Profitability calculator

Estimate profit per cycle, profit per hour, margin and ROI for every building. Prices are pulled from the live market — and you can override any of them.

Pick a recipe, adjust the building level and quality bonuses, and see at a glance whether to produce or buy on the market. Use "Share result" to generate a permanent link with your configuration.

Realm:Magnates
Cycle time: 1hOutput amount: 1,000Building: Apple Orchard

Labour cost index. 1.0 = base

0 to 2. Reduces input cost by that %

0 to 2. Raises sale price by that %

Used to compute ROI in hours

Sale priceApples

Market price: $2.10

= $2.10 (0% bonus)

Inputs

  • Water
    1,500 · Market price: $0.34
  • Seeds
    50 · Market price: $0.24

Results

Revenue / cycle
$2,100.00
Input cost / cycle
$522.05
Wages / cycle
$120.00
Cycles / hour
1
Profit / cycle$1,457.95
Profit / hour$1,457.95
Margin69.4%
ROI (hours)1d 10h
Breakdown: $522.05 inputs, $120.00 wages, $1,457.95 profit per cycle of $2,100.00 revenue
  • Input cost / cycle · $522.05
  • Wages / cycle · $120.00
  • Profit / cycle · $1,457.95

Input breakdown

InputAmountUnit priceSubtotal
Water1,500$0.34$510.00
Seeds50$0.24$12.05

How the math works

The calculator uses a simple, transparent formula so you can sanity-check the numbers by hand:

  • Revenue per cycle = output amount × sale price × (1 + output quality bonus).
  • Input cost per cycle = sum of (amount × input price × (1 − input quality bonus)).
  • Wages per cycle = recipe's base wage × wage multiplier.
  • Profit per cycle = revenue − input cost − wages.
  • Profit per hour = profit per cycle × (3600 ÷ cycle time in seconds).
  • ROI in hours = building cost ÷ profit per hour (only when positive).

Quality bonuses are modelled as a flat percentage on price: 0.20 = +20%. It's a useful approximation for comparing recipes; the full in-game model has quality shelves and non-linear curves that we'll layer on next.

Want the full breakdown of the reasoning? Read our guide: How to tell if a building is profitable .