Roof Tycoon wiki

Formulas

The rules behind the numbers, computed from the game's own constants.

Production

Each production asset produces its base output × the number owned × 2 for every ownership milestone reached (25, 50, 100, 200, 300, 400, 500) × its own multipliers (from upgrades, research and legacy) × the global multiplier. The global multiplier is (1 + global bonuses) × (1 + 1% per Mastery point, a share that some upgrades raise) × (1 + 1.5% × Legacy Blueprints earned) × any production boost.

The next unit of an asset costs its base cost × 1.15^(units owned), times any cost multiplier (a discount, for example).

Price of the next unitEvery production asset gets 15% more expensive with each one you own: the next unit costs the first one's price × 1.15^owned.1100,00010 B1 Qa100 Qi10 Sp1 No0100200300400500Units already ownedPrice (× first unit)Price of the next unit
Price grows by a fixed factor per unit owned.
The numbers as a table
Units ownedNext unit price (× first)Output per unit (× base)
01×1
2532×2
501,083×4
1001.17 M×8
2001.37 T×16
3001.61 Qi×32
4001.9 Sp×64
5002.23 No×128
Output of each unitOwning 25, 50, 100, 200, 300, 400 and 500 of one kind each double the output of every unit of that kind.×1×10×1000100200300400500Units ownedOutput (× base)Output of each unit
Ownership milestones double output.

Roof jobs

A new job's size is the larger of the worksite's minimum and 75 seconds of current production, times any job-size multiplier from upgrades. Finishing a job pays 10% of its size again (more with some upgrades).

Time away

When you come back, the game replays the time you were away: up to its capacity — 2 hours at first, at most 1 day — the company works as if the game were open but at the offline efficiency (50% at first, up to 100%), finishing roofs and collecting their bonuses on the way; beyond the capacity it produces nothing. Research and contracts run for the whole time. Roughly, credits ≈ production per second × min(time away, capacity) × efficiency, plus the roofs finished meanwhile.

Rebuilding

Legacy Blueprints earned in totalA rebuild is allowed once the current company has earned 100 B credits. Blueprints count everything you have ever earned: ⌊(lifetime credits ÷ 100 B)^(1/3)⌋ in total, and each rebuild pays the ones not yet earned. Every blueprint ever earned adds 1.5% production for good.110100100010000100 B100 T100 Qa100 Qi100 Sx100 SpCredits earned in all, every companyBlueprints in totalLegacy Blueprints earned in total
Blueprints grow with the cube root of everything you have ever earned; a rebuild pays the ones not yet earned, and each is +1.5% production for good.
The numbers as a table
Credits earned in allBlueprints in totalProduction bonus from them
100 B1+1%
1 T2+3%
100 T10+15%
100 Qa100+150%
100 Qi1,000+1,500%
100 Sx10,000+15,000%
100 Sp100,000+150,000%

Boosts

How boosts combineTaking the same boost again keeps the longer and the stronger of the two (Rush Order twice stays ×3). Different boosts multiply; production and hand-work boosts are each capped at ×100.How boosts combineRush Ordertaken againresultproduction ×3×3 again at 20 s×3 (not ×9), until 65 sPerfect Weatherproduction ×1.5hand work ×3Different boosts multiply. Production and hand-work boosts are each capped at ×100;together they show as a combo (×4.5 here).0 s60 s120 s
Taking the same boost again keeps the longer and the stronger of the two (Rush Order twice stays ×3). Different boosts multiply; production and hand-work boosts are each capped at ×100.
The numbers as a table
SituationResult
Rush Order (production ×3, 45 s) taken againStill ×3; lasts until the later end
Perfect Weather (production ×1.5 and hand work ×3)Both apply; shown as a combo ×4.5
A production or hand-work boostAt most ×100