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Useful and this confirms my suspicion: houses kinda suck.
Someone pointed out that farms can have other effects, but I like the purely economic perspective here. It all depends on how you are able to squeeze your defense and survive just well enough to not need more.
Another consideration is the buff that automatically upgrades 1 house every night. That has quite an impact on the RRR as every house will eventually double their income (assuming there are enough nights to upgrade every house you have built).
Mine -5 75%
Mill 3 2 -8 75%
Habor 2 5 -7 71%
Pumpk 2 2 -6 67%
Habor 2 4 -7 66%
Mill 1 2 -5 60%
Habor 2 3 -7 57%
Habor 1 -3 54%
House 1 -2 50%
House 2 -2 50%
Mill 2 2 -6 50%
Habor 2 2 -7 48%
Habor 2 1 -7 40%
Habor 2 0 -7 31%
Building: Cost val Note
Habor+.. 3..... 3.. 1 gold + 1 "house". upgrade at 7 -> +7 gold -1 "house" = 5 val for 10
Farm3+. 8..... 7
Mine...... 5..... 4.. 6 gold - 1 "house". More utility than farm1+
Farm1+. 5..... 4
Farm3... 7..... 5
Habor.... 3..... 2.. + 1 "house". Upgrade at 5 -> +5 gold - 1 "house" = 3 value for 7
Farm2+. 6..... 4
Farm1... 5..... 3
Farm2... 6..... 3.. above house due to chosen utility
House... 2..... 1
Farms are assumed with 2 fields.
With the notion of +/- 1 house per round, these calculations can quickly be made to compare any choices you have available.
Often utility has to be considered. With a mine 6g -1 house may be better than 4g. When building a Habor, you have the opposite situation, but also gain the utility of not removing fast income options.
####+ either means with perk or improved plow
try applying some stochastic calculus /binomial probability trees to calculate the risk/return......