Building type breakdown

by MonopolyHQ on September 20, 2009 · 26 comments

Here’s a fascinating chart breaking down the different building types in the game in terms of rent and footprint. Special thanks goes to TheDonch at for compiling this!

Click for a larger image or download the Spreadsheet


What do you think? How might this impact the way you play?


{ 26 comments… read them below or add one }

1 WNC Monopoly September 20, 2009 at 9:40 am

It will have no impact on my strategy.

My goal is to have all my streets lined with Monopoly Towers and Bonus Buildings by the end og the game and raking in billions of Monopoly Dollars in rent every day!!! Mua ha ha ha!


2 MonopolyHQ September 20, 2009 at 12:56 pm

that’s the spirit!


3 Puppy September 20, 2009 at 3:35 pm

… and I had always thought that the grid building was a space hog, at least compared to the polyhedron plaza. Are you sure you didn’t get those 2 mixed?


4 MonopolyHQ September 21, 2009 at 9:56 am

I’ve got no way of verifying it, but if you’re going by ‘footprint’ you’re right on, the grid building sure looks bigger. i’m not sure why the height’s in at all, but i think whoever made it may have been using the specs from the google sketchup buildings? not completely sure.


5 wew_at_twitter September 20, 2009 at 7:17 pm

this is not true as well, im sorry my friend.
They are too many cases where the green house just dont fit~and that you have to use other buildings.
Also, as game goes on, a .9 efficiency building that does 10 1.0 building’s job make just make a difference as the price of streets goes on since the function with building has a constant .1 while the the number of streets will be limited. The real function for the total score therefore is wayyy more complicated and such that only a combination of different buildings can win.


6 MonopolyHQ September 21, 2009 at 9:57 am

that’s odd, I have yet to come across a space where a green house doesn’t fit but another one does. but i definitely agree – a whole combination of buildings will be required as streets will need to become much more dense to get the best return value once the tax becomes an issue


7 sohyti September 20, 2009 at 10:17 pm

I didn’t make such a sheet, but I nearly agree with the conclusions for day1.
First, you better have to fill your street with little houses.
Then, at second or third day, when your street is full (means you earn the most with the money you spent building), you start to sell little houses to replace them with, grid building for my thinking, nova tower block for the sheet. Like this, you’re still earning the most with the money you spend building.
Don’t do that with little streets…. Start with 2m street, and 2-3 days later, buy 5/6m street, and so on….


8 MonopolyHQ September 21, 2009 at 9:59 am

that strategy sounds about right. it seems the most optimal to me, i’m still dumbfounded how there are people on the leaderboard magnitudes beyond this already… unless they know something huge we don’t, i can only attribute it to cheating.


9 My Name September 21, 2009 at 1:07 am

Hasn’t all of the rent changed after the reset?
For some reason (this is a good thing for me) with out cheats:

Green House
Price: $50,000
Rental Income: $180,000

Where as:

Unbounded Mageplex
Price: $6,000,000
Rental Income: $5,054,000

So if I built enough of the Green Houses up to what the Unbounded Megaplex was worth:

50,000 * 120 = 6,000,000
180,000 * 120 = 21,600,000
So $21,600,000 compared to $5,054,000…?
Veeeeeaaaaaarrrrrryyyy Interesting….


10 MonopolyHQ September 21, 2009 at 10:00 am

that calculation isn’t quite right, because you won’t be able to fit as many “unbounded megaplex”s on the same street as green houses. However at some point in the game when it only makes sense to own a certain number of streets, even with the higher return rate on green houses, we’ll all have to be switching out for bigger buildings as our only way of increasing our total rent.


11 danhealy September 22, 2009 at 1:55 am

I don’t think these calculations are correct at all.

I can fit a Poly in between Grids which leads me to believe I can fit more Polys than Grids in a given space.

I think the “footprint” numbers alone without height are the important ones.


12 danhealy September 22, 2009 at 1:56 am

… if they are valid, that is. i dont know how they were generated.


13 MattG September 28, 2009 at 2:28 am

With the rules as they currently are there are three factors that impact which building is the best: Time, space and tax. Very early on short term return is what you are after, but once the first week is over and you are getting well into the 10′s of millions a day you want to build for long term value. In the early days you want the best return so go the city center with gaps filled in by green houses. Or if the effort of placing them is too hard go The Grid. Over the long term the best 5 buildings (in order) are Honeycomb, Spear-end, Cubic, Polyhedron and Opaque. I’ll explain why.

For the long term picking the best building is harder as there are multiple variables that need to be balanced. While a good ratio of cost to rent (efficiency) looks attractive space is limited, and if you fill up your street with Green houses you will have very efficient use of your money, but run out of space to put new buildings. While not efficient, the most expensive building will over time give you the best return if your street is full of them. But the time it takes to build out that street is considerably longer. The third variable is the space the building takes up. If a building takes up more space you can fit less of them on a street, which decreases its value.

To compare lets look at a street that is worth $1M+ and can hold 10 Honeycomb’s (or cubic, opaque, etc). There are 4 other sizes if building which means that same space could hold 8 (Blanco, Photat,etc), 14(spear end, polyhedron,etc), 17 (High reach, sentinel, etc) or 23 (Green House). Buildings of different sizes overlap to some extent. Even if you fill up a street with buildings of the same size there will be at least one or two spots vacant for the other sizes.

So the equation becomes complex. The higher the rent the better the return but; a smaller footprint increases the value, and the efficiency of the return dictates how quickly you can expand your number of buildings (i.e. speed of growth). I’ll show with 4 buildings with a list that will probably format horribly once posted to comments.

name::cost::rent::efficiency (rent/cost)::relative density
Honeycomb Complex::900K::650K::0.722::10
Spear End Summit:: 5M::1.3M::0.26::14
Grid Building::500K::450K::0.9::10
Green House::50K::50K::1::23

Lets look at the cost to build to the relative density size, the daily rent, the total return over 30 days, and that return multiplied by the efficiency.

name::cost::rent::30d return::30 days efficient return

So I think the best return will be to start with HC and then fill out the space with the next most efficient buildings. Given that buildings of the same size will always completely overlap there are 5 build steps for each street (excluding specials). Honeycomb Compex, Spear End Summit, Blanco Bastion, High Reach Place, Green House. This should get the most efficient street possible.

If you want the workings drop me an email and I’ll send you the sheet. And yes, I am a huge stats nerd.


14 MonopolyHQ September 28, 2009 at 9:09 am

MattG – I’d love some to take a look at it – better yet if it’s something presentable I can post for everyone else here to benefit from as well… what would the world do without stats nerds!?


15 Scion September 28, 2009 at 10:14 am

I actaully think the calculation is even more complex than that.

The game is supposed to continue longer than 30 days….what does it look like at 60 days? or 90 days

But just looking at static future forecasts doesnt tell you the full story either. Because with the street tax you are only likely to hold between 5 and 20 streets. Which means that at some point you may find that you are tearing down buildings to put up improved ones. With cheaper buildings that fill upyour streets quickly the lifetime of the building itself is reduced. Since you will run out of space faster and be required to start replacing them earlier.

Another point related to the street tax that i havent seen raised in discussions to date is the effect that it has on the over all rental return of a portfolio. Is it better to purchase a new street and fill it with building X or is it better to replace some of the cheaper buildings on an existing street. which will raise Net income the most?

…ok its all my gut feelings, but they are the gut feelings of another self confessed stats nerd ;)


16 MattG September 28, 2009 at 8:16 pm

Scion, completely agree. As your daily revenue increases your reliance on efficieny is decreased by the street limit. If I stick with the game long enoung I would invisage moving down to the Spear end as a primary, and then brouette. Unless you have enough moeny to fill a whole street with expensive buildings you are better going with the efficient method.

Once all your streets are filled and tax restricts you buying more, then it is a valid plan to demolish and replace existing buildings with more expensive ones. I would still not go right for the most expensive. It would still may be more efficient to sell and rebuild twice.

E.g. look at the honeycomb. At size 10 the easiest way to sell and rebuild is to look at other property of the same size. The next 3 buildings in the ranking at that size (ignoring cheaper buildings) are Cubic (2000/950), Opaque (2800/1100) and Brouette (15000/2500). Once all my streets are full the best possible return would be to sell honeycombs and buy cubics, then repeat with opaques, then with brouette’s. Given the time horizon of the game this is probably needlessly anal, as the actual delta would be marginal.

Here’s a link to the workings out to 120 days btw


17 Scion September 29, 2009 at 9:52 am

@Matt how did you calculate the density? on my east-west road costing $964k i can place some 63 green houses, and expect to be able to place 69 on a full 1kk street?

Was the street you bassed this calculation on on a diagonal …or bendy?

Note even accounting for the ocasional gap that you allways get when actually building them it still doesnt add up with what i would expect for a 1kk road.


18 Alexis September 29, 2009 at 9:04 am

Hi, When i log into my profile and try and build a building it says i’m making too many request please slow down, can someone help me please. Thanks.


19 Scion September 29, 2009 at 9:18 am

Ive been doing a bit of experimentation myself. I

I purchased some straight east – west streets 1 in the 960k range 1 for 1.8kk and another 2.3kk (all my properties are straight east west streets so thats where my interest lies )

I wanted to test the assertion from TheDonch above that the number of buildings you can place on a road depends on the Size property he has given…..

my conclusion is that it does not and that it rather depends on the footprint.

With the shorter street i counted the number of cones available for each building type..the number of slots available follows the same pattern as the footprint size …namely a grid, nori place, and qubic could all be placed the same number of times. however if you look at their sizes the grid has a much smaller size….and the polyhedron which has the same size given as the nori place could be placed significantly more times.

If i had to hazard a guess i could imagine that the size parameter was there to contribute towards the density calculations that were originaly intended to be included.

An interesting aside to this was that On the two longer roads i repeated the process but just counted cones for the City Centre, Grid, and Tri Rectangle Buildings….for both the the price per base unit cam out to be around $320…

It wouldnt surprise me if the same cost per base unit is applied to all streets longer than 1kk….and that is how the street purchase price is determined….(ok its morelikely determined bassed on length information from the Open maps data, but so too is the placement of cones…so they are strongly correlated)


20 MonopolyHQ September 29, 2009 at 10:25 am

my hunch is on the footprint as well… what would be interesting is if someone experimented through building and tearing down on the same street with different building types, and then again with another street as well just to verify the conclusions


21 MattG September 29, 2009 at 11:21 am

My method for calculating density was to take a N-S dead straight street longer than could fit on my screen, select a building, then count the cones that fit across the screen. The street I did my calculations on was very long (35 mill) but I did buy a cheaper street ($3M) and the densities were the same. As I was only after a relative value for density that was as scientific as I got.

I have noticed that bendy streets have less even spacing but I have to presume the relative difference remains.

In regards to tearing down and rebuilding, I’ve tested a little and it seems that generally if you tear down a building you can rebuild with another building of the same footprint most of the time. I tested tearing down some Grids and replacing them with cubics or honeycombs. I did this on ten buildings and nine of them worked. The other would not let me build another building of that density, but I could build a smaller footprint one (spear end) end then had a gap for a high reach.


22 Scion September 29, 2009 at 6:13 pm

One thing i noticed when placing bastions was the sometime the gap between two is big enough to put a spear head in and other times it wont but a polyhedron will fit….looking at their footprints the polyhedron is ever so slightly smaller….which would seem to match that emperical finding.


23 Andreas November 22, 2009 at 5:57 am

hi, i don’t think footprints are the end of it. I have a street with gaps between monopoly towers, where a sky high tower doesn’t fit, but a building megastructure does quite nicely. Probably height also plays in a role for density on a street.


24 Andreas November 25, 2009 at 4:51 pm

How about a new round of footprints? these seem to be outdated, probably got fixed with the three new buildings


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