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	<title>Comments on: Building type breakdown</title>
	<atom:link href="http://monopolyhq.com/2009/09/building-type-breakdown/feed/" rel="self" type="application/rss+xml" />
	<link>http://monopolyhq.com/2009/09/building-type-breakdown/</link>
	<description>Strategy &#38; Tips</description>
	<lastBuildDate>Tue, 07 Sep 2010 19:34:50 -0400</lastBuildDate>
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		<title>By: Andreas</title>
		<link>http://monopolyhq.com/2009/09/building-type-breakdown/comment-page-1/#comment-876</link>
		<dc:creator>Andreas</dc:creator>
		<pubDate>Wed, 25 Nov 2009 21:51:09 +0000</pubDate>
		<guid isPermaLink="false">http://monopolyhq.com/?p=70#comment-876</guid>
		<description>How about a new round of footprints? these seem to be outdated, probably got fixed with the three new buildings</description>
		<content:encoded><![CDATA[<p>How about a new round of footprints? these seem to be outdated, probably got fixed with the three new buildings</p>
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		<title>By: Andreas</title>
		<link>http://monopolyhq.com/2009/09/building-type-breakdown/comment-page-1/#comment-872</link>
		<dc:creator>Andreas</dc:creator>
		<pubDate>Sun, 22 Nov 2009 10:57:57 +0000</pubDate>
		<guid isPermaLink="false">http://monopolyhq.com/?p=70#comment-872</guid>
		<description>hi, i don&#039;t think footprints are the end of it. I have a street with gaps between monopoly towers, where a sky high tower doesn&#039;t fit, but a building megastructure does quite nicely. Probably height also plays in a role for density on a street.</description>
		<content:encoded><![CDATA[<p>hi, i don&#8217;t think footprints are the end of it. I have a street with gaps between monopoly towers, where a sky high tower doesn&#8217;t fit, but a building megastructure does quite nicely. Probably height also plays in a role for density on a street.</p>
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		<title>By: Scion</title>
		<link>http://monopolyhq.com/2009/09/building-type-breakdown/comment-page-1/#comment-238</link>
		<dc:creator>Scion</dc:creator>
		<pubDate>Tue, 29 Sep 2009 22:13:45 +0000</pubDate>
		<guid isPermaLink="false">http://monopolyhq.com/?p=70#comment-238</guid>
		<description>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.</description>
		<content:encoded><![CDATA[<p>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&#8230;.looking at their footprints the polyhedron is ever so slightly smaller&#8230;.which would seem to match that emperical finding.</p>
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		<title>By: MattG</title>
		<link>http://monopolyhq.com/2009/09/building-type-breakdown/comment-page-1/#comment-237</link>
		<dc:creator>MattG</dc:creator>
		<pubDate>Tue, 29 Sep 2009 15:21:05 +0000</pubDate>
		<guid isPermaLink="false">http://monopolyhq.com/?p=70#comment-237</guid>
		<description>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&#039;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.</description>
		<content:encoded><![CDATA[<p>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.</p>
<p>I have noticed that bendy streets have less even spacing but I have to presume the relative difference remains.</p>
<p>In regards to tearing down and rebuilding, I&#8217;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.</p>
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		<title>By: MonopolyHQ</title>
		<link>http://monopolyhq.com/2009/09/building-type-breakdown/comment-page-1/#comment-232</link>
		<dc:creator>MonopolyHQ</dc:creator>
		<pubDate>Tue, 29 Sep 2009 14:25:44 +0000</pubDate>
		<guid isPermaLink="false">http://monopolyhq.com/?p=70#comment-232</guid>
		<description>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</description>
		<content:encoded><![CDATA[<p>my hunch is on the footprint as well&#8230; 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</p>
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		<title>By: Scion</title>
		<link>http://monopolyhq.com/2009/09/building-type-breakdown/comment-page-1/#comment-230</link>
		<dc:creator>Scion</dc:creator>
		<pubDate>Tue, 29 Sep 2009 13:52:07 +0000</pubDate>
		<guid isPermaLink="false">http://monopolyhq.com/?p=70#comment-230</guid>
		<description>@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.</description>
		<content:encoded><![CDATA[<p>@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?</p>
<p>Was the street you bassed this calculation on on a diagonal &#8230;or bendy?</p>
<p>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.</p>
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		<title>By: Scion</title>
		<link>http://monopolyhq.com/2009/09/building-type-breakdown/comment-page-1/#comment-229</link>
		<dc:creator>Scion</dc:creator>
		<pubDate>Tue, 29 Sep 2009 13:18:27 +0000</pubDate>
		<guid isPermaLink="false">http://monopolyhq.com/?p=70#comment-229</guid>
		<description>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)</description>
		<content:encoded><![CDATA[<p>Ive been doing a bit of experimentation myself. I</p>
<p>I purchased some straight east &#8211; 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 )</p>
<p>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&#8230;..</p>
<p>my conclusion is that it does not and that it rather depends on the footprint.</p>
<p>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 &#8230;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&#8230;.and the polyhedron which has the same size given as the nori place could be placed significantly more times.</p>
<p>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.</p>
<p>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&#8230;.for both the the price per base unit cam out to be around $320&#8230;</p>
<p>It wouldnt surprise me if the same cost per base unit is applied to all streets longer than 1kk&#8230;.and that is how the street purchase price is determined&#8230;.(ok its morelikely determined bassed on length information from the Open maps data, but so too is the placement of cones&#8230;so they are strongly correlated)</p>
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		<title>By: Alexis</title>
		<link>http://monopolyhq.com/2009/09/building-type-breakdown/comment-page-1/#comment-228</link>
		<dc:creator>Alexis</dc:creator>
		<pubDate>Tue, 29 Sep 2009 13:04:51 +0000</pubDate>
		<guid isPermaLink="false">http://monopolyhq.com/?p=70#comment-228</guid>
		<description>Hi, When i log into my profile and try and build a building it says i&#039;m making too many request please slow down, can someone help me please. Thanks.</description>
		<content:encoded><![CDATA[<p>Hi, When i log into my profile and try and build a building it says i&#8217;m making too many request please slow down, can someone help me please. Thanks.</p>
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		<title>By: MattG</title>
		<link>http://monopolyhq.com/2009/09/building-type-breakdown/comment-page-1/#comment-222</link>
		<dc:creator>MattG</dc:creator>
		<pubDate>Tue, 29 Sep 2009 00:16:06 +0000</pubDate>
		<guid isPermaLink="false">http://monopolyhq.com/?p=70#comment-222</guid>
		<description>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&#039;s.  Given the time horizon of the game this is probably needlessly anal, as the actual delta would be marginal.

Here&#039;s a link to the workings out to 120 days btw  
http://spreadsheets.google.com/pub?key=tfhubJhQK5WrSdKVOnPTQPA&amp;output=html</description>
		<content:encoded><![CDATA[<p>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.</p>
<p>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.</p>
<p>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&#8217;s.  Given the time horizon of the game this is probably needlessly anal, as the actual delta would be marginal.</p>
<p>Here&#8217;s a link to the workings out to 120 days btw<br />
<a href="http://spreadsheets.google.com/pub?key=tfhubJhQK5WrSdKVOnPTQPA&amp;output=html" rel="nofollow">http://spreadsheets.google.com/pub?key=tfhubJhQK5WrSdKVOnPTQPA&amp;output=html</a></p>
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		<title>By: Scion</title>
		<link>http://monopolyhq.com/2009/09/building-type-breakdown/comment-page-1/#comment-215</link>
		<dc:creator>Scion</dc:creator>
		<pubDate>Mon, 28 Sep 2009 14:14:10 +0000</pubDate>
		<guid isPermaLink="false">http://monopolyhq.com/?p=70#comment-215</guid>
		<description>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 ;)</description>
		<content:encoded><![CDATA[<p>I actaully think the calculation is even more complex than that.</p>
<p>The game is supposed to continue longer than 30 days&#8230;.what does it look like at 60 days? or 90 days</p>
<p>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.</p>
<p>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?</p>
<p>&#8230;ok its all my gut feelings, but they are the gut feelings of another self confessed stats nerd <img src='http://monopolyhq.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
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