.

gameBig_cafeworld

Since I’ve written three previous articles on the topic:

I won’t repeat the previous analysis.  As a reminder, all of these numbers assume:

  • The numbers are per dish, per stove
  • The numbers assume the cost (15 coins) and experience (+1) of cleaning the stove each cycle
  • Profit & Cafe Points tables assume “instant” cleaning time.
  • Real World Hourly Wages assumes a cleaning time of 1 minute per stove.

You can read my previous posts for the rational behind these assumptions.

How to use these tables. For me, I use the tables as follows:  If I know I won’t be able to check on my Café for the next 24 hours, I go down the table I’m trying to optimize for (money or experience) and I look for the first dish in the list that is 1440 minutes AND that I have enough experience to cook.  For example, I’m currently at level 42, so if I’m looking for a “1 day” dish, the first one for experience is Grand Tandoori Chicken.  But since I can’t buy that yet, I have to keep going down until I hit King Crab Bisque.

Table #1:  Profit per dish

Dish Profit / Day Profit / Hour Min Per Cycle
Bacon Cheeseburger 6336.0 264.0 5.0
Overstuffed Peppers 5970.0 248.8 720.0
Kung Pao Stir Fry 5910.0 246.3 240.0
Delicious Chocolate Cake 5888.6 245.4 840.0
Fiery Fish Tacos 5880.0 245.0 120.0
Lemon Butter Lobster 5820.0 242.5 120.0
Shu Mai Dumplings 5420.0 225.8 360.0
King Crab Bisque 5370.0 223.8 1440.0
Lavish Lamb Curry 5355.0 223.1 480.0
Chips and Guacamole 5280.0 220.0 3.0
Impossible Quiche 5092.5 212.2 2880.0
Powdered French Toast 4824.0 201.0 20.0
Super Chunk Fruit Salad 4800.0 200.0 15.0
Atomic Buffalo Wings 4760.0 198.3 180.0
Jammin’ Jelly Donuts 4680.0 195.0 20.0
Smoked Salmon Latkes 4620.0 192.5 120.0
Tostada de Carne Asada 4455.0 185.6 480.0
Buttermilk Pancakes 4320.0 180.0 45.0
Tony’s Classic Pizza 4248.0 177.0 300.0
Chicken Gyro and Fries 4032.0 168.0 10.0
Grand Tandoori Chicken 3985.0 166.0 1440.0
Voodoo Chicken Salad 3920.0 163.3 720.0
Chicken Pot Pie 3792.5 158.0 2880.0
Herbed Halibut 3785.0 157.7 1440.0
Sweet Seasonal Ham 3770.0 157.1 720.0
Crackling Peking Duck 3580.0 149.2 1080.0
Jumbo Shrimp Cocktail 3264.0 136.0 30.0
Savory Stuffed Turkey 3147.3 131.1 1320.0
Tikka Masala Kabobs 3120.0 130.0 60.0
Macaroni and Cheese 2940.0 122.5 120.0
Crème Fraiche Caviar 2736.0 114.0 30.0
Spaghetti and Meatballs 2730.0 113.8 480.0
Gingerbread House 2697.0 112.4 7200.0
Spitfire Roasted Chicken 2585.0 107.7 1440.0
French Onion Soup 2550.0 106.3 240.0
Triple Berry Cheesecake 2470.0 102.9 720.0
Caramel Apples 2340.0 97.5 120.0
Homestyle Pot Roast 1967.5 82.0 2880.0
Vampire Staked Steak 1695.0 70.6 1440.0
Pumpkin Pie 1690.0 70.4 720.0

Table #2: Café Points per dish

Dish CP / Day CP / Hour Min Per Cycle
Chicken Gyro and Fries 2016.0 84.0 10.0
Bacon Cheeseburger 2016.0 84.0 5.0
Chips and Guacamole 1920.0 80.0 3.0
Powdered French Toast 1512.0 63.0 20.0
Super Chunk Fruit Salad 1344.0 56.0 15.0
Jammin’ Jelly Donuts 1080.0 45.0 20.0
Crème Fraiche Caviar 1056.0 44.0 30.0
Jumbo Shrimp Cocktail 1008.0 42.0 30.0
Buttermilk Pancakes 992.0 41.3 45.0
Lemon Butter Lobster 816.0 34.0 120.0
Smoked Salmon Latkes 756.0 31.5 120.0
Shu Mai Dumplings 624.0 26.0 360.0
Lavish Lamb Curry 600.0 25.0 480.0
Fiery Fish Tacos 588.0 24.5 120.0
Atomic Buffalo Wings 544.0 22.7 180.0
Tikka Masala Kabobs 528.0 22.0 60.0
Macaroni and Cheese 492.0 20.5 120.0
Delicious Chocolate Cake 468.0 19.5 840.0
Kung Pao Stir Fry 450.0 18.8 240.0
Caramel Apples 420.0 17.5 120.0
Overstuffed Peppers 412.0 17.2 720.0
Grand Tandoori Chicken 403.0 16.8 1440.0
Tostada de Carne Asada 369.0 15.4 480.0
French Onion Soup 366.0 15.3 240.0
Voodoo Chicken Salad 336.0 14.0 720.0
Tony’s Classic Pizza 326.4 13.6 300.0
Spaghetti and Meatballs 300.0 12.5 480.0
Triple Berry Cheesecake 280.0 11.7 720.0
King Crab Bisque 252.0 10.5 1440.0
Savory Stuffed Turkey 235.6 9.8 1320.0
Herbed Halibut 225.0 9.4 1440.0
Crackling Peking Duck 221.3 9.2 1080.0
Gingerbread House 212.6 8.9 7200.0
Spitfire Roasted Chicken 210.0 8.8 1440.0
Sweet Seasonal Ham 204.0 8.5 720.0
Impossible Quiche 175.5 7.3 2880.0
Chicken Pot Pie 153.5 6.4 2880.0
Pumpkin Pie 152.0 6.3 720.0
Homestyle Pot Roast 139.5 5.8 2880.0
Vampire Staked Steak 113.0 4.7 1440.0

Table #3: Real World Hourly Wages per dish

Dish Hourly Wage (high) Hourly Wage (low)
Gingerbread House $264.23 $121.36
Impossible Quiche $199.57 $91.66
Chicken Pot Pie $148.62 $68.26
King Crab Bisque $105.22 $48.33
Grand Tandoori Chicken $78.08 $35.86
Homestyle Pot Roast $77.10 $35.41
Herbed Halibut $74.16 $34.06
Delicious Chocolate Cake $67.31 $30.91
Overstuffed Peppers $58.49 $26.86
Savory Stuffed Turkey $56.53 $25.96
Crackling Peking Duck $52.61 $24.16
Spitfire Roasted Chicken $50.65 $23.26
Voodoo Chicken Salad $38.40 $17.64
Sweet Seasonal Ham $36.94 $16.96
Lavish Lamb Curry $34.98 $16.06
Vampire Staked Steak $33.21 $15.25
Tostada de Carne Asada $29.10 $13.36
Shu Mai Dumplings $26.55 $12.19
Triple Berry Cheesecake $24.20 $11.11
Kung Pao Stir Fry $19.30 $8.86
Spaghetti and Meatballs $17.83 $8.19
Tony’s Classic Pizza $17.34 $7.96
Pumpkin Pie $16.56 $7.60
Atomic Buffalo Wings $11.66 $5.35
Fiery Fish Tacos $9.60 $4.41
Lemon Butter Lobster $9.50 $4.36
French Onion Soup $8.33 $3.82
Smoked Salmon Latkes $7.54 $3.46
Macaroni and Cheese $4.80 $2.20
Caramel Apples $3.82 $1.75
Buttermilk Pancakes $2.65 $1.21
Tikka Masala Kabobs $2.55 $1.17
Jumbo Shrimp Cocktail $1.33 $0.61
Powdered French Toast $1.31 $0.60
Jammin’ Jelly Donuts $1.27 $0.58
Crème Fraiche Caviar $1.12 $0.51
Super Chunk Fruit Salad $0.98 $0.45
Chicken Gyro and Fries $0.55 $0.25
Bacon Cheeseburger $0.43 $0.20
Chips and Guacamole $0.22 $0.10

Once again, a thank you to Simple Think, which continues to have the most up-to-date raw data on Café World dishes at all levels…

Update: I’ve now posted additional articles on Café World Economics:

Fishville Economics: Points, Experience & Levels Part 3

The traffic to my blog from my first two Fishville blog posts has been staggering. How can I resist? That’s right, it’s time for Yet Another Fishville Post (YAFP). Come on, you know you want to read more…

Screen shot 2009-11-12 at 12.57.13 AM

I’ve been a little surprised to see how few accurate blog posts exist out on the web that break down the profit & experience for Fishville.  For reference you can still find my first two blogs posts here:

Fortunately, I have found at least one new useful resource:

I’m at Level 42 in Fishville, so I can get almost all of the data myself.  However, I’m still missing the data for the last two fish:

  • Blueline Trigger
  • Longhorn Clownfish

If you have the data on either of these two fish, please post here in the comments.

In the past few weeks, Zynga has rolled out a number of new fish.  I’ve updated my Google Doc with all the updated numbers.

The most interesting addition has been a series of fish that you can only purchase with Sand Dollars, which is the Fishville denomination for game money that you have to buy with real money.

This poses a dilemma for my calculations, since I base profitability on coins spent to coins earned.  As a result, I needed a conversion ratio from Sand Dollars to Coins.  Although you can’t buy Sand Dollars with Coins, you can buy both with real US dollars ($) from Zynga with a scaling price table:

Dollars Coins Sand Dollars Coins / $ SD / $ Coins / SD
5 7500 25 1500 5 300.00
10 15800 55 1580 5.5 287.27
20 33300 115 1665 5.75 289.57
40 70600 240 1765 6 294.17

Notice anything strange?

According to this table, the ratio of coins to sand dollars varies between 300 and 287, and in a non-linear fashion.  It’s as if Zynga didn’t compare the volume discount on coins to the volume discount to sand dollars when they generated these prices.

Since it’s non-linear, I decided to take the “average” ratio as my conversion.  So, for the purposes of this blog post, one sand dollar = 292.75 coins.

Using that ratio, I was able to regenerate my graphs.  Here is the graph showing profitability of each fish, per level.  All the assumptions from my second blog post still hold:

What you’ll notice is that some of the “sand dollar” fish are actually money losers for the first two levels.  That’s right, assuming my conversion ratio, you’d be better off just buying coins with your money, rather than buying sand dollars and then growing these fish!

Now, the updated experience points chart tells a different tale:

In this case, you can clearly see that the best fish for experience, excluding the “fast fish”, are the sand dollar fish.  As a result, it’s pretty clear that what you are buying with your sand dollars is a fast path to rise up levels.  If you’re willing to spend the money on Batfish, you’ll be able to climb those levels quickly, and with much less work than minding 5 minute fish…

You can reference the full data in my Google Doc.  Let me know if you see any issues with the calculations.

For reference, I’ll include the Level 1 tables here, just in case there are issues reading the now huge Google Doc.

Profit per Fish when you harvest at Level 1:


Fish Profit / L1 Minutes / L1 Profit / Minute
Sardine 7.00 3 2.33
Mini Dart Goby 11.00 5 2.20
Red Spot Cardinal 23.00 15 1.53
Klunzinger Wrasse 26.00 30 0.87
Bluedot Jawfish 115.00 180 0.64
Bartlett Anthias 21.00 45 0.47
Swissguard Basslet 20.00 60 0.33
Pajama Cardinal 34.00 120 0.28
Blue Green Chromis 46.00 180 0.26
Shy Hamlet 54.00 240 0.23
Longnose Hawkfish 78.00 360 0.22
Purple Firefish 580.75 2880 0.20
Percula Clownfish 81.00 480 0.17
Flame Angelfish 89.00 600 0.15
Blue Hippo Tang 124.00 1080 0.11
Longnose Butterfly 165.00 1440 0.11
Blue Mandarin 125.00 1200 0.10
Royal Dottyback 99.00 960 0.10
Hawaiian Hogfish 72.00 720 0.10
Golden Puffer 423.00 4320 0.10
Scooter Blenny 133.00 1440 0.09
Blue Damsel 195.00 2160 0.09
Blue Spot Grouper 253.00 2880 0.09
Parrotfish 76.50 1440 0.05
Moorish Idol 53.25 1080 0.05
Blackfoot Lionfish -67.50 1080 -0.06
Orbiculate Batfish -238.50 360 -0.66
Clown Triggerfish -149.75 180 -0.83

Experience per Fish when you harvest at Level 1:


Fish XP / Egg XP / L1 Minutes / L1 XP / Minute
Mini Dart Goby 2 8 5 1.60
Sardine 1 4 3 1.33
Red Spot Cardinal 4 16 15 1.07
Orbiculate Batfish 66 330 360 0.92
Blackfoot Lionfish 79 790 1080 0.73
Klunzinger Wrasse 5 20 30 0.67
Clown Triggerfish 23 115 180 0.64
Purple Firefish 181 1810 2880 0.63
Parrotfish 88 880 1440 0.61
Bartlett Anthias 4 20 45 0.44
Moorish Idol 47 470 1080 0.44
Bluedot Jawfish 13 65 180 0.36
Swissguard Basslet 4 20 60 0.33
Pajama Cardinal 8 40 120 0.33
Blue Green Chromis 12 60 180 0.33
Shy Hamlet 15 75 240 0.31
Longnose Hawkfish 22 110 360 0.31
Percula Clownfish 26 134 480 0.28
Flame Angelfish 16 160 600 0.27
Longnose Butterfly 35 350 1440 0.24
Blue Hippo Tang 26 260 1080 0.24
Hawaiian Hogfish 17 170 720 0.24
Royal Dottyback 22 220 960 0.23
Scooter Blenny 29 290 1440 0.20
Blue Damsel 39 390 2160 0.18
Blue Spot Grouper 45 450 2880 0.16
Blue Mandarin 30 130 1200 0.11
Golden Puffer 42 420 4320 0.10

Enjoy.  Happy Holidays.

Café World Economics: Real World Hourly Wages

I’ve been distracted by Fishville lately, but the Zynga team has been busy rolling out new dishes for Café World, so I thought it was time for a new post on Café World Economics.

gameBig_cafeworld

This post is the third in the Café World Economics series:

But before I get to the new tables, I did some additional analysis based on my popular Farmville post, “The Personal Economics of Farmville“.  I’ve produced a table that ranks all the Café World dishes based on the equivalent US $ / hour wage you are valuing your real world time when you play the game.

In order to do this, I needed to find some additional data.  The first was an effective value of Café World coins.  To do this, I used the payment schedule that Zynga has in the game (as of 11/30/2009):


Café Coins Price ($) Coins / $
15280 $4.99 3062.12
45240 $9.99 4528.53
125280 $19.99 6267.13
333300 $49.99 6667.33
1000000 $149.99 6667.11

Note the wide disparity in values!  If you pay the bare minimum ($4.99), you are valuing Café World coins at 3062.12 per dollar.  But if you pay at the high end ($49.99), you get 6667.33 coins per dollar.

Since there is such a wide disparity of values, I decided to calculate both a high and a low estimate for my table.

The second new piece of data needed was the “time spent per dish“.  This is something that I left out of my initial calculations, but makes sense in this context.

Since all of my tables are “per dish per stove per day”, I estimated that you need to spend one (1) minute per cycle to clean the stove, buy the dish, and click through the 3 ingredients, and then get the finished dish.  This might be a tad high, but it’s in the right ballpark.

What this means is that a dish that takes 5 minutes to cook is now estimated to have a cycle time of 6 minutes, with 1 minute of “real world time” spent.  So, 1440 / 6 = 240, which means to cook a 5 minute dish all day you’d need to cook 240 cycles, which implies a sign up for 240 minutes of “real world time”.

This allowed me to do the simple algebra to weigh the profit per dish per day, in Café World coins, and then subtract the real world time, and figure out the effective “hourly wage” of each dish.

As it turns out, whether you use the high value or low value for coins, the sort order is the same.  Here are all Café World dishes, sorted by “hourly wage”:


Dish Hourly Wage (high) Hourly Wage (low)
Impossible Quiche $199.57 $91.66
Chicken Pot Pie $148.62 $68.26
King Crab Bisque $105.22 $48.33
Grand Tandoori Chicken $78.08 $35.86
Homestyle Pot Roast $77.10 $35.41
Herbed Halibut $74.16 $34.06
Delicious Chocolate Cake $67.31 $30.91
Overstuffed Peppers $58.49 $26.86
Savory Stuffed Turkey $56.53 $25.96
Crackling Peking Duck $52.61 $24.16
Spitfire Roasted Chicken $50.65 $23.26
Voodoo Chicken Salad $38.40 $17.64
Lavish Lamb Curry $34.98 $16.06
Vampire Staked Steak $33.21 $15.25
Tostada de Carne Asada $29.10 $13.36
Shu Mai Dumplings $26.55 $12.19
Triple Berry Cheesecake $24.20 $11.11
Kung Pao Stir Fry $19.30 $8.86
Spaghetti and Meatballs $17.83 $8.19
Tony’s Classic Pizza $17.34 $7.96
Pumpkin Pie $16.56 $7.60
Atomic Buffalo Wings $11.66 $5.35
Fiery Fish Tacos $9.60 $4.41
French Onion Soup $8.33 $3.82
Caramel Apples $3.82 $1.75
Buttermilk Pancakes $2.65 $1.21
Tikka Masala Kabobs $2.55 $1.17
Jumbo Shrimp Cocktail $1.33 $0.61
Powdered French Toast $1.31 $0.60
Super Chunk Fruit Salad $0.98 $0.45
Chicken Gyro and Fries $0.55 $0.25
Bacon Cheeseburger $0.43 $0.20
Chips and Guacamole $0.22 $0.10

Now, these figures are a little misleading, because the dishes that result in high profit (like the Impossible Quiche) and that have long cycle times result in very low amounts of real world time. As a result, if you can make $2 in a minute, you effectively get $120/hour. Still, it makes a point. If you are trying to minimize time spent in Café World for maximum profit, this is a pretty good list to go by.

First thing you’ll notice, is that Chips & Guacamole may build your Café World coin stash, but they are not valuing your time very highly.  In fact, you have to get to Kung Pao Stir Fry to break above the living wage in California, at the low valuation for coins.

However, it also shows that the economics of these coin values are unsustainable. If Zynga allowed people to convert coins to US $ at these rates, then the value of opening up 50 Facebook accounts and cooking Impossible Quiche all day would beat most jobs.  ($200/hour = approx $400K per year!)

Just one of the interesting things you find when you crunch the numbers.

For those of you looking for updated tables with the new dishes, see below.

Café World dishes, sorted by profit per dish per day:

Dish Profit / Day Profit / Hour Min Per Cycle
Bacon Cheeseburger 6336.0 264.0 5.0
Overstuffed Peppers 5970.0 248.8 720.0
Kung Pao Stir Fry 5910.0 246.3 240.0
Delicious Chocolate Cake 5888.6 245.4 840.0
Fiery Fish Tacos 5880.0 245.0 120.0
Shu Mai Dumplings 5420.0 225.8 360.0
King Crab Bisque 5370.0 223.8 1440.0
Lavish Lamb Curry 5355.0 223.1 480.0
Chips and Guacamole 5280.0 220.0 3.0
Impossible Quiche 5092.5 212.2 2880.0
Powdered French Toast 4824.0 201.0 20.0
Super Chunk Fruit Salad 4800.0 200.0 15.0
Atomic Buffalo Wings 4760.0 198.3 180.0
Tostada de Carne Asada 4455.0 185.6 480.0
Buttermilk Pancakes 4320.0 180.0 45.0
Tony’s Classic Pizza 4248.0 177.0 300.0
Chicken Gyro and Fries 4032.0 168.0 10.0
Grand Tandoori Chicken 3985.0 166.0 1440.0
Voodoo Chicken Salad 3920.0 163.3 720.0
Chicken Pot Pie 3792.5 158.0 2880.0
Herbed Halibut 3785.0 157.7 1440.0
Crackling Peking Duck 3580.0 149.2 1080.0
Jumbo Shrimp Cocktail 3264.0 136.0 30.0
Savory Stuffed Turkey 3147.3 131.1 1320.0
Tikka Masala Kabobs 3120.0 130.0 60.0
Spaghetti and Meatballs 2730.0 113.8 480.0
Spitfire Roasted Chicken 2585.0 107.7 1440.0
French Onion Soup 2550.0 106.3 240.0
Triple Berry Cheesecake 2470.0 102.9 720.0
Caramel Apples 2340.0 97.5 120.0
Homestyle Pot Roast 1967.5 82.0 2880.0
Vampire Staked Steak 1695.0 70.6 1440.0
Pumpkin Pie 1690.0 70.4 720.0

Café World dishes, sorted by Café World points per dish per day:

Dish CP / Day CP / Hour Min Per Cycle
Bacon Cheeseburger 2016.0 84.0 5.0
Chicken Gyro and Fries 2016.0 84.0 10.0
Chips and Guacamole 1920.0 80.0 3.0
Powdered French Toast 1512.0 63.0 20.0
Super Chunk Fruit Salad 1344.0 56.0 15.0
Jumbo Shrimp Cocktail 1008.0 42.0 30.0
Buttermilk Pancakes 992.0 41.3 45.0
Shu Mai Dumplings 624.0 26.0 360.0
Lavish Lamb Curry 600.0 25.0 480.0
Fiery Fish Tacos 588.0 24.5 120.0
Atomic Buffalo Wings 544.0 22.7 180.0
Tikka Masala Kabobs 528.0 22.0 60.0
Delicious Chocolate Cake 468.0 19.5 840.0
Kung Pao Stir Fry 450.0 18.8 240.0
Savory Stuffed Turkey 439.6 18.3 1320.0
Caramel Apples 420.0 17.5 120.0
Overstuffed Peppers 412.0 17.2 720.0
Grand Tandoori Chicken 403.0 16.8 1440.0
Tostada de Carne Asada 369.0 15.4 480.0
French Onion Soup 366.0 15.3 240.0
Voodoo Chicken Salad 336.0 14.0 720.0
Tony’s Classic Pizza 326.4 13.6 300.0
Spaghetti and Meatballs 300.0 12.5 480.0
Triple Berry Cheesecake 280.0 11.7 720.0
King Crab Bisque 252.0 10.5 1440.0
Herbed Halibut 225.0 9.4 1440.0
Crackling Peking Duck 221.3 9.2 1080.0
Spitfire Roasted Chicken 210.0 8.8 1440.0
Impossible Quiche 175.5 7.3 2880.0
Chicken Pot Pie 153.5 6.4 2880.0
Pumpkin Pie 152.0 6.3 720.0
Homestyle Pot Roast 139.5 5.8 2880.0
Vampire Staked Steak 113.0 4.7 1440.0

Enjoy.

Update: I’ve now published updated information on Cafe World Economics.

Fishville Economics: Points, Experience & Levels Part 2

The traffic to my blog from my first Fishville post has been staggering.  How can I resist?  That’s right, it’s time for Yet Another Fishville Post (YAFP).  Come on, you know you want to read more…

Screen shot 2009-11-12 at 12.57.13 AM

I’ve been a little surprised to see how few accurate blog posts exist out on the web that break down the profit & experience for Fishville.  Based on comments to my original post, I made some mistakes.  As a result, I’m posting this follow up to help address the most common concerns:

  • What about Level 5 (and 6 and 7…). I classify my charts based on the completion of levels, which is a little confusing because in Fishville, your fish is “Level 1″ until it completes the level, and then it is Level 2, etc.  As a result, you don’t get the “Level 1″ experience until your fish reaches Level 2.  Confusing.  Even more confusing, after completing Level 4, your fish can continue to go up levels… it just won’t be worth anything more.  As a result, I ignore all levels above 4.
  • Why doesn’t my experience number match yours? It’s because I’m including the experience you get from dropping the egg in the tank, not just the experience you get from harvesting.
  • Level 4 doesn’t take the same time as the other levels. Oops.  This is correct.  I still don’t have accurate info on whether the “Level 4″ time is the same for all fish (2 days) or different.  For this post, I use the 2 day number, which changes the economics considerably.  (Hint: It’s not worth your time to ever let this happen)
  • Can you post a Google Doc of all your tables & charts? See the end of this post.  First time for everything.

To recap, here are the assumptions for my tables & charts:

  1. I assume harvesting & buying fish is instantaneous. Yes, I know its not.  Fodder for a future post.
  2. All profits are calculated per fish. Same with experience
  3. Total Experience = Experience from dropping egg + Experience from the level(s) of growth
  4. Total Profit = Revenue from harvesting the fist – Cost of the egg

In my last post, I described how your “profit per minute” increases with levels, but your “experience per minute” falls with levels.  A lot of people didn’t understand this, so I decided to try some charts to illustrate.

Here is a chart I made in Google Docs showing the effect of increasing levels on Profit / Minute.  Because there is a fixed cost to buying a new fish, the linear increase in profit per level helps your profit / minute.  Of course, it falls off a cliff once you hit Level 4, and it takes up to 2 days to complete.

Fishville Profit Per Minute Per Level

This means that, from a profit per minute perspective, it’s better to let your fish grow to complete Level 1, Level 2, and Level 3 before harvesting.

But there is a catch.  Because you get XP every time to buy an egg, the effect on experience points per minute is the opposite.  Every level you go, your experience points per minute drops!  See this chart to visualize:

Fishville XP Per Minute Per Level

Based on the comments to my original blog post, it’s very obvious that most players continue to ignore the experience points you get for dropping an egg in your tank – choosing instead to focus only on the experience points you get when you harvest the fish.  Big mistake, because this leads you to keep fish around too long.

Since my last post, I’ve also been able to complete my tables for all current fish.

Here is the profit table for Level 1 profits:


Fish Profit / L1 Minutes / L1 Profit / Minute
Sardine 7 3 2.33
Mini Dart Goby 11 5 2.2
Red Spot Cardinal 23 15 1.53
Inland Silverside 16 30 0.53
Bartlett Anthias 21 45 0.47
Swissguard Basslet 17 60 0.28
Pajama Cardinal 34 120 0.28
Blue Green Chromis 46 180 0.26
Shy Hamlet 54 240 0.23
Longnose Hawkfish 78 360 0.22
Percula Clownfish 81 480 0.17
Annularis Angelfish 89 600 0.15
Blue Hippo Tang 124 1080 0.11
Royal Dottyback 99 960 0.1
Hawaiian Hogfish 72 720 0.1
Scooter Blenny 133 1440 0.09
Blue Damsel 195 2160 0.09

Here is the experience table for Level 1 experience.  Note that I included the experience you get for dropping the egg, as well as the total experience you get for completing level 1.  Remember, Total = Dropping Egg + Level XP:


Fish XP / Egg XP / L1 Minutes / L1 XP / Minute
Mini Dart Goby 2 8 5 1.6
Sardine 1 4 3 1.33
Red Spot Cardinal 4 16 15 1.07
Inland Silverside 4 16 30 0.53
Bartlett Anthias 4 20 45 0.44
Swissguard Basslet 4 20 60 0.33
Pajama Cardinal 8 40 120 0.33
Blue Green Chromis 12 60 180 0.33
Shy Hamlet 15 75 240 0.31
Longnose Hawkfish 22 110 360 0.31
Percula Clownfish 27 135 480 0.28
Annularis Angelfish 16 160 600 0.27
Hawaiian Hogfish 17 170 720 0.24
Royal Dottyback 22 220 960 0.23
Scooter Blenny 29 290 1440 0.2
Blue Damsel 39 390 2160 0.18
Blue Hippo Tang 26 52 1080 0.05

As promised, here is a link to the Google Doc with all my tables and charts.  Please post additional info, corrections, or data in the comments below.

Updates:  I’ve now posted additional columns on Fishville:

Fishville Economics: Points, Experience & Levels

My Zynga addiction clearly knows no bounds.  Last week, Zynga launched a new game called Fishville, and clearly at this point I have no ability to resist any new Zynga game.

Screen shot 2009-11-12 at 12.57.13 AMFishville has a deceptively simple frame:  you have a fish tank, and you buy fish eggs for it.  The fish hatch, you feed them, and then when they are fully grown, you sell them for profit.

What I’ve found most interesting about the game is the new dimensions they are exploring in the economics of the game.  Fishville adds a couple distinguishing twists versus Farmville or Café World:

  1. Multiple Tanks. How many people wish they had more than one farm in Farmville?  In Fishville, Zynga has two types of expansion – the ability to put more fish in a single tank and the ability to buy new tanks.  This may not seem relevant from a structural standpoint – after all whether you add 20 fish to one tank or 10 to 2 tanks shouldn’t matter – but it should create a new dynamic around buying virtual goods to decorate different tanks.
  2. Harvest Levels. This is the real twist to the economics.  Fish grow up in stages, up to four levels.  The revenue in coins and the experience you get goes up linearly with each level.  So if you have a 4 hour fish, you can harvest them at 4 hours at Level 1, or 16 hours at Level 4.  You still have to feed them or they die (similar to withering crops in Farmville), but you don’t need to “replant”.

The Harvest Levels have the most impact on the game economics.  In financial terms, each fish now has a fixed cost and a variable cost, as well as a fixed experience pay-off and variable experience pay-off.

For example, let’s take the Mini Dart Goby, the first fish.

The Goby costs 7 coins for an egg.  That’s a fixed cost.  If you grow it to Level 1, you’ll get 18 coins, for a profit of 11 coins.  Easy, right?  Hold on.  If you wait until Level 4, you’ll get 72 coins over that same 7 coin cost, for a profit of 65 coins.

The fixed cost means that your “profitability” or “profit / minute” goes up the longer you wait to harvest.

Seems like a no-brainer to wait until Level 4?  Not so fast.

With Experience Points, the math works in reverse.

The Mini Dart Goby gives you 2 XP for dropping the egg.  At Level 1, you’ll get 8 XP, for a total of 10 XP.  But if you wait until Level 4, you’ll get 32 XP, for a total of 34 XP of the time period.  In this case, your “XP / Minute” goes down the longer you wait to harvest.

It gets even harder.

You can harvest a fish in-between levels… but you don’t get any credit for the time between levels.  So if you are half-way between levels, your “profit / minute” and “experience / minute” will be terrible.  In fact, the math says you need to harvest at level boundaries pretty closely.  (I think in a future blog post, I’ll graph this.)

For now, here are some tables I’ve made for the fish I have data on.  Unfortunately, this game is so new, I can’t find any guides online with data for all fish.  Special thanks to Erin Hoffmann, who serves as both data provider and my toughest competitor in Fishville.

The most interesting aspect to these tables is that while the profitability / minute rises for each level, Zynga has kept the fixed costs proportional enough that the ranking of the fish does not change significantly between 1 level or 4 levels.

Here is the profitability of different fish at Level 1:

Fish Profit / One Level Minutes / One Level Profit / Minute
Sardine 7.00 3.00 2.33
Mini Dart Goby 11.00 5.00 2.20
Red Spot Cardinal 23.00 15.00 1.53
Swissguard Basslet 17.00 60.00 0.28
Shy Hamlet 54.00 240.00 0.23
Percula Clownfish 81.00 480.00 0.17
Royal Dottyback 99.00 960.00 0.10
Hawaiian Hogfish 72.00 720.00 0.10
Scooter Blenny 133.00 1440.00 0.09

Here is the profitability of different fish at Level 4:

Fish Profit / Four Levels Minutes / Four Levels Profit / Minute
Sardine 43.00 12.00 3.58
Mini Dart Goby 65.00 20.00 3.25
Red Spot Cardinal 137.00 60.00 2.28
Swissguard Basslet 98.00 240.00 0.41
Shy Hamlet 321.00 960.00 0.33
Percula Clownfish 468.00 1920.00 0.24
Hawaiian Hogfish 432.00 2880.00 0.15
Royal Dottyback 567.00 3840.00 0.15
Scooter Blenny 796.00 5760.00 0.14

Here is the experience productivity of different fish at Level 1:

Fish XP / One Level Min / Four Levels XP / Minute
Mini Dart Goby 8.00 5.00 1.60
Sardine 4.00 3.00 1.33
Red Spot Cardinal 16.00 15.00 1.07
Swissguard Basslet 20.00 60.00 0.33
Shy Hamlet 75.00 240.00 0.31
Percula Clownfish 135.00 480.00 0.28
Hawaiian Hogfish 170.00 720.00 0.24
Royal Dottyback 220.00 960.00 0.23
Scooter Blenny 290.00 1440.00 0.20

Here is the experience productivity of different fish at Level 4:

Fish XP / Four Levels Min / Four Levels XP / Minute
Mini Dart Goby 26.00 20.00 1.30
Sardine 13.00 12.00 1.08
Red Spot Cardinal 52.00 60.00 0.87
Swissguard Basslet 68.00 240.00 0.28
Shy Hamlet 255.00 960.00 0.27
Percula Clownfish 459.00 1920.00 0.24
Hawaiian Hogfish 629.00 2880.00 0.22
Royal Dottyback 814.00 3840.00 0.21
Scooter Blenny 1073.00 5760.00 0.19

If you’d like to help, I’m missing data for the following fish:

  • Blue Damsel
  • Inland Silverside
  • Pajama Cardinal
  • Longnose Hawkfish
  • Annularis Angelfish
  • Blue Spot Grouper
  • Blue Hippo Tang
  • Bartlett Anthias

For each, please leave a comment with:

  • XP / Egg
  • Revenue / Level
  • XP / Level
  • Minutes / Level

Hope this helps the new Fishville players out there.  Enjoy.

Update (11/14/2009): New blog post coming tomorrow, with updated tables and new info.  Also, fixing the issue around the whole “Level 4/Adult” confusion, and publishing a Google Doc to help others benefit from the raw data.  I’m still finding that people are ignoring the XP from the dropping of the egg, and only focusing on the XP from harvesting, so I’ll update tables to make that more clear.

Updates:  I’ve now posted additional columns on Fishville:

Café World Economics: Updated Tables

I really haven’t had enough time to write the second post I had been planning on Buzz measurements and the profitability by unit time of different dishes.  So, instead, this week I’m posting updated tables for some of the new dishes that Zynga has rolled out.  (Still looking for an accurate breakdown of CP for Impossible Quiche, BTW.  I’m only at Level 25 myself…)

gameBig_cafeworld

This is the second post in my Café World Economics series.  The first one is here:

Here are my Café World tables, updated for the three new dishes Zynga rolled out last week.

First, the table of dishes, sorted by total profit per day:


Dish Profit / Day Profit / Hour Min Per Cycle
Bacon Cheeseburger 6336.0 264.0 5.0
Overstuffed Peppers 5970.0 248.8 720.0
Kung Pao Stir Fry 5910.0 246.3 240.0
Fiery Fish Tacos 5880.0 245.0 120.0
King Crab Bisque 5370.0 223.8 1440.0
Chips and Guacamole 5280.0 220.0 3.0
Impossible Quiche 5092.5 212.2 2880.0
Powdered French Toast 4824.0 201.0 20.0
Super Chunk Fruit Salad 4800.0 200.0 15.0
Tony’s Classic Pizza 4248.0 177.0 300.0
Chicken Gyro and Fries 4032.0 168.0 10.0
Grand Tandoori Chicken 3985.0 166.0 1440.0
Voodoo Chicken Salad 3920.0 163.3 720.0
Herbed Halibut 3785.0 157.7 1440.0
Crackling Peking Duck 3580.0 149.2 1080.0
Jumbo Shrimp Cocktail 3264.0 136.0 30.0
Tikka Masala Kabobs 3120.0 130.0 60.0
Spaghetti and Meatballs 2730.0 113.8 480.0
Spitfire Roasted Chicken 2585.0 107.7 1440.0
French Onion Soup 2550.0 106.3 240.0
Triple Berry Cheesecake 2470.0 102.9 720.0
Caramel Apples 2340.0 97.5 120.0
Homestyle Pot Roast 1967.5 82.0 2880.0
Vampire Staked Steak 1695.0 70.6 1440.0
Pumpkin Pie 1690.0 70.4 720.0

Here is the second table, dishes sorted by Café Points per Day:

Dish CP / Day CP / Hour Min Per Cycle
Bacon Cheeseburger 2016.0 84.0 5.0
Chicken Gyro and Fries 2016.0 84.0 10.0
Chips and Guacamole 1920.0 80.0 3.0
Powdered French Toast 1512.0 63.0 20.0
Super Chunk Fruit Salad 1344.0 56.0 15.0
Jumbo Shrimp Cocktail 1008.0 42.0 30.0
Fiery Fish Tacos 588.0 24.5 120.0
Tikka Masala Kabobs 528.0 22.0 60.0
Kung Pao Stir Fry 450.0 18.8 240.0
Caramel Apples 420.0 17.5 120.0
Overstuffed Peppers 412.0 17.2 720.0
Grand Tandoori Chicken 403.0 16.8 1440.0
French Onion Soup 366.0 15.3 240.0
Voodoo Chicken Salad 336.0 14.0 720.0
Tony’s Classic Pizza 326.4 13.6 300.0
Spaghetti and Meatballs 300.0 12.5 480.0
Triple Berry Cheesecake 280.0 11.7 720.0
King Crab Bisque 252.0 10.5 1440.0
Herbed Halibut 225.0 9.4 1440.0
Crackling Peking Duck 221.3 9.2 1080.0
Spitfire Roasted Chicken 210.0 8.8 1440.0
Impossible Quiche 175.5 7.3 2880.0
Pumpkin Pie 152.0 6.3 720.0
Homestyle Pot Roast 139.5 5.8 2880.0
Vampire Staked Steak 113.0 4.7 1440.0

As per some of the comments, I’ve realized that there is an overhead in time for setting up a dish. It’s likely small (15-20s), but still, that’s a material increase on a 5 minute dish. I’ll provide that update in a future post.

In truth, I had hoped to have my first FishVille Economics post up by now. Unfortunately, the little spat between Zynga & Facebook seems to have precluded it for now. Fishville has been down all day.

Update:  New Café World Economics posts are available:

Farmville Economics: Cranberries, Pattypan Squash, Acorn Squash

Zynga launched several new crops this week: Cranberries, Pattypan Squash, and Acorn Squash, so I thought I’d update my tables for active players out there. So yes, this is Yet Another Farmville Post (YAFP).

gameBig_farmville

For quick reference, here are the links to my first seven Farmville posts:

I’ve updated my tables to include the new crops.  You’ll notice that none of the new crops are significantly differentiated by either experience or profit.

Please remember, all tables normalize the values for one square per day (24 hour day), and include the cost and experience involved with plowing the square per cycle.

Here are the crops, ranked by Profit / Day:


Crop Profit / Day
Super Berries 900.00
Asparagus 183.00
Sugar Cane 177.00
Peas 176.00
Tomatoes 174.00
Green Tea 170.40
Grapes 170.00
Onions 166.00
Sunflowers 165.00
Ghost Chili 164.00
Acorn Squash 163.20
Coffee 162.00
Blackberries 162.00
Lillies 159.00
Blueberries 156.00
Carrots 150.00
Raspberries 132.00
Broccoli 129.00
Pattypan Squash 120.00
Cabbage 116.50
Lavendar 104.50
Sweet Seeds 100.00
Red Wheat 84.67
Aloe Vera 80.00
Yellow Mellon 77.00
Peppers 77.00
Rice 72.00
Corn 71.67
Red Tulips 69.00
Pumpkin 69.00
Cranberries 67.20
Pineapple 66.00
Potatoes 65.00
Strawberries 60.00
Pink Roses 59.50
Yellow Bell 54.00
Watermelon 50.75
Cotton 39.00
Squash 33.00
Soybeans 33.00
Daffodils 30.00
Artichoke 29.75
Eggplant 24.00
Wheat 21.67

Here are the crops ranked by Experience / Day:

Crop XP / Day Cycle (Hours)
Super Berries 24.00 2.00
Blueberries 12.00 4.00
Raspberries 12.00 2.00
Strawberries 12.00 4.00
Blackberries 12.00 4.00
Aloe Vera 8.00 6.00
Ghost Chili 8.00 6.00
Pumpkin 6.00 8.00
Sugar Cane 6.00 8.00
Tomatoes 6.00 8.00
Cranberries 4.80 10.00
Green Tea 4.80 10.00
Acorn Squash 4.80 10.00
Asparagus 4.50 16.00
Rice 4.00 12.00
Sweet Seeds 4.00 24.00
Onions 4.00 12.00
Peas 4.00 24.00
Carrots 4.00 12.00
Grapes 3.00 24.00
Pattypan Squash 3.00 16.00
Red Tulips 3.00 24.00
Peppers 3.00 24.00
Soybeans 3.00 24.00
Sunflowers 3.00 24.00
Coffee 3.00 16.00
Lillies 3.00 24.00
Broccoli 2.50 48.00
Pineapple 1.50 48.00
Yellow Bell 1.50 48.00
Daffodils 1.50 48.00
Squash 1.50 48.00
Eggplant 1.50 48.00
Lavendar 1.50 48.00
Cabbage 1.50 48.00
Pink Roses 1.50 48.00
Cotton 1.00 72.00
Wheat 1.00 72.00
Red Wheat 1.00 72.00
Corn 1.00 72.00
Potatoes 1.00 72.00
Watermelon 0.75 96.00
Artichoke 0.75 96.00
Yellow Mellon 0.75 96.00

Here are the crops ranked by Profit + Experience / Day (using 15 coins for XP value):


Crop Profit + XP / Day
Super Berries 1260.00
Blackberries 342.00
Blueberries 336.00
Raspberries 312.00
Ghost Chili 284.00
Sugar Cane 267.00
Tomatoes 264.00
Asparagus 250.50
Green Tea 242.40
Strawberries 240.00
Peas 236.00
Acorn Squash 235.20
Onions 226.00
Grapes 215.00
Sunflowers 210.00
Carrots 210.00
Coffee 207.00
Lillies 204.00
Aloe Vera 200.00
Broccoli 166.50
Pattypan Squash 165.00
Sweet Seeds 160.00
Pumpkin 159.00
Cranberries 139.20
Cabbage 139.00
Rice 132.00
Lavendar 127.00
Peppers 122.00
Red Tulips 114.00
Red Wheat 99.67
Pineapple 88.50
Yellow Mellon 88.25
Corn 86.67
Pink Roses 82.00
Potatoes 80.00
Soybeans 78.00
Yellow Bell 76.50
Watermelon 62.00
Squash 55.50
Cotton 54.00
Daffodils 52.50
Eggplant 46.50
Artichoke 41.00
Wheat 36.67

And here are the crops by Risk Adjusted Profit / Day:

Crop Risk-Adjusted Profit / Day Risk of Complete Default
Peas 226.53 12.97%
Broccoli 217.37 1.68%
Grapes 206.37 12.97%
Sunflowers 201.57 12.97%
Lillies 195.82 12.97%
Asparagus 185.57 25.62%
Cabbage 181.47 1.68%
Lavendar 165.80 1.68%
Super Berries 154.22 84.35%
Sweet Seeds 153.58 12.97%
Coffee 153.35 25.62%
Red Wheat 142.52 0.22%
Onions 135.58 36.01%
Yellow Mellon 130.15 0.03%
Green Tea 126.03 42.69%
Carrots 125.98 36.01%
Corn 123.93 0.22%
Acorn Squash 122.29 42.69%
Pattypan Squash 122.23 25.62%
Peppers 117.11 12.97%
Sugar Cane 115.57 50.61%
Pineapple 115.54 1.68%
Potatoes 114.40 0.22%
Tomatoes 114.27 50.61%
Red Tulips 109.43 12.97%
Pink Roses 107.05 1.68%
Yellow Bell 99.87 1.68%
Ghost Chili 96.00 60.01%
Watermelon 91.44 0.03%
Blackberries 80.30 71.14%
Rice 79.19 36.01%
Blueberries 78.89 71.14%
Cotton 77.22 0.22%
Soybeans 74.87 12.97%
Squash 72.46 1.68%
Cranberries 72.37 42.69%
Pumpkin 68.82 50.61%
Daffodils 68.54 1.68%
Aloe Vera 67.61 60.01%
Eggplant 60.71 1.68%
Artichoke 60.47 0.03%
Strawberries 56.35 71.14%
Wheat 52.43 0.22%
Raspberries 38.19 84.35%

Enjoy. Happy Farming.

Café World Economics: Profit & Cafe Points

I suppose it was inevitable.  There comes a point when you have reached a level of wealth in Farmville where you can buy anything (even the Villa).  A point when you have enough experience that you can plant any crop.

It’s natural at that point for the eye to wander, seeking out the next great Zynga game.  And for me, that happened a little over a week ago when I decided to take the plunge into Cafe World.

gameBig_cafeworld

Cafe World has a number of elements that I had originally suggested for Farmville:  animated sims, shorter time spans, more functional enhancements.  It’s a much more complicated simulation, and as a result, it took me quite a bit longer to get the hang of it.

There are a few very interesting new aspects to the game that make modeling the economics difficult.  Expect future posts from me on how to model “The Buzz Factor”, which affects the velocity that your food is consumed over time, and how to model “Spoilage”, which is similar to Farmville but more absolute.

A couple quick tips, for the fans out there:

  • Your Buzz Rating drops by 1.0 for every customer who comes in and leaves without food.  The minimum is 5.0, the maximum is 105.0.  There are two ways to preserve it, however.  First, when you run out of food, remove the doors on your restaurant.  This will close the cafe, and keep your Buzz rating flat.  Second, your buzz rating will not fall if you are not actually running the game.  That means it’s safe to run out of food, as long as you aren’t watching…
  • If you block your waiter(s) in, then they will serve the food infinitely fast.  This is just like the Farmer trick from Farmville.  I highly recommend doing this with the three serving stations against a corner.  One warning – for this to work, you need to give the waiter/waitress *two* squares of freedom.  With just one, it doesn’t seem to work.

To get things started, however, I thought I’d just run the simple numbers on profitability and experience for each recipe.  I found elements of this information on various posts across the web.  (Here is one from Cafe World Strategy.  Here is another from Cyberanto.  This one was the best, from Simple Think.)  Unfortunately, no one seems to know the Café Points experience breakdown between preparing & serving the Impossible Quiche… I guess no one is at that level yet. (I had to guess in my table).

First, profitability.  Each dish below is normalized as follows:

  • All values are normalized for a 24 hours day
  • A “cycle” is based on cooking time, but includes the cost & cafe points for cleaning the oven once
  • I assume an infinitely fast player for cleaning/preparing/serving

Dish Profit / Day Profit / Hour Min Per Cycle
Bacon Cheeseburger 6336.0 264.0 5.0
Overstuffed Peppers 5970.0 248.8 720.0
Kung Pao Stir Fry 5910.0 246.3 240.0
Fiery Fish Tacos 5880.0 245.0 120.0
King Crab Bisque 5370.0 223.8 1440.0
Chips and Guacamole 5280.0 220.0 3.0
Impossible Quiche 5092.5 212.2 2880.0
Powdered French Toast 4824.0 201.0 20.0
Super Chunk Fruit Salad 4800.0 200.0 15.0
Tony’s Classic Pizza 4248.0 177.0 300.0
Chicken Gyro and Fries 4032.0 168.0 10.0
Voodoo Chicken Salad 3920.0 163.3 720.0
Jumbo Shrimp Cocktail 3264.0 136.0 30.0
Spaghetti and Meatballs 3255.0 135.6 480.0
Tikka Masala Kabobs 3120.0 130.0 60.0
Spitfire Roasted Chicken 2585.0 107.7 1440.0
French Onion Soup 2550.0 106.3 240.0
Triple Berry Cheesecake 2470.0 102.9 720.0
Caramel Apples 2340.0 97.5 120.0
Homestyle Pot Roast 1967.5 82.0 2880.0
Vampire Staked Steak 1695.0 70.6 1440.0
Pumpkin Pie 1690.0 70.4 720.0

The next table shows the same information, but for Café Points instead of profit. This is more useful if your primary concern is “leveling up”.


Dish CP / Day CP / Hour Min Per Cycle
Bacon Cheeseburger 2016.0 84.0 5.0
Chicken Gyro and Fries 2016.0 84.0 10.0
Chips and Guacamole 1920.0 80.0 3.0
Powdered French Toast 1512.0 63.0 20.0
Super Chunk Fruit Salad 1344.0 56.0 15.0
Jumbo Shrimp Cocktail 1008.0 42.0 30.0
Fiery Fish Tacos 588.0 24.5 120.0
Tikka Masala Kabobs 528.0 22.0 60.0
Kung Pao Stir Fry 450.0 18.8 240.0
Caramel Apples 420.0 17.5 120.0
Overstuffed Peppers 412.0 17.2 720.0
French Onion Soup 366.0 15.3 240.0
Voodoo Chicken Salad 336.0 14.0 720.0
Tony’s Classic Pizza 326.4 13.6 300.0
Spaghetti and Meatballs 300.0 12.5 480.0
Triple Berry Cheesecake 280.0 11.7 720.0
King Crab Bisque 252.0 10.5 1440.0
Spitfire Roasted Chicken 210.0 8.8 1440.0
Impossible Quiche 175.5 7.3 2880.0
Pumpkin Pie 152.0 6.3 720.0
Homestyle Pot Roast 139.5 5.8 2880.0
Vampire Staked Steak 113.0 4.7 1440.0

Two things seem clear to me from these tables:

  1. Overstuffed Peppers is the dish to beat.  12 hours cooking time means you don’t have to babysit the game endlessly.  One of the most profitable, and does a fair job of building experience.
  2. Fast Food is King. If you have the patience and time, serving burgers can’t be beat.  All the numbers are incredibly weighted towards the foods with short cycles.  After all, when you can literally serve something 288 times in a single day, that’s a huge multiplier.

In future posts, I’ll try to rebalance these numbers across risk of spoilage and personal time value, to bring some sense to the madness.  I can tell already, however, that the Overstuffed Peppers is going to be the best balance of time & profit.  Of course, my cafe is still dawdling at Level 14…

Update:  New Café World Economics posts are available:

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