Real Estate Repairs Model#
The game uses a strict mathematical model that determines the nominal cost of repairing buildings depending on their level. The nominal cost of repairs is a reference price calculated based on fixed (nominal) prices of resources, without taking into account stock market fluctuations.
Mathematical formula#
The nominal cost of mandatory monthly repairs of a building is calculated using a formula that is a second-degree quadratic polynomial:
\( \text{RepairCost}(x) = -0.000289 \cdot x^2 + 0.04433 \cdot x + 0.00314 \)Where:
\( x \in \mathbb{N}, \quad 1 \leq x \leq 50 \)- Building level.
- The result is expressed in gold coins.
Justification and properties#
The formula is constructed so that:
- The rise in repair costs starts slowly and gradually accelerates.
- At high levels, economies of scale are maintained (repairing one high-level building was cheaper than repairing many low-level buildings).
- A balance is maintained between the cost of renovation and the potential income of the building.
Resource Allocation Algorithm#
- The nominal cost of repairs is calculated using the formula:
- The amount of water is determined:
- It is calculated how much gold goes for water:
- Remaining gold:
- The remainder is distributed evenly among other resources (baseline). 
- Each resource quantity value: 
- Rounded up to 4 decimal places.
- Cannot be less than 0.003.
Result#
This approach ensures:
- Scalability and ease of calculations.
- Transparency of mechanics for players.
- Maintaining a balance between costs and progress.
- A sustainable economic model that is easy to balance.
Nominal cost of repairs by property levels#
The “Cost by Resources” column shows the reference price of the mandatory monthly repairs for a house of the corresponding level, presented in gold coins at the nominal value of resources.
| House level | Cost by resources | 
|---|---|
| 1 | 0.0472 | 
| 2 | 0.0906 | 
| 3 | 0.1335 | 
| 4 | 0.1759 | 
| 5 | 0.2176 | 
| 6 | 0.2587 | 
| 7 | 0.2993 | 
| 8 | 0.3393 | 
| 9 | 0.3787 | 
| 10 | 0.4175 | 
| 11 | 0.4558 | 
| 12 | 0.4935 | 
| 13 | 0.5306 | 
| 14 | 0.5671 | 
| 15 | 0.6031 | 
| 16 | 0.6384 | 
| 17 | 0.6732 | 
| 18 | 0.7075 | 
| 19 | 0.7411 | 
| 20 | 0.7742 | 
| 21 | 0.8066 | 
| 22 | 0.8385 | 
| 23 | 0.8699 | 
| 24 | 0.9006 | 
| 25 | 0.9308 | 
| 26 | 0.9604 | 
| 27 | 0.9894 | 
| 28 | 1.0178 | 
| 29 | 1.0457 | 
| 30 | 1.0730 | 
| 31 | 1.0997 | 
| 32 | 1.1258 | 
| 33 | 1.1513 | 
| 34 | 1.1763 | 
| 35 | 1.2007 | 
| 36 | 1.2245 | 
| 37 | 1.2477 | 
| 38 | 1.2704 | 
| 39 | 1.2925 | 
| 40 | 1.3140 | 
| 41 | 1.3349 | 
| 42 | 1.3552 | 
| 43 | 1.3750 | 
| 44 | 1.3942 | 
| 45 | 1.4128 | 
| 46 | 1.4308 | 
| 47 | 1.4483 | 
| 48 | 1.4651 | 
| 49 | 1.4814 | 
| 50 | 1.4972 | 
Basic proportions of resources for repair#
Levels 1-3#
| Resource | Quantity per level | 
|---|---|
| Water | 1.0000 | 
| Stamina coupon | 6.4141 | 
| Wood | 0.7697 | 
| Stone | 0.7697 | 
Levels 4–50#
| Resource | Quantity per level | 
|---|---|
| Water | 4.0000 | 
| Stamina coupon | 5.5076 | 
| Wood beam | 0.8813 | 
| Edged board | 1.7625 | 
| Mounting rail | 3.4785 | 
| Wood lining | 6.9570 | 
| Foundation block | 0.8813 | 
| Overlap block | 1.7625 | 
| Facing plate | 3.4785 | 
| Brick | 6.9570 | 
| Channel | 0.0882 | 
| Girders | 0.1763 | 
| Corner | 0.3525 | 
| Fittings | 0.7031 | 
Repair cost coefficients by levels#
This list contains scaling factors for calculating repair costs for buildings of different levels.
To calculate the amount of resource required for repairs:
- For any resource except water: \( \text{Quantity} = \text{Baseline} \times \text{Level Factor} \)
- For water: \( \text{Amount of water} = \text{House level} \)
Each baseline value specifies the amount of resource required for 1 level of the building. Using coefficients, you can quickly scale values to any level from 1 to 50.
| Level | Coefficient | 
|---|---|
| 1 | 1.000000 | 
| 2 | 1.921197 | 
| 3 | 2.830143 | 
| 4 | 1.000000 | 
| 5 | 1.237318 | 
| 6 | 1.471348 | 
| 7 | 1.702092 | 
| 8 | 1.929548 | 
| 9 | 2.153717 | 
| 10 | 2.374599 | 
| 11 | 2.592194 | 
| 12 | 2.806502 | 
| 13 | 3.017522 | 
| 14 | 3.225255 | 
| 15 | 3.429702 | 
| 16 | 3.630861 | 
| 17 | 3.828732 | 
| 18 | 4.023317 | 
| 19 | 4.214615 | 
| 20 | 4.402625 | 
| 21 | 4.587348 | 
| 22 | 4.768785 | 
| 23 | 4.946934 | 
| 24 | 5.121795 | 
| 25 | 5.293370 | 
| 26 | 5.461657 | 
| 27 | 5.626658 | 
| 28 | 5.788371 | 
| 29 | 5.946797 | 
| 30 | 6.101936 | 
| 31 | 6.253788 | 
| 32 | 6.402352 | 
| 33 | 6.547630 | 
| 34 | 6.689620 | 
| 35 | 6.828323 | 
| 36 | 6.963739 | 
| 37 | 7.095868 | 
| 38 | 7.224709 | 
| 39 | 7.350264 | 
| 40 | 7.472531 | 
| 41 | 7.591511 | 
| 42 | 7.707204 | 
| 43 | 7.819610 | 
| 44 | 7.928729 | 
| 45 | 8.034561 | 
| 46 | 8.137105 | 
| 47 | 8.236362 | 
| 48 | 8.332332 | 
| 49 | 8.425015 | 
| 50 | 8.514411 |