Board Thread:General Discussion/@comment-184.167.218.147-20180618030534

I don't know if anyone else has got around to any testing on the monkey farms' cash output, so I'm going to share my findings. Basically I wanted to see if path one was better than path three, I haven't done any tests with path two. Path 1 is super simple:

0/0/0- 4x 20 = 80/rd 1/0/0- 6x 20 = 120/rd 2/0/0- 8x 20 = 160/rd 3/0/0- 16x 20 = 320/rd 4/0/0- 4x 300 = 1200/rd -> 4/2/0 = 1500/rd 5/0/0- 4x 900 = 3600/rd -> 5/2/0 = 4500/rd

Any of these can get better with x/2/0 giving 25% more, but upgrades in path 3 are slight QoL buffs that don't really do anything, especially if you're using a farmer.

Path 2 gets a big buff at 3, adding 8 more cash procs on top of auto collection. This stacks with path one upgrades:

x/0/1 -> x/0/2 no change 0/0/3- 12x 20 = 240/rd 1/0/3- 14x 20 = 280/rd 2/0/3- 16x 20 = 320/rd

- as an interjection, at this point you're getting the same cash as a 3/0/0 with no need for a farmer and at a lower total build cost-

x/0/4- no change in procs, but gives +900 at end of round; 1220/rd x/0/5- adds 4900 end of round instead; 5220/rd

So it turns out that path 3 gives as much or more at any given level while costing way less to build. 