Strategy/Stock
From Tiny Tower Wiki
Due to the long time it takes the player to stock items regularly, the game has built in several methods for manipulating the process. The Delivery Man VIP will of course cut 3 hours from the waiting time, but other methods are powered by the use of Tower Bux. Through Quick Selling and Hurrying, the player can be sure to never have much downtime and to give meaning to long pauses in play such as overnight, as long as they have Tower Bux.
Contents |
Quick Sell
This section is no longer accurate. As of 1.5 Quick Sell costs 1 TB per 600 units, regardless of sale price.
Tiny Tower allows the option to immediately sell all remaining stock of a particular item or service for fee of Tower Bux, such that for every 500 coins of remaining value, the player is charged one Tower Bux. It is worth noting that although there is no such indication, the player gains back the value of the stock immediately.
| Quantity Remaining | 1 Coin Item Cost | 2 Coin Item Cost | 3 Coin Item Cost |
|---|---|---|---|
| 1–166 | 1 TB | 1 TB | 1 TB |
| 167–249 | 1 TB | 1 TB | 2 TB |
| 250–333 | 1 TB | 2 TB | 2 TB |
| 334–499 | 1 TB | 2 TB | 3 TB |
| 500–666 | 2 TB | 3 TB | 4 TB |
| 667–749 | 2 TB | 3 TB | 4 TB |
| 750–833 | 2 TB | 4 TB | 5 TB |
| 834–999 | 2 TB | 4 TB | 6 TB |
| 1000–1166 | 3 TB | 5 TB | 6 TB |
| 1167–1249 | 3 TB | 5 TB | 7 TB |
| 1250–1333 | 3 TB | 6 TB | 8 TB |
| 1334–1499 | 3 TB | 6 TB | 8 TB |
| 1500–1666 | 4 TB | 7 TB | 9 TB |
| 1667–1749 | 4 TB | 7 TB | 10 TB |
| 1750–1833 | 4 TB | 8 TB | 10 TB |
| 1834–1999 | 4 TB | 8 TB | 11 TB |
Hurry
Similar to Quick Sell, Tiny Tower allows the option hurry the restocking process for a fee of Tower Bux, based on the amount of time remaining to the hour, rounded up. This fast payment option is also available during the construction of a commercial or residential floor in a new empty story.
| Time Remaining | Hurry Cost |
|---|---|
| 00:00:00-00:59:59 | 1 TB |
| 01:00:00-01:59:59 | 2 TB |
| 02:00:00-02:59:59 | 3 TB |
| 03:00:00-03:59:59 | 4 TB |
| 04:00:00-04:59:59 | 5 TB |
| 05:00:00-05:59:59 | 6 TB |
| 06:00:00-06:59:59 | 7 TB |
| 07:00:00-07:59:59 | 8 TB |
Sales Per Minute
| Rate | Hourly profit |
|---|---|
| 50 | 3,000 |
| 100 | 6,000 |
| 200 | 12,000 |
| 300 | 18,000 |
| 400 | 24,000 |
| 500 | 30,000 |
| 750 | 45,000 |
| 1000 | 60,000 |
Sales Per Minute is a statistic on the Stats screen. It tells the player--at a glance and to the second--what the coin-weighted rate of sales in the player's tower is. The number fluctuates depending on the exact number of customers that have purchased items in the tower, but observing the number over a period of time can tell the player some things about the condition of their tower that aren't obvious without looking at every floor.
Assuming 100% demand (10 bitizens / minute), a single business contributes to this number...
- 30 if only 3-coin items are stocked
- 25 if 2 and 3-coin items are stocked
- 18 if 1, 2 and 3-coin items are stocked
This number is reduced depending on actual demand in the tower. At 80% demand, the contributions are 24, 20 and 14.4 respectively.
A tower with 20 total businesses, evenly distributed and fully stocked, should be consistently averaging 360 sales per minute. If sales climb higher than 360 sales per minute, higher-price items are being sold, and lower-priced items should be checked for restocking. At sales of lower than 360 sales per minute, ensure that stores are in the process of restocking higher value items.
Hourly sales
Assuming current stocking conditions stay the same, multiplying this number by 60 provides a rough estimate of hourly earnings. This provides a way to plan ahead for floor expansions.
Advanced Strategy: Selective Stocking
The natural rate of income of each floor is determined by which products are in stock. It follows that a fully employed and stocked floor will reap more coins than one with a single employee and product. However, If the player is able and willing to pay a bit more attention to his or her game, it's very possible to gain even higher rates of income. Assuming customers randomly purchase any one product, various patterns of stock produce the following incomes:
| Products in Stock | Sum Value | Coins per Customer on average |
|---|---|---|
| 1 coin | 1 coins | 1 coins |
| 1 coin, 2 coin | 3 coins | 1.5 coins |
| 2 coin | 2 coins | 2 coins |
| 1 coin, 3 coin | 4 coins | 2 coins |
| 1 coin, 2 coin, 3 coin | 6 coins | 2 coins |
| 2 coin, 3 coin | 5 coins | 2.5 coins |
| 3 coin | 3 coins | 3 coins |
As stocking only one item would close the floor more often than desirable, the second-to-last option seems to be the most profitable, potentially supplementing natural coin profits by 25% when both are fully stocked, and by 33% while the 3 coin item is restocking. Unfortunately, the player will sacrifice the Fully Stocked! coin or Tower Bux bonuses, but perhaps that's a risk worth taking.
It is, however, still recommended to fully stock before a meditated long pause in gameplay, and to stock the quickest item first upon a store close. Afterward, simply maintain only the more expensive products.
Other Strategies
For another stocking strategy, visit the Gifting page.
| Strategy | |
|---|---|
| Currency | Basics • Bank • Elevator Upgrades • Floor Upgrades • Get Bux • Coins • Tower Bux |
| Construction | Basics • Business Demand • Floor Value • Cycling Floors • Construction |
| Special Events | Basics • Big Spender Optimization • Color Coding • Floor Name Coding • VIPs • Deliveries & Messages |
| Moving In | Basics • Cycling Residents • Tower Bux Juggle • Landlord Management, Inc. |
| Employment | Basics • Discounts • Dream Jobs • Cycling Employees |
| Stock | Basics • Quick Sell • Hurry • Selective Stocking • Missions • Gifting |