TESTING ON HUMANS - ALL CITIZENS AT RISK!!!
I put them all at risk - show no mercy
After watching some other players like ecoinstant launch full bar into the citizen experiment and decided I needed to catch up on some of the new changes dCity was making and modify my city to accommodate. There's been a lot going on and honestly I'm a bit far behind on a lot of it, I'm still not really sure what if anything I should be doing with churches, and I haven't really looked into the hackers and data centers as much as I need to. But the citizens were fairly easy for me to grasp.
Lets take a look at what you can get if you run an experiment on your citizens. There are 5 options with a 95%+ chance of getting a sick citizen. Its is very likely you only get sick citizens so don't get discouraged. Look below at what they actually give you!!
There are 5 types of citizens that player can get from experiments:
- Super Citizen: Has 1 population, 40 popularity, -5 income and gives you 10 tax refund.
- Super Criminal: Has 1 population, 20 popularity, 20 income and gives you 5 tax refund.
- Super Soldier: Has 1 population, -20 popularity, -20 income, gives you 20 shares in war and gives you 10 tax refund.
- Super Cop: Has 1 population, -10 popularity, -10 income and gives you 10 tax refund.
- Sick Citizen: Has 1 population, -3 popularity, -3 income and gives you 1-3 tax refund (depends on the President's decision).
To me it actually looks like most citizens will give my city a huge boost. While the negative popularity could hurt me, it actually offsets my over population. It will also greatly increase the amount of net income I get in the form of tax refunds. With this idea,I went forward and forced them all to get to tax the shot!!!
Initial Experiment Waves!!
I want full bar to experiment on all my citizens since I did have an overpopulation issue about 5,000 citizens. I converted every single version of citizen I had even if they had special attributes like education and creativity or two attributes and a single citizen they all went in and took the shot.
- Worker
- Workers
- Hard Worker
- Artist
- Scientist
- Homless
Even those with a tax refund of 1 were at risk got the Experiments!
After running through all of those, I took a look at my results. And then decided that the cards I had that already gave me a tax refund of one wouldn't get any worse becoming sick and could actually come better. If the president elects to give them a two or three tax refund on just double their tripled their tax refund status while losing very little impact overall on my city for crime reduction or education. I then decided to throw in all of the students that I rolled into the one tax refund categories.
- Economist
- Policeman
- Professor
Well I'm going to guess most people won't do this, I decided it was worth the risk and I only left the Eco activists out since they're already giving me a two tax refund. Well I could increase that by 33% when the president chooses I figured that's only going to happen a small percentage of the time overall. I let them stay as they are for now
Potential ROI
The biggest impact I saw from converting citizens was I was likely to keep my tax refund stable with a high probability of a double to triple my tax refund. Since six citizens can get a tax refund sent by the president of one to three Sim per six citizen it made a lot of sense to me. T
The cost to convert each citizen is only $300 Sim. That means if left alone to provide one tax refund each day they will pay off their conversion within a year. That also means that any card I get that provides a bigger tax refund or additional benefits then just increases my roi. But the real magic for me comes when the president sends a tax refund of two or three Sim per sick citizen. This means that my roi can be 200 or even 100 days if chosen by the president. Given current landscape of the game I figured it was worth the risk to see if I could get the cost of rolling a citizens paid off within 100 days and then start to profit heavily. Not to mention the potential benefits from super cops, super citizens, super criminals, and super soldiers.
My Results
After rolling a total of 1,000 citizens, let's take a look at my results.
Sick Citizen we all know this is the highly likely outcome. $972 citizens converted with a gain of probably around $700 tax refunds. That loan is pretty significant until you factor in it currently I believe the tax refund is set to three Sim per citizens so I got an additional $2,100 tax refund.
Super Soldier I was both surprised and very lucky to get 10 super soldiers. Each super soldier gives you 20 more shares, so that means I picked up 200 more shares which has significantly increased my ranking. Given the fact that my original goal for the year was to cross 100 adding another $200 on top of that has actually moved me to be a top 20 holder of war shares.
Super Cop super cops are nice as well since they give you a 10 tax refund. I'm less concerned with a negative attributes of popularity and income since my base levels of both so high.
Super Criminal super criminals are also surprisingly good for a criminal. They give you all positive popularity and income and five tax refund so a pretty solid return on investment.
Super Citizen super citizens are also great because of the popularity boost that helps offset the other ones, and 10 tax refund. I love tax refunds.
Looking for more citizens!!! Where are you cheap citizens???
Since there are several of us out there trying to convert as many citizens as possible the market has really gone up in price. I remember the days we used to be able to buy a citizen or an immigrant or a 100 similar so, now the lowest price citizen is about $550. By the time you buy them and pay $300 to experiment on them you're looking at 800, the only way it makes sense from an roi perspective is if you're really confident that you can maintain a three tax refund on each citizen for a year to get pay back within a year. I'm looking at increasing the amount of events I'm running to try to mine citizens as a additional source, but other than that I'm not sure how I can get anymore low price citizens, I think those days are gone and they will be missed.
dCity Keeps Developing, and Rewarding players
I like the changes to dCity and it requires proactive management of your collection to maximize returns. You can't just buy, hold and forget to get the most productivity. It also encourages collaboration between players to get the most out of their combined resources. Keep up the great work dCity!