Talk:Gold Mine/@comment-6617823-20130220195330

I finally signed up for an account. The post starting with "Actually... These "Time to Profitability" calculations are way off..." is mine, and so are the replies starting with "To elaborate on my post above" and the one starting with "Dahimi - this wasn't a post" in case anyone wants to discuss how I reached these calculations. You can also check out GorillaMan's message wall as we've been having a discussion about it. Anyway...

The proper "Minimum Theoretical Time to Profitability" (assuming you are never attacked and you collect all resources generated from your newly upgraded mine or collector) are as follows:

Level 1* - 45m

Level 2 - 1h40m

Level 3 - 4h

Level 4 - 10h

Level 5 - 1d7h

Level 6 - 2d15h20m

Level 7 - 6d6h40m

Level 8 - 14d13h20m

Level 9 - 26d18h40m

Level 10 - 41d

Level 11 - 39d

Note: Level 1 is the only level you don't have to account for forgone resrouces during the time of the upgrade, because there is no level prior to one, so you are not forgoing resources during the minute it takes to build the level 1 mine / collector. You only have to recover your cost of building a gold mine or elixir collector of the same level.

Also: These are times assuming that you are never letting your mine or collector sit full and thus unprodcutive. It's also assuming your collector / mine that you've just upgraded is never attacked. Both of these, especially the second assumption about never being attacked are somewhat unrealistic. Therefore if you assume that you receive the maximum loss per day on your newly upgraded mine / collector (50% of whatever is in it at the time of attack)... this means you will only collect 50% of the resources it generates per day... this would effectively double the minimum time to profitability. If you let your mines / collectors sit full and unproductive, it may take even longer.