Demand Cycling, By the Numbers
by Rggcd
11 min read
Introduction
Demand Cycling is an often mentioned method for leveling. With the rush to Lv 51 for Ancient Sentinel kill (Snake rank uncap) and Lv 53 for Maulers (Bonus Black Nanopods expiring), it is more important than ever to optimize XP gains.
The core of Demand Cycling is running a job as soon as Demand rises above the “depleted” level. Because Demand cannot be negative, this allows you to run the 24 hour job every time it recovers (75 minutes).
Having to check in so often can be very annoying, and even impossible for some. This analysis covers the benefits of Demand Cycling and at what point it becomes better than running shops normally.
IMPORTANT:
All Demand calculations are done with Level 50 values. When the level cap is raised from Level 49, only 1000 XP is needed to reach Level 50. Demand values then stay constant until Level 55.
Demand Cycling Basics
The Demand mechanic exists as a way to limit the rate at which players can get XP from shops. When you start a job, the XP reward is instantly deducted from the Demand bar. When your Demand is below the white line, shops of that category will provide significantly reduced XP. This state is called “depleted”.
Demand Cycling exploits two features of the Demand mechanic
- Jobs always give full XP when Demand is not depleted
- The minimum value for Demand is 0
By running a job right when Demand recovers from being depleted (75 minutes max), you can get XP faster than the regeneration rate of Demand. The greater the difference between the Demand recovered and the job XP, the better. As such, the job run should always be a 24 hour job.
Demand Cycling is repeating this process over and over. Dedicated players can get 12 cycles a day, but even lower numbers can be very beneficial.
Running Shops Normally
Before looking at the potential of Demand Cycling, it is important to establish a baseline XP rate. Each demand category has a maximum capacity, along with an hourly regeneration rate which is \(\frac{1}{24}\) of the maximum.
| Category | Hourly Demand | Max Demand | 75% Demand | 50% Demand | 25% Demand |
|---|---|---|---|---|---|
| Food | 562 | 13,504 | 10,128 | 6,752 | 3,376 |
| Tools | 217 | 5,219 | 3,914 | 2,610 | 1,305 |
| Spice | 256 | 6,145 | 4,609 | 3,073 | 1,536 |
| Meat | 391 | 9,396 | 7,047 | 4,698 | 2,349 |
| Drink | 217 | 5,219 | 3,914 | 2,610 | 1,305 |
| Goods | 261 | 6,265 | 4,699 | 3,133 | 1,566 |
| Meat | 391 | 9,396 | 7,047 | 4,698 | 2,349 |
| Security | 174 | 4,177 | 3,133 | 2,089 | 1,044 |
| Total | 2,078 | 49,925 | 37,444 | 24,963 | 12,481 |
| Total Without Spice | 1,822 | 43,780 | 32,835 | 21,890 | 10,945 |
Even when running at maximum capacity (besides Spice), getting the 179,000 XP needed to go from Level 50 to Level 51 takes a little over 4 days. At 50% demand satisfaction, this takes over 8 days. As the Ancient Sentinel instantly respawns after it is killed for the first time, it is critical to level quickly. The faster you reach Level 51, the faster you can start promoting your BC-1 Snake.
Shops Needed to Cycle
For most players, cycling every 75 minutes is unrealistic. Very few people are able to start a new job right when Demand recovers, and even less are willing to stay up the whole night. A nice way to keep all your timers synced would be to somewhat match Tier 2 production by cycling every 2-3 hours.
The table below shows the number of jobs you can run given the time you sleep and the collection interval. The table also assumes you run one job right when you sleep, if demand allows.
| Hours Slept | 75 Minutes | 100 Minutes | 120 Minutes | 180 Minutes | 240 Minutes |
|---|---|---|---|---|---|
| 6 Hours | 14 | 11 | 9 | 6 | 5 |
| 7 Hours | 13 | 10 | 8 | 6 | 4 |
| 8 Hours | 12 | 9 | 8 | 5 | 4 |
| 9 Hours | 12 | 9 | 7 | 5 | 4 |
| 10 Hours | 11 | 8 | 7 | 5 | 4 |
These values aren’t what they seem, however. A key issue with many of these job counts is that you won’t have buffer time in case you aren’t right on time when restarting a job. The buffers are shown below, being the time between the last job (second last if running a job right when you sleep) and when you start sleeping.
| Hours Slept | 75 Minutes | 100 Minutes | 120 Minutes | 180 Minutes | 240 Minutes |
|---|---|---|---|---|---|
| 6 Hours | 30 | 5 | 0 | 0 | 45 |
| 7 Hours | 45 | 20 | 60 | 45 | 60 |
| 8 Hours | 60 | 60 | 0 | 60 | 0 |
| 9 Hours | 0 | 0 | 60 | 0 | 105 |
| 10 Hours | 15 | 40 | 0 | 45 | 45 |
If you sleep for 8 hours, cycling every 100 or 180 minutes looks to be the best. They have a lot of leeway, and you can even squeeze in another job in case you are playing in bed (not unlikely).
It is very important to have one extra shop when performing Demand Cycling. As is the nature with 24 hour timers, the timer will always move later every day. This is made worse if you are accidentally a couple minutes late.
As such, you should always have one more shop than the expected number of jobs run per day.
Demand Categories
Some shops above Level 50 will be included. Calculations will still use Lv 50 Demand values.
Effective XP means the XP gained minus the Demand regenerated in 75 minutes. This is important as the regenerated Demand is wasted when performing cycling. As a result, the best jobs are the ones with the greatest Effective XP.
Food
Food has a massive Demand capacity. That capacity combined with the rather low 24 hour XP rewards makes it a poor category to cycle. A couple Organic Grocers running blue arrow jobs should satisfy Demand easily without the hassle of cycling.
| Shop | 24h Job XP | XP per Pop | XP as % of Cap | Effective XP per Cycle | Effective XP/Pop/Cycle |
|---|---|---|---|---|---|
| Convenience Store | 1,083 | 270.75 | 8.02% | 379.67 | 94.92 |
| Organic Grocer | 2,254 | 563.5 | 16.69% | 1,550.67 | 387.67 |
Food Shops & Demand
| Shop | 24h Job XP |
Cycles for 100% Demand |
Cycles for 75% Demand |
Cycles for 50% Demand |
Cycles for 25% Demand |
|---|---|---|---|---|---|
| Convenience Store | 1,083 | 12.47 | 9.35 | 6.23 | 3.12 |
| Organic Grocer | 2,254 | 5.99 | 4.49 | 3.00 | 1.50 |
| Shop | 4 Cycles | 5 Cycles | 6 Cycles | 7 Cycles | 8 Cycles | 9 Cycles | 11 Cycles |
|---|---|---|---|---|---|---|---|
| Convenience Store | 4,332 | 5,415 | 6,498 | 7,581 | 8,664 | 9,747 | 11,913 |
| Organic Grocer | 9,016 | 11,270 | 13,524 | 15,778 | 18,032 | 20,286 | 24,794 |
Tools
Tools is a category which just isn’t worth Demand Cycling. Even though the Demand capacity is low, the best 24 hour jobs all give too little XP to make it worth doing. The Research Lab is slightly better, but is unlocked after the Solar Power Plant, making it worthless for Demand Cycling.
| Shop | 24h Job XP | XP per Pop | XP as % of Cap | Effective XP per Cycle | Effective XP/Pop/Cycle |
|---|---|---|---|---|---|
| Machine Shop | 1,035 | 258.75 | 19.83% | 763.18 | 190.79 |
| Research Lab | 1,510 | 377.50 | 28.93% | 1,238.18 | 309.54 |
| Zoey's Tool Shop | 1,342 | 447.33 | 25.71% | 1,070.18 | 356.73 |
Tool Shops & Demand
| Shop | 24h Job XP | Cycles for 100% Demand | Cycles for 75% Demand | Cycles for 50% Demand | Cycles for 25% Demand |
|---|---|---|---|---|---|
| Machine Shop | 1,035 | 5.04 | 3.78 | 2.52 | 1.26 |
| Research Lab | 1,510 | 3.46 | 2.59 | 1.73 | 0.86 |
| Zoey's Tool Shop | 1,342 | 3.89 | 2.92 | 1.94 | 0.97 |
| Shop | 4 Cycles | 5 Cycles | 6 Cycles | 7 Cycles | 8 Cycles | 9 Cycles | 11 Cycles |
|---|---|---|---|---|---|---|---|
| Machine Shop | 4,140 | 5,175 | 6,210 | 7,245 | 8,280 | 9,315 | 11,385 |
| Research Lab | 6,040 | 7,550 | 9,060 | 10,570 | 12,080 | 13,590 | 16,610 |
| Zoey's Tool Shop | 5,368 | 6,710 | 8,052 | 9,394 | 10,736 | 12,078 | 14,762 |
Spice
The Greenhouse is the only shop in this category. You should not Demand Cycle with it. Despite being a Nanopod shop, the XP on the 24 hour job is very low. Building Morgan’s Houses would be a better idea than trying to Demand Cycle Greenhouses.
| Shop | 24h Job XP | XP per Pop | XP as % of Cap | Effective XP per Cycle | Effective XP/Pop/Cycle |
|---|---|---|---|---|---|
| Greenhouse | 1,150 | 383.33 | 18.71% | 829.95 | 276.65 |
Spice Shops & Demand
| Shop | 24h Job XP | Cycles for 100% Demand | Cycles for 75% Demand | Cycles for 50% Demand | Cycles for 25% Demand |
|---|---|---|---|---|---|
| Greenhouse | 1,150 | 5.34 | 4.01 | 2.67 | 1.34 |
| Shop | 4 Cycles | 5 Cycles | 6 Cycles | 7 Cycles | 8 Cycles | 9 Cycles | 11 Cycles |
|---|---|---|---|---|---|---|---|
| Greenhouse | 4,600 | 5,750 | 6,900 | 8,050 | 9,200 | 10,350 | 12,650 |
Meat
Frontier Butcher and Ramsey’s BBQ may appear to make Meat a viable category to cycle, but Meat has the second highest Demand capacity. As such, it is better to run shops normally and save the population/Nanopods.
| Shop | 24h Job XP | XP per Pop | XP as % of Cap | Effective XP per Cycle | Effective XP/Pop/Cycle |
|---|---|---|---|---|---|
| Frontier Butcher | 1,633 | 408.25 | 17.38% | 1,143.63 | 285.91 |
| Ramsey's BBQ | 2,902 | 967.33 | 30.89% | 2,412.63 | 804.21 |
Meat Shops & Demand
| Shop | 24h Job XP | Cycles for 100% Demand | Cycles for 75% Demand | Cycles for 50% Demand | Cycles for 25% Demand |
|---|---|---|---|---|---|
| Frontier Butcher | 1,633 | 5.75 | 4.32 | 2.88 | 1.44 |
| Ramsey's BBQ | 2,902 | 3.24 | 2.43 | 1.62 | 0.81 |
| Shop | 4 Cycles | 5 Cycles | 6 Cycles | 7 Cycles | 8 Cycles | 9 Cycles | 11 Cycles |
|---|---|---|---|---|---|---|---|
| Frontier Butcher | 6,532 | 8,165 | 9,798 | 11,431 | 13,064 | 14,697 | 17,963 |
| Ramsey's BBQ | 11,608 | 14,510 | 17,412 | 20,314 | 23,216 | 26,118 | 31,922 |
Drink
The Water Filtering Plant gives a decent chunk of XP, making it seem appealing. However, it is unlocked after the Solar Power Plant, a shop which both gives more XP and takes zero demand. The only Drink shop worth Demand Cycling is the Cocktail Lounge, though it costs Nanopods and only becomes available at Level 53. As this is the level at which Maulers are unlocked, it won’t help in the rush to save the October Bonus Nanopods.
| Shop | 24h Job XP | XP per Pop | XP as % of Cap | Effective XP per Cycle | Effective XP/Pop/Cycle |
|---|---|---|---|---|---|
| Distillery | 815 | 203.75 | 15.62% | 543.18 | 135.79 |
| Water Filtering Plant | 1,950 | 487.50 | 37.36% | 1,678.18 | 419.54 |
| Brewery | 1,200 | 300.00 | 22.99% | 928.18 | 232.04 |
| Cocktail Lounge | 3,898 | 974.50 | 74.69% | 3,626.18 | 906.54 |
Drink Shops & Demand
| Shop | 24h Job XP | Cycles for 100% Demand | Cycles for 75% Demand | Cycles for 50% Demand | Cycles for 25% Demand |
|---|---|---|---|---|---|
| Distillery | 815 | 6.40 | 4.80 | 3.20 | 1.60 |
| Water Filtering Plant | 1,950 | 2.68 | 2.01 | 1.34 | 0.67 |
| Brewery | 1,200 | 4.35 | 3.26 | 2.17 | 1.09 |
| Cocktail Lounge | 3,898 | 1.34 | 1.00 | 0.67 | 0.33 |
| Shop | 4 Cycles | 5 Cycles | 6 Cycles | 7 Cycles | 8 Cycles | 9 Cycles | 11 Cycles |
|---|---|---|---|---|---|---|---|
| Distillery | 3,260 | 4,075 | 4,890 | 5,705 | 6,520 | 7,335 | 8,965 |
| Water Filtering Plant | 7,800 | 9,750 | 11,700 | 13,650 | 15,600 | 17,550 | 21,450 |
| Brewery | 4,800 | 6,000 | 72,00 | 8,400 | 9,600 | 10,800 | 13,200 |
| Cocktail Lounge | 15,592 | 19,490 | 23,388 | 27,286 | 31,184 | 35,082 | 42,878 |
Goods
The Orphanage is the best non-nano shop to Demand Cycle with. A few cycles already exceeds the low Goods Demand capacity, and you can get double with just 5 cycles. Cycling Orphanages is a good idea during the rush to Levels 51 and 53.
The Recycling Plant is the best shop for Demand Cycling. If you can stomach both the Nanopod cost and time investment, it can generate an incredible amount of XP per day.
| Shop | 24h Job XP | XP per Pop | XP as % of Cap | Effective XP per Cycle | Effective XP/Pop/Cycle |
|---|---|---|---|---|---|
| Orphanage | 2,650 | 662.5 | 42.30% | 2,323.70 | 580.92 |
| Recycling Plant | 4,287 | 1071.75 | 68.43% | 3,960.70 | 990.17 |
Goods Shops & Demand
| Shop | 24h Job XP | Cycles for 100% Demand | Cycles for 75% Demand | Cycles for 50% Demand | Cycles for 25% Demand |
|---|---|---|---|---|---|
| Orphanage | 2,650 | 2.36 | 1.77 | 1.18 | 0.59 |
| Recycling Plant | 4,287 | 1.46 | 1.10 | 0.73 | 0.37 |
| Shop | 4 Cycles | 5 Cycles | 6 Cycles | 7 Cycles | 8 Cycles | 9 Cycles | 11 Cycles |
|---|---|---|---|---|---|---|---|
| Orphanage | 10,600 | 13,250 | 15,900 | 18,550 | 21,200 | 23,850 | 29,150 |
| Recycling Plant | 17,148 | 21,435 | 25,722 | 30,009 | 34,296 | 38,583 | 47,157 |
Security
Despite the low Demand capacity, the Security category is similar to Tools in that all the XP outputs are too low to cycle with. The Home Defense Expo could be cycled at lower levels but isn’t good enough at Level 50.
| Shop | 24h Job XP | XP per Pop | XP as % of Cap | Effective XP per Cycle | Effective XP/Pop/Cycle |
|---|---|---|---|---|---|
| Home Security Store | 1,100 | 275 | 26.33% | 882.45 | 220.61 |
| Home Defense Expo | 1,503 | 375.75 | 35.98% | 1,285.45 | 321.36 |
Security Shops & Demand
| Shop | 24h Job XP | Cycles for 100% Demand | Cycles for 75% Demand | Cycles for 50% Demand | Cycles for 25% Demand |
|---|---|---|---|---|---|
| Home Security Store | 1,100 | 3.80 | 2.85 | 1.90 | 0.95 |
| Home Defense Expo | 1,503 | 2.78 | 2.08 | 1.39 | 0.69 |
| Shop | 4 Cycles | 5 Cycles | 6 Cycles | 7 Cycles | 8 Cycles | 9 Cycles | 11 Cycles |
|---|---|---|---|---|---|---|---|
| Home Security Store | 4,400 | 5,500 | 6,600 | 7,700 | 8,800 | 9,900 | 12,100 |
| Home Defense Expo | 6,012 | 7,515 | 9,018 | 10,521 | 12,024 | 13,527 | 16,533 |
Demand Cycling Effectiveness
For players without Nanopod shops, cycling Orphanages is an easy option to gain XP faster. Sleeping 8 hours also causes the first job of the day to be a blue arrow job. Taking this bonus into account, synchronizing your cycling with 3 hour jobs can get you more than double the XP of the Goods Demand. This is both convenient and effective.
Just by cycling with Orphanage, the rate at which you can level increases by a noticeable amount.
| Demand Satisfaction (%) |
No Cycling | 5 Cycles | 6 Cycles | 7 Cycles | 9 Cycles | 11 Cycles |
|---|---|---|---|---|---|---|
| 100% | 4.09 | 3.53 | 3.35 | 3.19 | 2.92 | 2.69 |
| 75% | 5.45 | 4.33 | 4.06 | 3.83 | 3.44 | 3.12 |
| 50% | 8.18 | 5.59 | 5.16 | 4.80 | 4.20 | 3.74 |
| Demand Satisfaction (%) |
No Cycling | 5 Cycles | 6 Cycles | 7 Cycles | 9 Cycles | 11 Cycles |
|---|---|---|---|---|---|---|
| 100% | 12.75 | 10.99 | 10.45 | 9.95 | 9.09 | 8.37 |
| 75% | 16.99 | 13.48 | 12.67 | 11.95 | 10.73 | 9.74 |
| 50% | 25.49 | 17.43 | 16.10 | 14.96 | 13.10 | 11.65 |
Using other non-nano shops will end up being a waste of population. Even if you can spare the population, the effort needed heavily outweighs the benefit.
Solar Power Plant
Demand Cycling has two key issues: Its high time investment and heavy population use. Higher XP shops tend to require 4 workers to run, and some may even require 2 workers when off.
Both are solved with the Solar Power Plant at Level 61.
The Solar Power Plant only requires 3 workers, 1 when off, and does not use Demand. As such, you can collect all of them at the same time. Sure the 24 hour timer means creep, but when the reward exceeds all but the Orphanage in XP output, it’s a minor problem.
For non-nano players, Demand Cycling is no longer practical after Solar Power Plants.
Because the Solar Power Plant does not consume demand and thus has no need for cycling, it can even outperform shops like Ramsey's BBQ and Recycling Plant when built in higher numbers.
| Shop | 24h Job XP | XP per Pop |
|---|---|---|
| Solar Power Plant | 2500 | 833.33 |
Conclusion
If you already log in every 3 hours to collect Tier 2 resource jobs, Demand Cycling with Orphanages is a good choice. It just about doubles the daily amount of XP you gain from Goods with very little extra effort. The main cost is the extra population.
However, for those who log in less, doing blue arrow jobs and ignoring cycling may be better.
Don't Demand Cycle with non-nano shops of other categories. The closest shop, Frontier Butcher, is half as efficient per worker. The rest are around a third or less.