Crosspathing/Banana Farm

In Bloons TD 6, it is important to choose the best crosspathing for a specific tower in order to receive the best benefits out of that tower type. Towers have special roles to play for each stage of the game. The Banana Farm in its core is to provide additional income, allowing the player to afford the more expensive upgrades or afford upgrades sooner.

Introduction
The core of the Banana Farm is to make money. It is completely one-dimensional in its underlying goal; invest, look after the income business, and profit. When it comes to crosspathing, the best Farm is usually the one that provides the greatest income per round, but occasionally the extra conveniences via the Path 3 upgrades pack convenience for the player. The player may not necessarily have enough time and energy to look after farming fully, so sometimes Path 3 upgrades can end up being more profitable overall.

Tier 2 and below



 * 0-0-0: Should be bought as early as possible to make the most of profiting during the earlier rounds.
 * 1-0-0: Increases efficiency of the Banana Farm, and useful in the early rounds too because of this.
 * 0-1-0: Usually a stepping stone to a 0-3-0 Monkey Bank, or sometimes to make it less of a frustration to pick up bananas so quickly. It is merely a convenience option.
 * 0-0-1: Usually a stepping stone to 0-0-3 Marketplace, or sometimes to make it easier to do simpler controls to pick up bananas or utilize a small amount of income compensation for expired bananas. It is merely a convenience option.
 * 2-0-0: Further improves an existing Farm. Usually more cost-efficient to get a 2-0-0 than wait for another 0-0-0 Farm, as the extra few bananas that a 2-0-0 may produce may outspeed the rate of producing natural income from pops.
 * 0-2-0: Usually a stepping stone to a 0-3-0 Monkey Bank. Not as cost-efficient compared to 0-0-0 Farms, even though it makes more money per round.
 * 0-0-2: Gives +10% sellback for this Farm, which can save money when wanting to sell it later. Usually a stepping stone to 0-0-3 Marketplace, or sometimes to make it easier to do guarantee a generation of income if the player ends up idle. It is merely a convenience option.
 * 1-1-0: Not usually a cost-efficient option unless also utilizing the increased lifespan that Long Life Bananas provides.
 * 1-0-1: Normally a waste of money unless opting for 2-0-3 Marketplace or utilizing the EZ Collect's easy pickup utility.
 * 0-1-1: Normally a waste of money unless opting for 0-2-3 Marketplace or utilizing the EZ Collect's easy pickup utility.
 * 2-1-0: Normally a waste of money unless utilizing the increased lifespan that Long Life Bananas provides.
 * 2-2-0: Not usually a cost-efficient option unless also utilizing the increased lifespan that Long Life Bananas provides. Still more efficient compared to 1-2-0.
 * 1-2-0: Not usually a cost-efficient option unless also utilizing the increased lifespan that Long Life Bananas provides. Less efficient than 2-2-0 but more efficient than 0-2-0.
 * 0-2-1: See 0-2-2
 * 1-0-2: Gives +10% sellback for this Farm, and hybridizes with the production rate of 1-0-0, saving more money when sold compared to not buying Banana Salvage. Otherwise, it is normally a waste of money unless opting for 1-0-3 Marketplace or utilizing the Banana Salvage's 85% income compensation.
 * 2-0-2: Gives +10% sellback for this Farm, and hybridizes with the production rate of 2-0-0, saving more money when sold compared to not buying Banana Salvage. Otherwise, it is normally a waste of money unless opting for 2-0-3 Marketplace or utilizing the Banana Salvage's 85% income compensation.
 * 0-1-2: See 0-2-2
 * 0-2-2: Normally a waste of money unless opting for 0-2-3 Marketplace or 0-3-2 Bank.

Banana Plantation



 * 3-0-0: Less cost-efficient than multiple 0-0-0 Farms but more space-efficient. Less cost-efficient compared to a 0-0-3 Marketplace.
 * 3-1-0: Basically packs the power of four 0-1-0 Long Life Bananas Farms together into one Farm. Adding just this upgrade is merely a convenience option.
 * 3-2-0: Produces more income per round, and is the only way to do so for this Farm.
 * 3-0-1: Unless using a Banana Farmer to let it reach the bananas from further, it is not very useful overall unless wanting a clutch for uncollected income. This crosspath locks out getting 3-2-0 for the extra income.
 * 3-0-2: Higher sellback is useful, but this is still worse than Marketplace, which comes with increased income crosspaths and still sells for a similar amount.

Banana Research Facility



 * 4-0-0: Less cost-efficient without crosspathing, but 4-2-0 is far more cost-efficient than multiple 3-2-0 Farms excluding discounts. Buy the Path 2 crosspath for greater cost-efficiency.
 * 4-1-0: Crates last longer, but since less of them are produced its cash items will not need to be collected as often. Adding just this upgrade is merely a convenience option.
 * 4-2-0: It is far more important for this Farm because of how much income Banana Research Facility produces each round. Produces a lot more income per round, and is the only way to do so for this Farm.
 * 4-0-1: Unless using a Banana Farmer to let it reach the bananas from further, it is not very useful overall unless wanting a clutch for uncollected income. This crosspath locks out getting 4-2-0 for the extra income.
 * 4-0-2: While 4-0-2 cannot produce extra income, unlike 4-2-0, 4-0-2 has a higher sellback, which can sometimes be useful if feeling that income production within a short period is too risky.

Banana Central



 * 5-0-0: Exactly like Banana Research Facility, but it also buffs all Banana Research Facilities on screen. The buff is not affected by crosspathing, but the Banana Central's own income generation is. Treat Banana Central as you would for a Banana Research Facility.
 * 5-1-0: Crates last longer, but since less of them are produced its cash items will not need to be collected as often. Adding just this upgrade is merely a convenience option.
 * 5-2-0: It is far more important for this Farm because of how much income Banana Central produces each round, even more than Banana Research Facility. Produces a lot more income per round, and is the only way to do so for this Farm.
 * 5-0-1: Unless using a Banana Farmer to let it reach the bananas from further, it is not very useful overall unless wanting a clutch for uncollected income. This crosspath locks out getting 5-2-0 for the extra income.
 * 5-0-2: As 5-2-0 already has the highest collectable income per unit, and only one 5-2-0 can be bought per player, so it should not be too hard to simply lock a pointer/cursor at a 5-2-0 to collect its income, which outclasses 5-0-2's benefits. In addition, since a Banana Central itself produces huge amounts of income per round, a reasonably large income flow would rush anyway, which makes the higher sellback redundant.

Monkey Bank



 * 0-3-0: Monkey Bank takes its income and stores it into its bank account. The money stored there be increased by a flat 15% interest (or more with Benjamin's Level 5+ or 9+) per round. When it comes to crosspathing, a steady income flow should be made with two 2-0-0 Farms with one crosspathed to 2-2-0, for the best income generation results.
 * 1-3-0: Normally a stepping stone to 2-3-0. Can sometimes be manipulated to produce slightly extra cash, for purely challenge purposes.
 * 2-3-0: Generally better crosspath for pure generated income. The more automatic depositing via each pocket of cash, the more potential for exponential growth of income.
 * 0-3-1: This crosspath can be used to manually remind players to pick up income of Banks. It's purely a visual aid. Notably, a 0-3-1 Bank can be used among 2-4-0 IMF Loans to automatically remind the player to pick up 2-4-0 IMF Loans, as both produce max capacity at roughly the same round.
 * 0-3-2: User-friendly automation can come in handy for efficient withdrawal of deposited income. The loss of income compared to 2-3-0 is small, but it does miss out on pure income efficiency outside of automated assistance. As a small bonus, the higher sellback makes it easier to sell it off for better defense or income sources whenever necessary.

IMF Loan



 * 0-4-0: IMF Loan increases its own bank account capacity and gives an ability that grants an instant $10,000 at the cost of creating in-game debt. Debt is not detrimental, as it is just a pure 50% income penalty. Crosspathing for IMF Loan is more about utilizing the Bank's potential for interest exponentiality, although even non-crosspathed Banks are more efficient than a single crosspathed IMF Loan. Besides the ability, which remains unaffected by crosspathing, IMF Loan is basically the same as a Monkey Bank but with more bank capacity.
 * 1-4-0: See 2-4-0
 * 2-4-0: Generally better crosspath for pure generated income. More income per round to snowball the income generation further is better, and even more so for IMF Loan. Multiple 2-3-0 Banks are still more cost-efficient than a single 2-4-0 IMF Loan in terms of the bank functionality, however.
 * 0-4-1: This crosspath can be used to manually remind players to pick up income of Banks. It's purely a visual aid. Unlike 0-3-1, this crosspath in itself doesn't have a special strategical benefit, and merely is only viable as a visual aid for reminding the player to withdraw multiple IMF Loans.
 * 0-4-2: Generally better crosspath for pure Bank Deposits, as the user-friendly automation can come in handy for efficient withdrawal of deposited income. Each maximum deposit per transaction is pretty high, however, meaning it is pretty difficult to split deposits among different IMF Loan Banks. As a small bonus, the higher sellback makes it easier to sell it off for better defense or income sources whenever necessary.

Monkey-Nomics



 * 0-5-0: The Monkey-Nomics upgrade changes the IMF Loan ability into a new ability that allows it to give an instant $10,000 (or $12,000 with "Backroom Deals") without a loan upon activation, with a shorter cooldown. Statistically, Monkey-Nomics is otherwise the same as an IMF Loan.
 * 1-5-0: Same principles as 1-4-0
 * 2-5-0: Same principles as 2-4-0
 * 0-5-1: Same principles as 0-4-1
 * 0-5-2: Unlike 0-4-2, there may be some uses out of 0-4-2 other than just Bank Deposit income collection convenience. If needing to buy-and-resell a Monkey-Nomics for the ability, this crosspath offers a cheap way to gain more sellback to refresh a Monkey-Nomics that has run out of uses. While less viable with various nerfs to income-generation abilities in general, the option is still there.

Marketplace



 * 0-0-3: Marketplaces produce income that does not need to be manually collected by the player. Normally, a crosspathed Marketplace is better off to start after early-game farming with 1-0-0 and 2-0-0 Farms, but if spamming Marketplaces across the map with loads of money then it's a good idea to start with 0-0-3 first and upgrade to 2-0-3 or 0-2-3 as soon as possible. 0-0-3 is also viable for purely gaining the extra lives via "Healthy Bananas" MK.
 * 1-0-3: Often a stepping stone to 2-0-3 once a Marketplace is established.
 * 2-0-3: The best crosspath in a practical situation, due to easily transitioning from 2-0-0 Farm into a Marketplace.
 * 0-1-3: Completely useless because bananas are automatically picked up anyway. Functions the same as a 0-0-3 Marketplace except locked at Path 2. Normally only a stepping stone to 0-2-3. In most time-sensitive situations, it's better off going to 1-0-3 and then 2-0-3.
 * 0-2-3: Has the same cost and cost-efficiency as 2-0-3 without the "More Valuable Bananas" MK, but has a very slight income-per-round edge with said MK. Start off with an effective early-game Farm setup and then spam 0-2-3 Farms.

Central Market



 * 0-0-4: Just like Marketplaces, Central Markets produce automatic income, and therefore do not need player interaction to collect its income. Again, crosspathing is much desired for Central Market in order to give it the most income possible. But since Central Market also comes with the +10% Merchantmen income buff, it may be useful to go quickly to 0-0-4 to quickly profit with the masses of Merchantmen currently on screen, just before the round ends.
 * 1-0-4: Go for 2-0-4, and 1-0-4 is merely a stepping stone.
 * 2-0-4: TBA
 * 0-1-4: Completely useless because bananas are automatically picked up anyway. Functions the same as a 0-0-4 Central Market except locked at Path 2. Normally only a stepping stone to 0-2-4. In most time-sensitive situations, it's better off going to 1-0-3 and then 2-0-3.
 * 0-2-4: TBA

Monkey Wall Street



 * 0-0-5: Aside from its +$4000 bonus income and +10 bonus lives at the end of each round, it is just a Central Market by all other means. As with Central Market, crosspathing still matters for the maximum income. However, the end-of-round cash is not at all affected by crosspathing. That being said, unlocking its crosspaths are too cheap not to opt for any crosspath.
 * 1-0-5: TBA
 * 2-0-5: TBA
 * 0-1-5: TBA
 * 0-2-5: TBA