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An in-depth look at money options Messages in this topic - RSS

Urthdigger
Urthdigger
Posts: 939

7/1/2012
This guide will attempt to analyze the various moneymaking options available to a capped player. As this assumes that the player has done all they possibly can, there are a few options that aren't listed (things that require lower stats, things at the university or court, one-time storylets, etc.) This will also focus on long events rather than single storylets. This guide is partly to aid those players pursuing very expensive things (Overgoat, Hesperidean Cider...), as well as possible for the Failbetter staff to look at and see where the balancing might be a little off. I'll work on completing this as time goes on, and if anyone has any other options they'd like to see me add, just let me know.

===Mahogany Hall===

Mahogany Hall has a number of options available to capped players, and is perhaps the first out of all these options that a player might run across. Indeed, this content can be done before becoming a Person of Some Importance. In addition, unlike most options available, both options her grant loot when increasing your progress, as well as a payoff at the end.

==Tales of Mahogany Hall==
This is by far one of the most bizarre systems in Fallen London when it comes to balancing. Everywhere else in the game, options that have higher requirements give better loot. In Tales of Mahogany Hall, the reverse is true.

First, a word on the mechanics. By Ticket Touting, Advertising, Burglary, or Variety, you can increase your Tales of Mahogany Hall quality. Variety options increase it by 2 CP each time, but offer the lowest payout (Two options give 1 echo profit, getting licenses costs 2 echoes and only earns 1, so you lose an echo each time, and stealing props earns 1.02 echoes). All the other options only give 1 CP, but reward slightly more (except for the "don't be greedy" option under burglary). As the extra amount rewarded (after account for the cost of lost connections for ticket touting) is fairly low (topping at an extra 6 pence for sabotaging the opera's bills), we're going to assume that a capped player is choosing to steal props for 102 nevercold brass slivers and 2 CP of ToMH.

Once it hits 10, new options open up. You can help Jasper and Frank, which can earn up to 112 per action without reducing anything (So, you can simply spam it if that's enough income for you), or you can use the weekly variety bill. Now, here's where it gets weird. All the options up to Thursday will cost you 10 CP, although they have increasing requirements. Friday, Saturday, and Sunday have increasing costs in CP. Now, the funny part is that as you go up through the days of the week, the loot obtained actually goes DOWN. Your best bet for making money is actually to go on Monday, earning 2 echoes with either option.

Ok, now for the actual profit obtained from this. Taking 5 variety options to earn your CP back up (Not counting the initial amount to get it to 10 in the first place): 510 pence in 5 actions. Plus 1 action to choose the day of the week, earning 30 pence. Finally, picking your option for 200 pence in 1 action. Resulting in ~105 pence per action. So, the Days of the Week are not actually worth it from a monetary standpoint. You'll make more money off your 112 deep amber an action raising fires for Jasper and Frank.

==Pygmalion==
The other major storylet option at Mahogany Hall are the Master-classes in Etiquette, governed by the Pygmalion quality. All of your options work similarly: you have one initial storylet that uses persuasive checks and has a few options to start, plus some more that unlock with more Pygmalion up to 5, and then you have a few new options that unlock at 5, 8, 10, and 12 Pygmalion.

Oddly enough, the later storylets that require Pygmalion checks do NOT give better loot, or even more CP! In fact, in both cases the option at Pygmalion 10 gives worse loot than your average storylet for even someone who's just unlocked Mahogany Hall. So, for the best loot one should stick with the first storylet until they want to finish. Both options give the same amounts for the first storylet, with the highest option at Pygmalion 1 giving 105 pence, the option at Pygmalion 3 giving 108 pence, and the option at Pygmalion 5 giving 111 pence, however those without a soul cannot do this last option for the devil. The final option gives 1000 pence for the devil, and 700 for Lyme. In either case, you get nevercold brass for the devil, and glim for Lyme.

It will take 26 actions to hit Pygmalion 12 to unlock the final option, and 63 to make it a straightforward challenge. Due the Pygmalion challenge at the end, this means the loot per action can vary based on greed and luck. You'll need to do 2 of the highest Pygmalion 1 option, 3 of the Pygmalion 3 option, and the rest can all be done with the Pygmalion 5 option on the first storylet. If you do the final storylet when it is first available, this means 3865 pence over 27 actions, for ~143 pence per action. If you wait for it to be straightforward, this results in 7972 pence over 64 actions, or ~124 pence per action. There are a few more nuances to this, such as whether to go with Lyme or the Devil if you don't have a soul (May crunch the math for this later), or whether to go with Lyme so you can use the glim for item conversion down the line.

===Spite===
==Boxful of Intrigue==
Once you've gotten far enough on the "A Survivor of the Affair of the Box" storyline, you will be able to obtain boxfuls of intrigue in order to proceed. Even after finishing the storyline (Or any time once you unlock the ability to do so), you can turn in 13 boxfuls of intrigue for various goods. Three options have no requirements, and give 1750 pence in goods. One option requires 40 in the "Empire's Kingmaker" quality, and gives 2000 pence in Mourning Candles. If you stick with whatever side you're currently with, you get 10 CP in Kingmaker (Switching sides gets you a turncoat quality, essentially a menace. Do this 4 times and you'll need to spend revolution or masters connections to fix it). This means it'll take you 82 times to hit 40, although there is a fate-locked storyline or two that will offer a large increase to start you off with (I do not remember which storyline it is however, nor do I think I could say if I did). Until you do so, you'll have to settle for the lesser options which are around 125 PPA. Once you hit 40, getting the candles is ~143 PPA. This is rather remarkable, as it is the highest reliable PPA currently (Screaming Map and Fidgeting Writer offer more, but are both luck based and require investments)

===Flit===
==Thefts of Particular Character==
The Flit has two options, but I will cover the War of Assassins later. For now, I'll cover the Thefts of Particular Character. This allows you to directly obtain the alternate payment for the highest lodgings, rather than using item conversion to get them. The mechanics here are simple: Pay 32 CP in Casing to earn 12.50 echoes. Setting your gang of hoodlums to business earns 18 CP for 5 actions. This means 1250 pence every 11 actions (or ~113 pence per action) with 4 CP left over. So, over the course of 8 attempts you'll get a second one. Doing this enough times to use up all your casing would be 9 thefts, earning 11250 pence over 89 actions, or ~126 pence per action.

===Ladybones Road===
==Velocipede Squad==
Another rather simple money-making option, the Velocipede Squad is your average carousel routine. Build "Riding the Savage Cobbles" to 7, then get a reward. Along the way, you should choose to enter the boozer with the lads for the first options (for bonus Constable CP), and choose any option EXCEPT dealing with a hard case (As it only gives 1 CP of Riding instead of 2) once it hits 5. When it hits 7, you have a number of choices. Most of them give 1750 pence worth of goods. Talking to the Knuckle-scarred Inspector gives 1800 pence worth of goods if you're on the Jack case. And going to a funeral gives 1850, so let's go with that one. It takes 15 actions, so this results in ~123 pence per action without taking into account the connections earned. You only get 8 constables CP over the course of this, which is equivalent to 16 pence. So, roughly an extra pence per action from that, for ~124.

===Forgotten Quarter & Flit===
==War of Assassins==
Another simple carousel. You can get a comprehensive bribe or a bazaar permit at the end of this, worth 1250 pence. It takes 33 actions to get the 3 Dramatic Tension required, plus another action to claim your reward. This results in roughly ~36 pence per action. However! This event is worthwhile for being one of the few ways to get some materials without paying an arm and a leg, most notably Use of Villains.

===Doubt Street===
==Newspaper==
Running your newspaper can be one of the more lucrative options out there. The best solution is actually the easiest: Don't use any opportinity cards, just focus on one type of copy and do theatrical accounting, which should get you 77 copy and 500 rostygold. The copy then earns you 110 journals of infamy, or 5500 pence worth. Adding in the 34 actions to earn a whirring contraption, this earns you 6000 pence over 47 actions, or ~127 pence per action.

If you're looking to boost the unique qualites though, you have two routes available. If you don't use theatrical accounting, you'll have 92 copy and need either 2 direct opportunity cards, or 4 interviews. Getting 104 copy adds 500 pence worth of goods to the end, so you're earning 6000 pence over 49-51 actions, for ~117-122 pence per action. If you decide to go for theatrical accounting, you'll only have 77 copy and need 5 cards for the same type of copy, or 9 interviews (Or a mix of the two). This does earn you 6500 in the end, over the course of 52-56 actions, for ~116-125 pence per action.

===Wilmot's End===
==Lady and The Game==
There's technically two routes here, but they operate the same, require the same amount of dramatic tension, and only vary in terms of precise rewards and flavor text. If you're after money, your best bet would be to play the game at wilmot's end, and choose the legal document. However, even that only rewards 1250 pence for a whopping 34 actions, or ~36 pence per action. Wilmot's End should be avoided unless you need whirring contraptions or legal documents, the rest can be acquired cheaper elsewhere.

===Foreign Office===
==Working Towards a Foreign Posting==
The Foreign Office is similar to the Velocipede Squad. Both are carousels that go up 2 CP at a time with a reward at level 7, for 15 actions to do the whole thing. Doing the ministry run or the devout intriguers itinerary reward 1800 pence, for ~120 pence per action. Though, unlike the Velocipede Squad, you can earn money from the fate-locked portion. How much, I am not at liberty to say... give it a try, for the story at least.

===Labyrinth of Tigers===
==Theological Husbandry==
Theological Husbandry is one of the more difficult ones to plan out a pence per action for, because outside of the Somnolent Hyena and Rubbery Hound (which we won't be getting into currently due to it coming from Flute Street), the other two have variable amounts of time to get to them (Either getting Troubled Waters to 11 or getting yourself to the tomb colonies for most folks), and then come from cards on top of that. I'll try my best to get the facts down as best I can, however.

For the Somnolent Hyena, it takes 2 turns to get to coil 2, 1 to capture the hyena, and 2 more to go back to coil 4, for a total of 5 actions. Each step of breeding takes 7 actions (hitting level 6 at 3 CP per action), and doing just one will earn you 1500 pence in goods. Two will earn you 2200 (2290 for "A Firm Hand"), and all three will earn you 2900 in goods. However, it costs 200 pence in honey to get, which makes it 1300, 2090, and 2700 respectively. Now, as you can see, using more options gives more pence, but not necessarily equal to the time spent working on it. If you ignore the time spent getting a beast, just picking any one option will give the best pence per action, and likely still will for the hyena due to how quick they can be gotten. 5 to get, 7 to train, 1 to turn in is 13 actions, over 1300 pence results in 100 pence per action. Picking two is 20 actions, 2090 profit, is ~104. And pulling out the stops is 27 turns total, for 2700 pence, or 100 pence per action. They're all about equal at 100 except 2 actions, which is only marginally better.

Now, for the tomb-lion it can be difficult for me to get an exact pence per action. So far, the most effective way I've found of visiting the tomb colonies is to get other players to dupe you. This raises scandal by 6 CP each time, and at 36 CP to get in normally, this means 6 turns if you're not using any gear, but you can easily get +4 scandal in gear (Modish Bonnet, brass ring, and silk stockings), meaning only 2 actions to enter the tomb colonies. Getting out would be difficult, but if duping a player removes as much CP as it gives to the other player, that'd be 2 to get back out. Huh, once again 2 to get there, 2 to get out, and one to get the critter if you're lucky with your cards. Choosing one option (except toadstools) gives 2000 pence, choosing fungus and devils gives 3100 pence, and pulling out all the stops gives 3700 pence. Assuming 5 to get the critter, that's 13 actions for 2000 pence for 153 pence per action. Using fungus and pious wrath grants 3100 pence over 20 actions, for 155 pence per action. Choosing to pull out all the stops gives 3700 over 27 actions, for 137 pence per action.

Finally, the plated seal. Getting the animal to start with is so luck intensive, that I'm going to assume that you get your seal as a bonus when business takes you out to zee. This is a lot more variable in terms of rewards, but you get 2700 pence worth of goods for using just discipline, 3500 for using any two methods, and a hound of heaven for using all three. If you want the most money for the amount of time spent training, you should go for just using discipline. If you want the most money for your seal, use any two options. The hound of heaven can be turned in with an extra action for 50 CP of church connections, and one cellar of wine. This is a value of 1350 pence, which you'll note is the smallest reward for any breeding method, though it may possibly be worth it if you want to raise church connections just for the sake of doing so.

Do note that for all options except for the hound of heaven, there's a 70% luck chance that you might only earn 75% of the normal reward. So, on average (assuming my math is correct) you should earn about 92% of what's listed here. Applying that to the most profitable action (Using fungus and pious wrath on the tomb lion, assuming a partner helps you in and out of the colonies), makes this ~142 pence per action.

===Wolfstack Docks===
==Map==
Pursuing the screaming map is fairly luck based, but we can still make a few estimates. Now, first off you're going to want to pursue the right-hand half of the map and sell it to certain parties. This will earn you 2500 pence and a detective's card. This means you're going to want to push your dreaded or bizarre as high as they can go: You'll need 10 for a straightforward challenge.

For this game of cat and mouse, all luck challenges appear to be a 70% chance. For the first 4 steps, you earn 5 Cat, and the cost to pay is 50 glim. The next 4 earn you 8 Cat, and cost 250 glim if you pay. The final step at 2 Mouse gives 10 Cat, and costs a whopping 1250 glim to pay. You need 50 Cat for the map, and getting 60% will earn you 1250 pence worth of goods.

Now, due to the 500 pence cost of starting this, essentially your reward at the end is 2000 pence. If you only take the luck options and somehow manage to get 60 Cat by the end, your reward for the whole endeavor would be 3250 pence over the course of 13 actions, for 250 pence per action. If you went with the astronomer, you can pay 150 pence in whisper-silk to spend 2 mouse and get 10 Cat. You can do this all the way until only 7 Mouse remains, but past 8 Mouse and you're only getting 5 Cat when you could be getting 8, although you are saving on actions. Using it when above/at 8 Mouse saves on actions, but costs 50% more than spending normally. However, doing this is actually beneficial in the end. Using the aforementioned "luck all the way", route but with using whisper-silk for the first four, we earn 2950 over 11 actions, for 268 pence per action. However, of course, to do this one must pass 5 70% luck challenges in a row, which has a 16% chance of occuring. Failing just one of these checks will still let you get the map, but you'll lose out on the bonus, earning 154 pence per action. While it has a greater chance of occuring, it's still a fairly low chance.

Now, since the cost per action of the luck method is over 250 pence per action, this means you can actually pay for the middle phase and not go into the negative... but this of course lowers your profit and makes it more painful if you fail the check. Paying in such a manner for all except the last one earns you 1950 over 11 actions, for ~177 pence per action. If you fail the check, you'll still get the map but no bonus, earning a mere 700 pence over 11 actions, or ~63 pence per action.

We can refine this just a LITTLE bit further. The previous method makes you wind up with 53 or 63 Cat. But, we can trim a little off to save us a bunch of money. By spending glim for one option at the start, then spending whisper-satin twice, we get 5 Cat for one Mouse where we would have gotten 8 instead, losing 3 Cat. But, we spend 200 less pence in goods, and doesn't hurt us in any way. Doing it this way, we can get 2150 over 11 actions if we pass, or 195 pence per action, or 900 pence over 11 actions if we fail, for ~81 pence per action.

No matter how you look at it, this is a mechanic that is for the gamblers. You can decide how much to risk, though I prefer the safe bet myself. If my amateur probability skills are correct, you're looking at ~160 pence per action in the long run using the final refined method listed.

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===Mutton Island===
Mutton Island is another carousel routine, with increasing rewards as you go up until you hit a big payoff at the end. As with most carousels, your average action advances 2 CP at a time. From 1-6, you don't actually get anything from the storylets, except for a rare success on "An Island with Secrets?", which gives 30 pence in appalling secrets. Of note, however, there is an option for players with Stormy-Eyed unlocked. This option does NOT progress the carousel, but it gives you 2 CP of Stormy-Eyed. You can spend 1 CP of stormy-eyed on most "What the Thunder Said" cards to gain 125 cryptic clues (a 250 pence value). There's also an option on those cards to gain stormy-eyed. The neat thing about this storylet, however, is that it gives 2 CP of stormy-eyed, whereas the cards only grant one. By getting your stormy-eyed up here, then solely using the option to spend it on the thunder cards, you're getting 500 pence over 3 actions, or ~166 PPA.

After 14 actions, you'll be on the 7-8 section of the carousel. Everything except Dinner in the Fallen Columns (and The Mouths of Children, but that requires SMEN, so you know it's bad news) rewards 145 whispered secrets. However, they also all have rare successes, which actually offer LESS rewards except for Well Watching, where it grants 150 pence in memories of distant shores. Also, Inside the Cock and Magpie gives "Acquainted with Miriam Plenty's Past", which you may wish to take advantage of. It offers a new 100 PPA storylet back in london which you may spam, and can also be spent (along with some bohemian connections and all your tickets) for 3 Broken Giant.

Once it hits 9 in 9 more actions, you're at the end of the carousel. You have a number of options here: Saving sailors rewards an unknown amount of Docks connections, salvaging a wreck rewards 600 glim, attending a feast boosts all your stats and lowers nightmares (though, all by an unknown amount), though the best offer for money is the Scrap of a Diary, offering 620 pence worth of goods.

All told, this is 24 actions to earn 1925 pence, which is about ~80 pence an action. At least the stormy-eyed can be nice, but going here solely for that is a bit of a waste unless you plan on stockpiling a LOT of that quality.

Lastly, you can trade in extraordinary implications. You can trade them in for whispered secrets, cryptic clues, or uncanny incunabula, at an equivalent exchange. You also get 1 50 pence item for the secrets or incunabula, but 2 50 pence items for the clues. Still, for 100 pence per action you might as well have not left London.

===Journey of Scientific Expedition===
Embarking on a voyage of scientific discovery can be quite a lucrative endeavor, but it does have it's own balances in place. First off, your research has no direct price, although it can be converted into goods. The best option for money is to use the options to trade in 500 research at a time. While it might be tempting to do the collated research options for the souvenirs, this is VERY inefficient for money: As can be seen by comparing them to the "treasure" options on the island, research is balanced at 10 pence per research (which also correlates with how much you get turning them in 500 at a time). However, spending 120 research only gets you one collated research, valuing the research at a mere 2 pence each.

When it comes to actually assembling the research, if your only concern is money then you actually should choose to get treasure while on the islands. While this occasionally results in a little less money on a few options, you don't need to spend actions cashing them in. This means most of your research will be gained by cards at zee: Both the Fleet of Truth card (15 research, or 150 pence worth), and the Share Research cards (50 pence profit when sending, 450 pence profit receiving, 500 pence across 2 actions when sharing for 250 PPA).

Of course, what about the islands? Over the course on an island, you will make roughly 3790 pence worth of goods, give or take a little variance on options. It will take you 21 turns from when you land there (Not counting the final turn spent at unterzee choosing a location), until the time you leave. This is, on paper, quite profitable at 180 PPA, until one realizes that you cannot spam the carousel in one trip: Finishing kicks you back out to the unterzee, and you must make another trip to get back in. Sadly, I cannot give an exact PPA because there is a degree of randomness in terms of what cards you get and how often you pass luck challenges, although I will say that it may be worth it to do this at the Grunting Fen, as the Sea of Voices is a lot kinder, with more stat check cards to increase progress, and a number of the cards also come with bonus lucrative rewards, so it won't be as if you're earning nothing out there. Still, assuming you spend about 20 actions at zee (Averaging a little over 2 CP progress a turn), and ignoring any loot from zee, that makes about 90 pence a trip.

===Hunter's Keep===

===Iron Republic===

===Polythreme===

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===Opportunity Cards===

===Someone is Coming===

===Item Conversion===

===Fidgeting Writer===

===Detective's Card===
While this may seem like a rather complex item, it is in fact rather simple. Winning gives ~1300 profit, depending on which path you take. Unlike the screaming map, paying takes 2 turns, making it woefully inefficient. Even if you use luck challenges the entire way, that's still just 130 PPA if you win, and if by some miracle you succeed in getting the 60 Cat bonus, you'd get ~2800 profit, or 280 PPA. However, the chance of doing either is VERY low, making this not very useful for money (Unless you're lower level, like at the 60 when it unlocks).

Far more useful is the option to spend 100 whispered secrets for 5 incendiary gossip, for a 150 pence profit. You need to be in the middle of a cat and mouse game... making this an ideal thing to do while waiting for a screaming map piece to arrive.
edited by Urthdigger on 7/30/2012
edited by Urthdigger on 7/30/2012

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Urthdigger
Urthdigger
Posts: 939

7/30/2012
Updated the front page with information on the Boxful of Intrigue from the latest content, which funnily enough is the best reliable source of money currently (There are two better sources, but both are lucky based and require resources). I've also updated the Labyrinth of Tigers, updating a small oversight with the somnolent hyaena (Forgot to account for the honey cost), and also placed a mention of the most effective route at the end of the section (Beforehand, that involved looking through the entire body for what had the biggest number)

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Corran
Corran
Posts: 401

3/23/2013
Update 06-12-2013: 22 full runs and not a single Searing Enigma... It could be bad luck or things might have changed. Memory of Distant Shores went up a tiny fraction. Return for these runs: 1.52512987 per action.
Update 03-09-2013: I did another 23 full runs and the result was really disappointing. I only got two Searing Enigmas (I wouldn't be surprised if the odds for these have been decreased around the time they changed to the broad chances). Memory of Distant Shores stayed almost the same, tiny decrease. This brought the returns for these runs to 1.677950311 per action and in turn pulled down the average quite a bit.
Update 20-07-2013: Forgot to update this earlier. Did 115 full runs now; my luck turned quite a bit and the echos per actions went down from 2.02 to 1.94 cause of even less Searing Enigmas.
Update 30-04-2013: Found the exact Watchful stats. Added link to Stylish post. Went from 51 to 74 full runs. Echos per action went down 0.07 (very few Searing Enigmas this time).
Update 30-03-2013: Rewrote a few bits and updated stats; went from 36 to 51 full runs. Echos per action went up a fraction.


Colinsapherson did a write up for Hunter's Keep some time ago but I felt the need to do another one. The rebalances have had some impact on Hunter's Keep as well. You need Watchful 187 for a 100% chance on the Examine the books - Look for something significant storylet and Watchful 193 for a 100% chance on the Take your net to the well storylet. Note that you get a Sudden Insight after every run so you can use one on the well and come out even.

The echos per action for full runs (174 now) comes to: 1.850808703.
(Full runs are the ones where I could do the Take your net to the well storylet.)

The long, step by step explanation:

Obviously you need a ship to sail to the island; you won't make much money on the way there and how long it will take is quite variable. So it's best to stay as long as possible on the island.

Once on the island you need a Stone Tentacle-Key if you don't have one yet. It will take one 30 action run and one 28 action run to aquire it. Details of this (and all of Hunter's Keep) can be found on Wikidot.

When you land on the island the first storylet is mandatory and gets you 1.10 echos. After that the best option is the Exploring the island - Have a look in the boathouse storylet; it gets you 1.10 echos. Then as soon as your Time Passing reaches 3 go for the Look around the house - What's in the attic? storylet; it gets you 1.15 echos.

Once Time Passing hits 7 you can do the Examine the books - Look for something significant storylet. A regular result will get you 1.08 echos and a rare result gets you 2.5 echos.

The very first run you won't have Dramatic Tension so you can keep doing this till Time Passing hits 10. After the first time you can get the Stone Tentacle-Key at Time Passing 9 or take your net for the first full run if you do have the key.

The run ends with the A game of charades storylet which does not give any reward and then the Lucy/Cynthia/Phoebe finishes her story storylet which gives you 2.5 echos. Your choice on the A game of charades storylet decides which sister's storylet you will get. See the Wikidot for details but I'll say that picking the Furies gives you 5 Dangerous cp and 1 Nightmare cp. Picking Hecate will give you 1 cp in Seeing through the Eyes of Icarus on Phoebe's storylet.

So, once you have the Stone Tentacle-Key and Dramatic Tension we can do full runs. For the best result this is the order to do them in:
  • 11 times the Talk to Lucy - Ask her to take a stroll with you storylet, this will give you 1.16 echos per action (no skill test; always succeeds).
  • 14 times the Examine the books - Look for something significant storylet (this is a Watchful challenge). Chance of a rare success: 10.51%.
  • 1 time the Take your net to the well storylet, note that you do this at Time Passing 9, so you don't do the 14 actions above all at once but break for this one. This storylet nets (pun intended) you either a 1,000 glim (worth 10 echos) or a rare succes of a Searing Enigma (worth 62.5 echos) and 2 cp of Wounds. Chance of a rare success: 17.82%. It should be noted however that as Colinsapherson said, the law of large numbers isn't working here yet so this chance is probably not quite correct.
  • 1 time the A game of charades storylet for the nice round sum of 0 echos.
  • 1 time the Lucy/Cynthia/Phoebe finishes her story storylet for 2.5 echos.
Obviously the trip to the island and the first run without Dramatic Tension means that your 'real' income per action will be lower but as those are variable I've left them out of my calculations.

If you want things to be even easier you might want to use my user style that gives the 'correct' options a gold button. You can find a post about that on the next page or just go to the post directly by clicking here.

A tip for anyone wanting to track their earnings; at first I was stupid enough to note down every single earning till it finally struck me that it's a lot easier to just make a note of the amount of Whispered Secrets, Unusual Love Stories, etc. at the start of my first run and then look at the amounts when leaving the island. As long as you have no failures you can then easily work out the numbers in Excel. I can put the sheet up on Google Docs if anyone wants it.
edited by Corran on 12/6/2013

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Nigel Overstreet
Nigel Overstreet
Posts: 1220

3/29/2014
tyrrelduckard wrote:

Polythreme can be pretty valuable, offering up to 2.17 Echo per actions... just a minimum amount of luck


Your math is off because of this. You need to take into account luck failures to correctly account for Echoes per actions.
I could say, for example, The Fidgeting Writer gives 4 Echoes per action, if you don't fail a luck check. That's a pretty big if.
Remember, when calculating Echoes per Action, you have to view it as a long haul exercise and take into account the times in which you will fail every luck check(because it will happen) as well as how often you will fail as a percentage of actions and take that into account when tabulating the long term profitability of certain storylets.

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Andrea Serafini
Andrea Serafini
Posts: 169

5/7/2014
Call in favors in the flit is a standard occurrence card which trades 150 cp of connected: revolutionaries for a whopping 28.8 echoes of proscribed material.

This makes turning cards in the flit (while you are using the war of assassins to take Collection of curiosities, or fidgeting writering, or just going back and forth) pretty lucrative.

You can give out public lectures on the correspondence for 15 cp of revolutionaries, bohemians, society (and 1 point of suspect.)
This makes 10 actions for 150 cp revolutionaries and 10 cp of suspect of which you want to get rid of.

Moral: if you manage to get rid of your 10cp suspicion in 3-4 actions (or less), you have a net gain of 2.06 / 1.92 echo / action, plus the added benefit of 150 points of both bohemians and society.

--
Mizr Edlaine Saphburgh, the Prothean Neologist
Per aspera, sic itur ad astra
(i.e. I'd really love to patron new and seasoned Londoneers, or help them in any other way possible.
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streetfelineblue
streetfelineblue
Posts: 1459

5/7/2014
"Many" Chin wrote:
^ imo, terrible idea.

- removing menances is action wasting. i value actions and IRL time more than echos if that makes any sense :P

-revolutionaries is one of the harder to grind connections in the game. and it opens up quite a number of masters-related storylets. don't want to give up that just for echos.

-you can't reliably call that 2.06 echos/action, because you'll need spend many many actions(or just discard) clicking on other cards before the "Call in favors in the flit" card appears. i've spent a week/++ in flit without ever seeing the card!

- finally, call me a fascist but wrong usuage of word "moral".
edited by DamWei on 5/7/2014


I think the total revenue calculated by Andrea factored both the actions needed to increase Connected: Revolutionaries and the actions to decrease the menace. Turning cards doesn't waste any actions, unless you actually PLAY them, and you should only play them if they're beneficial at all. But personally I prefer to just leave the Revos be, and always keep a mini-stash of about 3x Collection of Curiosities to exchange with Tomb-Colonists instead ^^

P.S. I don't find much wrong with the usage of the word "moral", in Italy it's often used as a synonimous for "In the end, when all it's said and done".

--
Twitter: @streetfelineblu
Blue's LiveJournal
Blue's Echo Bazaar profile
Blue's Night Circus diary
Link to Ocelot's Enigma Ambition hint page; PM for clarification. No direct solutions provided.
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Andrea Serafini
Andrea Serafini
Posts: 169

5/8/2014
OK, let's analyze it more in detail:

10 actions are used to gain 150 cp of connection of revolutionaries, bohemiand and society.
...and, of course 10cp suspicion.

1 action is used to cash in the 28.8 echoes through "Calling favours".

Total, 11 actions, and +10 cp suspicion (plus the connection in bohemians and society!!!)

Now, you need to get rid of the suspicion as fast as possible. There are multiple ways to do so, and i have to say thatthey have all different pro and cons.

I try to write down a table, but i'm not sure if it work!

You get rid of suspicion in...___Total actions___Echo / action

2_______________________________13_____________2.22
3_______________________________14_____________2.06
4_______________________________15_____________1.92
5_______________________________16_____________1.8

Note that this echo / action result does not consider the gain in connections - and it is better than the affair of the box.
If you want to factor in also the gain in connection, you need approximatively 6 actions (or a little more) to gain as much as 150 cp in both bohemians and society.

I hope this analysis was a little bit more clear.

About "calling favors in the flit" being a card, you're right, you can go for a long time without seeing it. On my own, i just cash in the connection till to level 35 (as i do with 1-3 the collections of curiosities) and i diligently wait in the Flit for "Calling Favors" (or the tomb colonist) for cashing in all my work.
(Flipping cards does not cost actions, but you're right on the fact that you have to log in more often. This said, you can log in each hour, flip the cards, and then move to the forgotten quarter (or do other stuff) and use the actions once you have many of them)

It is not "reliable" as in - you can grind only this - but the frequency is "standard" (for both calling favors and tomb colonist), and it makes your game more variate in the grind.


For "moral", it has the same meaning of "maxim" also in english, but not being a native speaker i have no idea of how much frequently it is used. And, no, you don't sound to be a fascist, don't worry! smile




  • edited by Mizr. Edlaine Saphburgh on 5/8/2014

    --
    Mizr Edlaine Saphburgh, the Prothean Neologist
    Per aspera, sic itur ad astra
    (i.e. I'd really love to patron new and seasoned Londoneers, or help them in any other way possible.
  • +1 link
    Sackville
    Sackville
    Posts: 295

    5/9/2014
    Cards that are mad cash money.

    -A Visit: I make 10.00 echoes chatting with the forger. If your shadowy isn't capped it won't be quite that good, but you only need Shadowy 82 to beat AotB
    -The High Castle: 3.00 echoes in Wines items for your action at Acquaintance: Repentant Forger 6+, which it should be because of the previously mentioned A Visit card.
    -Call in Favours in the Flit: Andrea's analysis is spot on.
    -The Paranomastic Newshound: Advising him on a headline gives 1.90 echoes in secrets and clues, or talk about the tomb colonies for a 2.50 echo extraordinary implication
    -Bandages and Dust: At 100% success you'll make 62.5 echoes over 35 actions, which is about 1.79 epa
    -One's Public: The rewards for the Put on a Fine Show for Them option add up to 2.3 echoes in various goods and 2 confident smiles. The challenge is rather difficult, but since you get smiles on success you can always afford to spend a smile trying it. Even if your base odds are 50%, with two attempts you're making on average 0.75*2.3 = 1.725 echoes (and half a smile)
    -The Lofty Tower: Very good if your persuasive is very high, at a straight 2.00 echoes in cash, but losing two echoes on failure means you don't beat AotB on average until the challenge is straightforward.
    -Grubby Kitten: 20 rats and 3 tales of terror is 1.70 echoes, unlike most connected pets that are only worth 1.50. Getting 10 dreaded for 100% success is a bit of a chore, though.
    -The Mechanics of Progress: Gives a random number of cryptic clues between 1 and your Watchful, so it beats AotB on average at Watchful 163.
    edited by Sackville on 5/10/2014
    +1 link
    Corran
    Corran
    Posts: 401

    4/30/2013
    Because I frequently clicked the wrong option on the grinds I was doing (you stop reading the text after the umpteenth time, sleep deprived, small screens, etc.) I decided to help myself a little.

    I created a few user styles to give the correct button to click a gold color instead of the default white. This way there is no doubt as to what the 'correct' option is. Funnily enough they have already been used by several users even before I created this post

    To use these styles you need the Stylish addon in your Firefox or Chrome browser. Click the link for more information.

    Update: little thread necro here to say that I've updated the styles to work again. Earlier this week FBG changed the html and they stopped working. I've only tested Conscience of Empire but the other two should be fine now too.

    So far I've created three styles for the following grinds:
    These are really easy to create; all you need to use is the dev tools in your browser to look up the correct values. It's either a beginEvent ID (a unique number) on a button when you are in the listing of storylets or a form onsubmit ID when inside a storylet.

    If there are any other grinds (I wouldn't want to use this for content you only go through once) that would be useful to create styles for, let me know and I'll see if I can add them. It would be even better if you could supply me the IDs mentioned above.

    I hope these will be useful to some people.
    edited by Corran on 8/29/2015

    --
    My Fallen London profile
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    Raymond Price
    Raymond Price
    Posts: 48

    12/26/2013
    Aximillio wrote:
    Hmm... It's not quite as good as I thought, diamonds are now only worth 12p compared to the old 14p...
    Still, it's trading 4E worth of goods for 5.4E, a profit of 140ppa. That is, of course, ignoring the cost of acquiring the cryptic clues, but I've got 11K and get more just shambling around the city. I suppose this is just a supplementary source of income, between grinds and when you have actions to spare. Sara Hysaro wrote:
    You can use the Investigating raising options in the University, and then cash out in the Flit.
    Following up on this, I ran some figures, and there are a couple ways to do it. Spending 7 actions talking to the porters will get 756 whispered secrets and 7 sudden insights, at the cost of 175 cryptic clues. Alternatively, spending 10 actions on any other investigative option will get you ~500 cryptic clues. Either option will get Investigating 8, which you then spend another action cashing out in the Flit for 5.4E worth of goods. Total profit: Either 9.46E for 8 actions or 15.4E for 11, or 118.25 to 140ppa, plus a few second chances. I'm actually not sure which is more worthwhile, because sudden insights don't have a well-defined value, but in terms of things you can actually spend, the easiest investigating options are more profitable.
    ETA: That's assuming you get Investigating to 8, where the check is straightforward. It's a modest 70% chance at 5, the minimum to cash it out. Getting it there takes only 5-7 actions, and ups the profit to 138-155ppa, provided you make the check.
    ETA 2: Actually, that's wrong. It's 3-4 actions to Investigating 5, which means 178-188ppa, about the limit in profitability. On the other hand, it comes at the cost of not advancing in the University storyline.
    edited by Raymond R Price on 12/26/2013

    --
    http://fallenlondon.storynexus.com/Profile/Raymond~R~Price
    Up for any and all social actions, including
    * Menace Reductions * Newspaper Interviews
    * Tournament of Lilies * Affluent Photographer
    ** I also have Parabolan Kittens **
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    HinterDemGlas
    HinterDemGlas
    Posts: 57

    1/3/2014
    You can sell Collections of Curiosities to Tomb-Colonists, on their Connected card, for five puzzling maps. This seems to be a really nice way to make an Echo, given that you can acquire CoCs with the War of Assassins carousel: 1 action to choose your enemy(if necessary), 18 actions for getting the Fighting a War of Assassins quality to 3 three times, 12 actions for getting it to 4 three times, 3 actions to convert to Dramatic Tension three times, 1 action to get the CoC, 1 action to cash it in for 5 Puzzling Maps, in total 36 actions for 62.5 Echos or about 1.73 E/a.

    Please correct my math if necessary. And I haven't drawn the Tomb-Colonists' card in quite some time, so it might've been rebalanced since.
    edited by HinterDemGlas on 1/21/2014

    --
    A mildmannered gentleman, back with a vengeance.
    +1 link
    A B Nile
    A B Nile
    Posts: 414

    1/7/2014
    Not as of today - still 5 puzzling maps.

    I got my Collections of Curiosities during the earlier expeditions (2 each time). Thought they were poor value at the time, but slightly happier now!

    --
    My profile: A B Nile

    My alt: Zanzibar Buck-Buck McFate
    (seeking Acquaintances and accepting all social actions)

    Item conversion table - finally complete with all rare successes!

    Bloody, bold and resolute
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    Miss Perative
    Miss Perative
    Posts: 46

    1/8/2014
    This was never a huge money-making option, but...
    As someone with a lot of Airag I've always been pleased that the conversion from Cellars came with a pouch of 30 First City coins, which was lovely since the conversion cost three actions. No longer--the lagniappe is now only five coins.

    --
    I've removed my profile link for the time being as I don't play often enough these days to engage in social actions.
    +1 link
    TyrrelDuckard
    TyrrelDuckard
    Posts: 69

    3/29/2014

  • Polythreme can be pretty valuable, offering up to 2.17 Echo per actions, with a cycle requiring 12 actions, and just a minimum amount of luck, and offer a good opportunity to grind some Shadowy CP without a menace gain. Considering many will go there it is somewhat of a pity to waste time there when it could be profitably used.
    I am not going to descend in accurate explanations, because two users already did, and with better eloquence than I could.
    So go take a look at Urthdigger and Seberin posts on the matter, I'll just share a short series of actions to gain the optimal amount of Echos.

    I'll refer to Investigating and Fascinating with "Venture", to keep thing shorter.

    After you'll land you will want to either start to
    "Write of you Polythremic travels" [A guided tour of Polythreme] -Fascinating, or
    "Spying on Polythreme" [A little spy work] -Investigating.

    This is because they both unlock cards that will let you advance your Venture with a skill check instead of a luck check, but we need to gain 12/13 levels of the chosen Venture to start them.

    The important thing is Managing your deck: there are only 6 cards.
    2 Raise Investigating and lower Fascinating:
    -The Temple: good odds. +10Cp on Success / +1-5Cp on Failure.
    -The Ruin: it could go either way. +15Cp on Success / 0 Cp on Failure.

    2 Raise Fascinating and lower Investigating:
    -At the Market: good odds. +10Cp on Success / +1-5CP on Failure.
    -The Priest : it could go either way +15Cp on Success / 0 CP on Failure.

    2 Raise a meager quantity of one Venture or the other, with luck checks "it could go either way". Let's avoid those.
    -The Masked man: can gain 5Cp of both Ventures but Failures give nothing.
    -The Wax wind comes: can gain either 5Cp of one Venture or the other.

    2 Cards are skill checks, straightforward at 200, respectively Shadowy and Persuasive.
    -Fractious Furniture: Investigating: +10Cp on Success, nothing on Failure.
    -The Zailors at Polythreme's Harbour: Fascinating: :+10CP on Success. nothing on Failure.

    Keep in your hand the cards that give points of the Venture you are not engaged at the moment, and the Masked Man/the Wax Wind comes so you stop getting them.

    Begin you Polythremic Promenade: 1 Echo with 2 Memories of Distant Shores.

    You have 10 actions to get your Venture to 12 (13 for much better rewards):
    -Play the Good Odds one, if you are not very unlucky you should get 12/13 easily.
    -If you see you can't get to the required amount you can salvage some of you time by spending the points of your Venture:
    the Good Odds Cards exchange 4 Levels of Venture for 20 Surface Silk/2 Echoes
    the "it could go either way" exchange 8 Levels of Venture for 60 Romantic Notions/6 Echoes

    Get 12/13 and Play the Storylet that unlocks the skill based cards for the Venture of your liking, then replay the cycle until you are satisfied.
    Remember: complete the Spy Work/Guided Tour then change Venture or sail away.

    Cash you Venture in the 2 storylet requiring 13 levels of Venture for optimal gain:
    -Speak to a matched pair: 13 Investigating- 10 Stolen Kisses.
    -There's someone in there: 13 Fascinating - 2 Bazaar permits.
    Or you can try to get both Ventures to 7/8 to play:
    -A walk in the villa gardens: 8 both: 10 Touching Love Stories.

    What to do with the excess actions? You can play them in "One might profit even on such a place":
    the Soft to the Touch option give 12 Surface Silk, gives Scandal on Failures.
    the Lurk in the Eaves option give 12 Romantic Notions, and does not give any Menaces on a Failure.

    I think this is the bare boned version, you can do your own math to calculate if paying Silk and/or Romantic Notions to advance your Venture can be valuable or not, still take a look at Urthdigger and Seberin posts, for better insights.
    Hope it helps.

    --
    MrDuckard is how I'm known in this dark city.
    If you wish to make my aquitance, fell free to send me a card.
    I'm mostly disponible for most social actions, especially cats.
    http://fallenlondon.storynexus.com/Profile/MrDuckard
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    colinsapherson
    colinsapherson
    Posts: 191

    8/7/2012
    In Hunter's Keep the optimal course in round one is to look in the attic from time passing 3 until 7, then to look at the books. From cycle 2 onwards (by which point you'll have dramatic tension) the best course is 'Talk to Lucy' and 'Ask her to take a stroll with you', which nets 116 pence per action, then take the 'Look for something significant' option under 'Examine the books. This ordinarily gets 108 pence, but there is a rare success giving 250 pennies. From my time on the island, 1862 clicks on this got me exactly 200 rare successes, or an average of 123.25 pence an action. This is better than the 120 pence you can get from any of the fixed reward actions, and also remains as an option once you have lost your dramatic tension at the well. You should always 'Take your net to the well' at time passing 9, which usually supplies 1000 pence but on a rare success (for me 22 times out of 102 attempts) gives a searing enigma worth a whopping 6250. Once you get to time passing 10 you get an extraordinary implication (worth 250p) for two actions, or 125 pence per action.

    A complete cycle of 27 turns should provide (assuming my figures are reliable, which they should be except for the searing enigmas, where the law of large numbers hasn't started to kick in yet):

    11x116 (1276) for talking to Lucy
    14x123.25 (1725.5) for reading books
    2132.35 for fishing in the well
    250 for the extraordinary implication
    5383.35 pence per cycle or 199.4 pence per turn.

    But the searing enigmas really skew that number, so it may be somewhat lower.

    --
    http://fallenlondon.storynexus.com/Profile/Colin%20Sapherson%2c%20Lord%20President%20of%20the%20Council
    Available for Knife & Candle Moon League matches, Tournaments of lilies and other social actions (including boxed cats and photographers).
    http://fallenlondon.storynexus.com/Profile/Strangewheys~Wandering
    http://fallenlondon.storynexus.com/Profile/RUSKIN~WARE
    +1 link
    Aximillio
    Aximillio
    Posts: 1251

    12/29/2012
    streetfelineblue wrote:
    Confirmed, Connected: Criminals from the Strongbox storylet caps at 10.

    No higher than 10, so you can get to 11 with it.

    --
    Possibly returned after a long hiatus. Please do not send live rats or tournament requests.
    +1 link
    Devoted_pupa
    Devoted_pupa
    Posts: 103

    3/6/2013
    I'm a huge fan of Hunter's keep. I made my overgoat there.

    --
    http://www.fallenlondon.com/Profile/devoted_pupa

    https://twitter.com/#!/devoted_pupa
    +1 link
    Twoflower
    Twoflower
    Posts: 264

    7/1/2012
    You consistently write the best guides I've seen on the forums.

    Bravo.
    +1 link
    Endy
    Endy
    Posts: 278

    7/3/2012
    Twoflower wrote:
    I hear people saying that the best way to make Echoes is being a spirifier, but I'm not sure how to go about this. I mean, I'm a spirifier myself, but I don't know what to do to make the most Echoes.


    I think "they" generally mean grinding Souls in Spite, then mass converting them in Ladybones once you get 1000.

    ~1.43 Echoes per action.

    It is probably at least one of the best steady returns in Fallen London itself.

    --
    sonantem aeternum ad terram

    Through the darker shadows.
    +1 link
    armadaos
    armadaos
    Posts: 95

    7/3/2012
    Excellent post. If i may add my further analysis on the Flit "Thefts of a Particular Character" route.

    Using the Well Planned Villiany Route


    16 moves @ 3act, 0e, 10cp each -> 48actions, for 160cp, 0e
    + 5 Moves @ 1act, 12.5e, -32cp each -> 62.5e, for 5actions -160cp

    (62.5 echos) / (48 act + 5act) = 1.179 Echo/Action

    Using the Decoy Route(s)

    32 Moves @ 1 act, 3cp, ~0.1e -> 32actions, 96cp, 3.2e
    + 3 Moves @ 1act, 12.5e, -32cp -> 37.5e, for 3actions -96cp

    (37.5Echos+ ~3.2Echo) / (32Actions +3Actions)= 1.163Echo/Action (unlucky case)

    NOTE that the decoy route gives goods that range from 0.1E to 0.14E. I provided the low end estimate (bad luck case), the high end case yields 1.199E/A, and the median case yields 1.181E/A.

    So unless my math is wrong (and this is of course, assuming that the average of goods you gain is * actually* 0.12Echos an action), it ironically is of more value to use the old low level shadowy method to build up casing than your new fancy POSI method if you don't have a gang of hoodlums.

    Please feel free to add this to your work Urthdigger.


    ---



    Also fun note. So i just piddled around and did the break even on the Gang of Hoodlums on a napkin (someone may need to look at this)

    So the difference between a Gang, and the low yield Decoy route (assuming you gambled on having Decoy pay out better than Well Planning your Villiany and lost, terribly), is approx 0.101E/A.

    So 10 pence an action is the difference between having your own gang do the work for you or *hiring out the work* to other minions, if we don't take into account the administrative difficulty of maintaining your own gang (replacing broken bar furniture, morale keeping, occasional discipline keeping), just how many robberies would it take a new crime boss who just gathered together his own gang to pay off the initial cost of acquiring a gang?

    (IE how much grinding do you have to do for your villains to pay themselves off?)

    The accepted cost for obtaining a group of villains is approximately 100 Echos of rostygold, 8 Use of Villains, and a little bit of time (10 Actions?). If we use a data table provided by our friends at Baseborn and Fowlingpiece, we can see that common market price for a single Villainy Use can be found to be approximately 30 Echos (and 1 Action) [My labour has gotten so expensive as late!]. So we have a total acquisition cost of about 340 Echos (and 18 Actions!), if we convert the time you'd spend gathering together your Gang, and filling out the proper LLC (Lowlife Liability Corporation) paperwork, and managing the local Bazaar Fees we'd find your time (that would you spend dutifily robbing) would be approximately 21 Echos (18Act x 1.193E/A), so the total cost for gathering together your own LLC would be 361 Echos.

    So you would need to MAKE an additional 361 Echos via your Gang-of-Not-At-All-Criminaly-Minded-Hoodlums in order to break even.

    This means you'd need to have to want to rob, eerr liberate!, approximately 4157 Echos worth of goods to break even. (361 Echo / 0.101E/A x 1.163E/A, pre-LLC money). Obviously this is quite a hefty investment for a single individual to do, there may be other benefits though to managing your own LLC, such as for example, the ability to take your own cut in their own enterprises, or the most interesting office place talk, or perhaps the very pride you would feel when you stand amoungst (or on top) of your peers and claim that you're one of London's finest! An entrepreneur (or sorts) who gladly brings value (from others) into London and are a very pillar of London's great ethos and a pride of the great empire!
    edited by armadaos on 7/3/2012
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