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		<updated>2026-04-19T09:12:22Z</updated>
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	<entry>
		<id>http://otwiki.moldygames.com/index.php?title=Negotiator&amp;diff=609</id>
		<title>Negotiator</title>
		<link rel="alternate" type="text/html" href="http://otwiki.moldygames.com/index.php?title=Negotiator&amp;diff=609"/>
				<updated>2015-05-17T22:06:27Z</updated>
		
		<summary type="html">&lt;p&gt;Rbmoss: Formatting Negotiator speed table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
The Negotiator is one of several specialists available in game, but the Negotiator is not available until very late.  When the Negotiators' bar fills up, the price for the selected property will decrease dramatically. Like all specialists, increasing the Negotiator's level costs 1000 times more than the cost of the existing level. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Negotiator Speed&lt;br /&gt;
|-&lt;br /&gt;
! Negotiator&lt;br /&gt;
Level&lt;br /&gt;
!Price Reduction &lt;br /&gt;
Frequency&lt;br /&gt;
|-&lt;br /&gt;
|1||24 hours&lt;br /&gt;
|-&lt;br /&gt;
|2||12 hours&lt;br /&gt;
|-&lt;br /&gt;
|4||6 hours&lt;br /&gt;
|-&lt;br /&gt;
|8||3 hours&lt;br /&gt;
|-&lt;br /&gt;
|10||~2.5 hours&lt;br /&gt;
|-&lt;br /&gt;
|16||1.5 hours&lt;br /&gt;
|-&lt;br /&gt;
|32||45 minutes&lt;br /&gt;
|-&lt;br /&gt;
|64||22.5 minutes&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Negotiator Cost Reduction&lt;br /&gt;
|-&lt;br /&gt;
!Times Run&lt;br /&gt;
(Per Property)&lt;br /&gt;
!Price Reduction&lt;br /&gt;
|-&lt;br /&gt;
|1||99%&lt;br /&gt;
|-&lt;br /&gt;
|50||15%&lt;br /&gt;
|-&lt;br /&gt;
|100||10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Based on the numbers above, the formula for the price reduction = 0.9952 x (times run) ^ -0.493&lt;/div&gt;</summary>
		<author><name>Rbmoss</name></author>	</entry>

	<entry>
		<id>http://otwiki.moldygames.com/index.php?title=Negotiator&amp;diff=608</id>
		<title>Negotiator</title>
		<link rel="alternate" type="text/html" href="http://otwiki.moldygames.com/index.php?title=Negotiator&amp;diff=608"/>
				<updated>2015-05-17T22:04:45Z</updated>
		
		<summary type="html">&lt;p&gt;Rbmoss: Edit for clarity; expanded table for level (for high level players); Added negotiator formula for those interested.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
The Negotiator is one of several specialists available in game, but the Negotiator is not available until very late.  When the Negotiators' bar fills up, the price for the selected property will decrease dramatically. Like all specialists, increasing the Negotiator's level costs 1000 times more than the cost of the existing level. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Negotiator Speed&lt;br /&gt;
|-&lt;br /&gt;
!Level&lt;br /&gt;
!Price Reduction &lt;br /&gt;
Frequency&lt;br /&gt;
|-&lt;br /&gt;
|1||24 hours&lt;br /&gt;
|-&lt;br /&gt;
|2||12 hours&lt;br /&gt;
|-&lt;br /&gt;
|4||6 hours&lt;br /&gt;
|-&lt;br /&gt;
|8||3 hours&lt;br /&gt;
|-&lt;br /&gt;
|10||~2.5 hours&lt;br /&gt;
|-&lt;br /&gt;
|16||1.5 hours&lt;br /&gt;
|-&lt;br /&gt;
|32||45 minutes&lt;br /&gt;
|-&lt;br /&gt;
|64||22.5 minutes&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Negotiator Cost Reduction&lt;br /&gt;
|-&lt;br /&gt;
!Times Run&lt;br /&gt;
(Per Property)&lt;br /&gt;
!Price Reduction&lt;br /&gt;
|-&lt;br /&gt;
|1||99%&lt;br /&gt;
|-&lt;br /&gt;
|50||15%&lt;br /&gt;
|-&lt;br /&gt;
|100||10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Based on the numbers above, the formula for the price reduction = 0.9952 x (times run) ^ -0.493&lt;/div&gt;</summary>
		<author><name>Rbmoss</name></author>	</entry>

	<entry>
		<id>http://otwiki.moldygames.com/index.php?title=Level_Cost_Increases&amp;diff=570</id>
		<title>Level Cost Increases</title>
		<link rel="alternate" type="text/html" href="http://otwiki.moldygames.com/index.php?title=Level_Cost_Increases&amp;diff=570"/>
				<updated>2015-02-26T15:18:46Z</updated>
		
		<summary type="html">&lt;p&gt;Rbmoss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
&lt;br /&gt;
The cost increase of the next level is not the same for every investment. From the beginning of the game, generally speaking each of the properties is a reasonable investment, however since the increase is linear and cost is exponential, some become a better value per dollar later in the game.&lt;br /&gt;
&lt;br /&gt;
{Table in progress - Will be complete within 2 hours of posting}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Investment&lt;br /&gt;
! Base Level Cost&lt;br /&gt;
! Property &lt;br /&gt;
! Level Cost Increase &lt;br /&gt;
|-&lt;br /&gt;
|Gas Royalties||$5||2.0x||8%&lt;br /&gt;
|-&lt;br /&gt;
|Oil Royalties||$70||1.25x||8%&lt;br /&gt;
|-&lt;br /&gt;
|Gas Well||$450||2.0x||11%&lt;br /&gt;
|-&lt;br /&gt;
|Oil Well||$21,000||2.0x||9%&lt;br /&gt;
|-&lt;br /&gt;
|Oil Sands||$160,000||TBD||10%&lt;br /&gt;
|-&lt;br /&gt;
|Shale Play||$2.2 million||TBD||8%&lt;br /&gt;
|-&lt;br /&gt;
|Omani Field||$19.4 million||TBD||8%&lt;br /&gt;
|-&lt;br /&gt;
|Saudi Field||$620 million||TBD||7%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reasoning==&lt;br /&gt;
* From an in game perspective, not all investments are equal, and some investments are downright bad.&lt;br /&gt;
* If all the properties had the same price multiplier, then at all times you'd know exactly what to do.  &lt;br /&gt;
** Get all properties to 1000&lt;br /&gt;
** Get all properties to 1100&lt;br /&gt;
** etc.  &lt;br /&gt;
* With the imbalanced level costs, you have to think about whether getting the next achievement in one of your good properties or saving up to get the Gas Wells to the next level and helping all properties is a better deal.  &lt;br /&gt;
* This makes the completion of &amp;quot;Classic Mode&amp;quot; at 1800 Gas Wells feel more rewarding. &lt;br /&gt;
* Near the end of &amp;quot;Classic Mode&amp;quot; it really lets some underused specialists shine.&lt;/div&gt;</summary>
		<author><name>Rbmoss</name></author>	</entry>

	<entry>
		<id>http://otwiki.moldygames.com/index.php?title=Level_Cost_Increases&amp;diff=569</id>
		<title>Level Cost Increases</title>
		<link rel="alternate" type="text/html" href="http://otwiki.moldygames.com/index.php?title=Level_Cost_Increases&amp;diff=569"/>
				<updated>2015-02-26T15:08:12Z</updated>
		
		<summary type="html">&lt;p&gt;Rbmoss: Clarify regarding level cost at the top of page, add base cost of property levels.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
&lt;br /&gt;
The cost increase of the next level is not the same for every investment. From the beginning of the game, generally speaking each of the properties is a reasonable investment, however since the increase is linear and cost is exponential, some become a better value later in the game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Investment&lt;br /&gt;
! Base Level Cost&lt;br /&gt;
! Property &lt;br /&gt;
! Level Cost Increase &lt;br /&gt;
|-&lt;br /&gt;
|Gas Royalties||$5||2.0x||8%&lt;br /&gt;
|-&lt;br /&gt;
|Oil Royalties||$70||1.25x||8%&lt;br /&gt;
|-&lt;br /&gt;
|Gas Well||$450||TBD||11%&lt;br /&gt;
|-&lt;br /&gt;
|Oil Well||$21,000||TBD||9%&lt;br /&gt;
|-&lt;br /&gt;
|Oil Sands||$160,000||TBD||10%&lt;br /&gt;
|-&lt;br /&gt;
|Shale Play||$2.2 million||TBD||8%&lt;br /&gt;
|-&lt;br /&gt;
|Omani Field||$19.4 million||TBD||8%&lt;br /&gt;
|-&lt;br /&gt;
|Saudi Field||$620 million||TBD||7%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Saudi Fields seem to have the lowest cost increase and Gas Wells the highest.&lt;br /&gt;
&lt;br /&gt;
==Reasoning==&lt;br /&gt;
* From an in game perspective, not all investments are equal, and some investments are downright bad.&lt;br /&gt;
* If all the properties had the same price multiplier, then at all times you'd know exactly what to do.  &lt;br /&gt;
** Get all properties to 1000&lt;br /&gt;
** Get all properties to 1100&lt;br /&gt;
** etc.  &lt;br /&gt;
* With the imbalanced level costs, you have to think about whether getting the next achievement in one of your good properties or saving up to get the Gas Wells to the next level and helping all properties is a better deal.  &lt;br /&gt;
* This makes the completion of &amp;quot;Classic Mode&amp;quot; at 1800 Gas Wells feel more rewarding. &lt;br /&gt;
* Near the end of &amp;quot;Classic Mode&amp;quot; it really lets some underused specialists shine.&lt;/div&gt;</summary>
		<author><name>Rbmoss</name></author>	</entry>

	<entry>
		<id>http://otwiki.moldygames.com/index.php?title=Negotiator&amp;diff=566</id>
		<title>Negotiator</title>
		<link rel="alternate" type="text/html" href="http://otwiki.moldygames.com/index.php?title=Negotiator&amp;diff=566"/>
				<updated>2015-02-23T19:44:03Z</updated>
		
		<summary type="html">&lt;p&gt;Rbmoss: Cost clarity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
The Negotiator is one of several specialists available in game, but the Negotiator is not available until very late.  When the bar fills up the price for the selected property will decrease dramatically. Like all specialists, increasing the level costs 1000x the existing level. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Negotiator Speed&lt;br /&gt;
|-&lt;br /&gt;
!Level&lt;br /&gt;
!Price Reduction Frequency&lt;br /&gt;
|-&lt;br /&gt;
|1||24 hours&lt;br /&gt;
|-&lt;br /&gt;
|2||12 hours&lt;br /&gt;
|-&lt;br /&gt;
|4||6 hours&lt;br /&gt;
|-&lt;br /&gt;
|10||~2.5 hours&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Negotiator Cost Reduction&lt;br /&gt;
|-&lt;br /&gt;
!Times Run (Per Property)&lt;br /&gt;
!Price Reduction&lt;br /&gt;
|-&lt;br /&gt;
|1||99%&lt;br /&gt;
|-&lt;br /&gt;
|50||15%&lt;br /&gt;
|-&lt;br /&gt;
|100||10%&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rbmoss</name></author>	</entry>

	<entry>
		<id>http://otwiki.moldygames.com/index.php?title=Help_Me&amp;diff=565</id>
		<title>Help Me</title>
		<link rel="alternate" type="text/html" href="http://otwiki.moldygames.com/index.php?title=Help_Me&amp;diff=565"/>
				<updated>2015-02-23T19:40:02Z</updated>
		
		<summary type="html">&lt;p&gt;Rbmoss: Spacing issue&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What do the letters mean in my numbers? ==&lt;br /&gt;
They're SI unit prefixes: [[Number Suffixes]]&lt;br /&gt;
&lt;br /&gt;
==When should I retire? ==&lt;br /&gt;
&lt;br /&gt;
'''Answer 1:'''Your profits double when your retirement points are in multiples of 5x the starting point. So if you had 1 point you can multiply your profits by 2x at 5 points, 4x at 25 points, 8x at 125 points, etc. &lt;br /&gt;
&lt;br /&gt;
It's usually not worth it unless you're at least at 2x. Conversely, if you wait too long you lose the opportunity cost of the multiplier. My general practice is to wait until I have a 5x multiplier(about 42x your starting points) because then it will take me the same amount of time to get another 5x, so it becomes more predictable.(It's actually a little faster when upgrades are considered)&lt;br /&gt;
&lt;br /&gt;
'''Answer 2:''' It depends on how you play. For example, I like to retire right before going to bed to allow higher earning levels during the night time. Furthermore, if a lot of progress has been made during the night, I will then retire again first thing to allow again higher levels of money earning.&lt;br /&gt;
&lt;br /&gt;
== Why are the buildings so random cost efficient? My Oil Sands costs more than 50x Saudi Field :( ==&lt;br /&gt;
&lt;br /&gt;
'''Answer 1:'''The rate of increase is variable because different investments have different economies of scale.  For the early part of the game, the initial cost of a property is the most important, but later the multiplier becomes most important.  The multipliers are listed here: [[Level Cost Increases]]&lt;br /&gt;
&lt;br /&gt;
== Will there be a Buy 100x option? After the new update i Retire every hour and it's kinda annoying if I have to click up to 800 with 10x on every building ==&lt;br /&gt;
&lt;br /&gt;
This has been added by Moldy Games.&lt;br /&gt;
&lt;br /&gt;
== I think formula for calculation multiplier from [[experience]] is wrong because if i have 10 experience I still end with multiplier 127,089412... So how to calculate multiplier? ==&lt;br /&gt;
The experience formula is correct, and I've edited it slightly for clarity.  You probably don't have a log&amp;lt;sub&amp;gt;5&amp;lt;/sub&amp;gt; option on your calculator.  2^((ln experience)/(ln 5)) is an equivalent formula.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Investment Advisor: are purchasing times static so for example lvl 2: 12 hours lvl 3: 12 hours lvl 4: 6 hours. Or does it work more like lvl 2: 12 hours lvl 3: 8 hours lvl 4: 6 hours? Also is 10 max?==&lt;br /&gt;
&lt;br /&gt;
'''Answer 1:'''The times are decreasing as you suspected, 12, 8, 6 etc.  There is no maximum level, but each new level speeds up the Advisor less.&lt;br /&gt;
&lt;br /&gt;
== I have two devices I play on, how does the Garbage Man work? ==&lt;br /&gt;
&lt;br /&gt;
'''Answer 1:'''The Garbage Man will apply to all devices using the same Google login that you use for the purchase.  Please note, the Google API we are using to check this seems to take a very long time to update.  On any additional devices it may take many hours to begin working (our experience has been about 6 hours).&lt;/div&gt;</summary>
		<author><name>Rbmoss</name></author>	</entry>

	<entry>
		<id>http://otwiki.moldygames.com/index.php?title=Number_Suffixes&amp;diff=564</id>
		<title>Number Suffixes</title>
		<link rel="alternate" type="text/html" href="http://otwiki.moldygames.com/index.php?title=Number_Suffixes&amp;diff=564"/>
				<updated>2015-02-23T19:39:05Z</updated>
		
		<summary type="html">&lt;p&gt;Rbmoss: Adding comment for Scientific Notation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
&lt;br /&gt;
By default, the game uses SI unit suffixes to display numbers that can get very large...&lt;br /&gt;
&lt;br /&gt;
The first few suffixes: K (kilo) for thousand, M (mega) for million, G (giga) for billion may be familiar to you, but the latter ones are likely unfamiliar to most people.&lt;br /&gt;
&lt;br /&gt;
Once we ran out of SI prefixes, we started compounding them (MY - Mega Yotta), check the table below for more details...&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Prefix&lt;br /&gt;
!Power&lt;br /&gt;
!Raw Number&lt;br /&gt;
|-&lt;br /&gt;
|K||10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;||1 000&lt;br /&gt;
|-&lt;br /&gt;
|M||10&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;||1 000 000&lt;br /&gt;
|-&lt;br /&gt;
|G||10&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;||1 000 000 000&lt;br /&gt;
|-&lt;br /&gt;
|T||10&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;||1 000 000 000 000&lt;br /&gt;
|-&lt;br /&gt;
|P||10&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;||1 000 000 000 000 000&lt;br /&gt;
|-&lt;br /&gt;
|E||10&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;||1 000 000 000 000 000 000&lt;br /&gt;
|-&lt;br /&gt;
|Z||10&amp;lt;sup&amp;gt;21&amp;lt;/sup&amp;gt;||1 000 000 000 000 000 000 000&lt;br /&gt;
|-&lt;br /&gt;
|Y||10&amp;lt;sup&amp;gt;24&amp;lt;/sup&amp;gt;||1 000 000 000 000 000 000 000 000&lt;br /&gt;
|-&lt;br /&gt;
|KY||10&amp;lt;sup&amp;gt;27&amp;lt;/sup&amp;gt;||1 000 000 000 000 000 000 000 000 000&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|...&lt;br /&gt;
|-&lt;br /&gt;
|YY||10&amp;lt;sup&amp;gt;48&amp;lt;/sup&amp;gt;||1 000 000 000 000 000 000 000 000 000 000 000 000 000 000 000 000&lt;br /&gt;
|-&lt;br /&gt;
|KYY||10&amp;lt;sup&amp;gt;51&amp;lt;/sup&amp;gt;||1 000 000 000 000 000 000 000 000 000 000 000 000 000 000 000 000 000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The advanced player may find usefulness to use Scientific Notation instead of SI prefixes. This can be changed by going to &amp;quot;Settings&amp;quot; and checking the Scientific Notation option.&lt;/div&gt;</summary>
		<author><name>Rbmoss</name></author>	</entry>

	<entry>
		<id>http://otwiki.moldygames.com/index.php?title=Help_Me&amp;diff=563</id>
		<title>Help Me</title>
		<link rel="alternate" type="text/html" href="http://otwiki.moldygames.com/index.php?title=Help_Me&amp;diff=563"/>
				<updated>2015-02-23T19:35:53Z</updated>
		
		<summary type="html">&lt;p&gt;Rbmoss: Formatting and adding answers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What do the letters mean in my numbers? ==&lt;br /&gt;
They're SI unit prefixes: [[Number Suffixes]]&lt;br /&gt;
&lt;br /&gt;
==When should I retire? ==&lt;br /&gt;
&lt;br /&gt;
'''Answer 1:'''Your profits double when your retirement points are in multiples of 5x the starting point. So if you had 1 point you can multiply your profits by 2x at 5 points, 4x at 25 points, 8x at 125 points, etc. &lt;br /&gt;
&lt;br /&gt;
It's usually not worth it unless you're at least at 2x. Conversely, if you wait too long you lose the opportunity cost of the multiplier. My general practice is to wait until I have a 5x multiplier(about 42x your starting points) because then it will take me the same amount of time to get another 5x, so it becomes more predictable.(It's actually a little faster when upgrades are considered)&lt;br /&gt;
&lt;br /&gt;
'''Answer 2:''' It depends on how you play. For example, I like to retire right before going to bed to allow higher earning levels during the night time. Furthermore, if a lot of progress has been made during the night, I will then retire again first thing to allow again higher levels of money earning.&lt;br /&gt;
&lt;br /&gt;
== Why are the buildings so random cost efficient? My Oil Sands costs more than 50x Saudi Field :( ==&lt;br /&gt;
&lt;br /&gt;
'''Answer 1:'''The rate of increase is variable because different investments have different economies of scale.  For the early part of the game, the initial cost of a property is the most important, but later the multiplier becomes most important.  The multipliers are listed here: [[Level Cost Increases]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Will there be a Buy 100x option? After the new update i Retire every hour and it's kinda annoying if I have to click up to 800 with 10x on every building ==&lt;br /&gt;
&lt;br /&gt;
This has been added by Moldy Games.&lt;br /&gt;
&lt;br /&gt;
== I think formula for calculation multiplier from [[experience]] is wrong because if i have 10 experience I still end with multiplier 127,089412... So how to calculate multiplier? ==&lt;br /&gt;
The experience formula is correct, and I've edited it slightly for clarity.  You probably don't have a log&amp;lt;sub&amp;gt;5&amp;lt;/sub&amp;gt; option on your calculator.  2^((ln experience)/(ln 5)) is an equivalent formula.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Investment Advisor: are purchasing times static so for example lvl 2: 12 hours lvl 3: 12 hours lvl 4: 6 hours. Or does it work more like lvl 2: 12 hours lvl 3: 8 hours lvl 4: 6 hours? Also is 10 max?==&lt;br /&gt;
&lt;br /&gt;
'''Answer 1:'''The times are decreasing as you suspected, 12, 8, 6 etc.  There is no maximum level, but each new level speeds up the Advisor less.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== I have two devices I play on, how does the Garbage Man work? ==&lt;br /&gt;
&lt;br /&gt;
'''Answer 1:'''The Garbage Man will apply to all devices using the same Google login that you use for the purchase.  Please note, the Google API we are using to check this seems to take a very long time to update.  On any additional devices it may take many hours to begin working (our experience has been about 6 hours).&lt;/div&gt;</summary>
		<author><name>Rbmoss</name></author>	</entry>

	<entry>
		<id>http://otwiki.moldygames.com/index.php?title=Experience&amp;diff=562</id>
		<title>Experience</title>
		<link rel="alternate" type="text/html" href="http://otwiki.moldygames.com/index.php?title=Experience&amp;diff=562"/>
				<updated>2015-02-23T19:27:22Z</updated>
		
		<summary type="html">&lt;p&gt;Rbmoss: /* Formula */ Adding &amp;quot;player considerations&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
Experience is earned linearly, about every $6.725 billion gains 1 more experience.&lt;br /&gt;
&lt;br /&gt;
== Effect on Earnings ==&lt;br /&gt;
The effect on earnings is not linear however. The following table shows a small sampling of earnings multipliers:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Experience Chart&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!Experience&lt;br /&gt;
!Multiplier&lt;br /&gt;
|-&lt;br /&gt;
|5||2&lt;br /&gt;
|-&lt;br /&gt;
|10||2.75&lt;br /&gt;
|-&lt;br /&gt;
|20||3.63&lt;br /&gt;
|-&lt;br /&gt;
|25||4&lt;br /&gt;
|-&lt;br /&gt;
|100||7.27&lt;br /&gt;
|-&lt;br /&gt;
|125||8&lt;br /&gt;
|-&lt;br /&gt;
|625||16&lt;br /&gt;
|-&lt;br /&gt;
|1 000 (1K)||19.59&lt;br /&gt;
|-&lt;br /&gt;
|3125||32&lt;br /&gt;
|-&lt;br /&gt;
|15 625||64&lt;br /&gt;
|-&lt;br /&gt;
|75 125||128&lt;br /&gt;
|-&lt;br /&gt;
|1 000 000 (1M)||383.8&lt;br /&gt;
|-&lt;br /&gt;
|1 000 000 000 (1G)||7,518&lt;br /&gt;
|-&lt;br /&gt;
|1 000 000 000 000 (1T)||147,271&lt;br /&gt;
|-&lt;br /&gt;
|1 000 000 000 000 000 (1P)||2,885,016&lt;br /&gt;
|-&lt;br /&gt;
|1 000 000 000 000 000 000 (1E)||56,516,862&lt;br /&gt;
|-&lt;br /&gt;
|1 000 000 000 000 000 000 000 (1Z)||1,107,153,199&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Formula ==&lt;br /&gt;
The formula to determine Multiplier based on experience is 2^(log&amp;lt;sub&amp;gt;5&amp;lt;/sub&amp;gt; Experience)&lt;br /&gt;
&lt;br /&gt;
== Playing considerations ==&lt;br /&gt;
&lt;br /&gt;
The above chart provides insight to how much faster the game will progress upon retirement. However, with larger numbers it becomes difficult to understand how much faster the game will progress due to the very large numbers with the game. To overcome this, compare the &amp;quot;Current Experience&amp;quot; to the &amp;quot;Experience on Reset&amp;quot;. When the experience on reset becomes significantly bigger than the Current Experience, the ratio of the two numbers can be used to find relative speed ups.&lt;br /&gt;
&lt;br /&gt;
For example, if a player has current experience of 10, and upon reset will have 250, the ratio of 25 will result in speed up of '''4 times''' for the next play through.&lt;/div&gt;</summary>
		<author><name>Rbmoss</name></author>	</entry>

	<entry>
		<id>http://otwiki.moldygames.com/index.php?title=Experience&amp;diff=561</id>
		<title>Experience</title>
		<link rel="alternate" type="text/html" href="http://otwiki.moldygames.com/index.php?title=Experience&amp;diff=561"/>
				<updated>2015-02-23T19:22:16Z</updated>
		
		<summary type="html">&lt;p&gt;Rbmoss: /* Formula */   Deleting irrelevant comment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
Experience is earned linearly, about every $6.725 billion gains 1 more experience.&lt;br /&gt;
&lt;br /&gt;
== Effect on Earnings ==&lt;br /&gt;
The effect on earnings is not linear however. The following table shows a small sampling of earnings multipliers:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Experience Chart&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!Experience&lt;br /&gt;
!Multiplier&lt;br /&gt;
|-&lt;br /&gt;
|5||2&lt;br /&gt;
|-&lt;br /&gt;
|10||2.75&lt;br /&gt;
|-&lt;br /&gt;
|20||3.63&lt;br /&gt;
|-&lt;br /&gt;
|25||4&lt;br /&gt;
|-&lt;br /&gt;
|100||7.27&lt;br /&gt;
|-&lt;br /&gt;
|125||8&lt;br /&gt;
|-&lt;br /&gt;
|625||16&lt;br /&gt;
|-&lt;br /&gt;
|1 000 (1K)||19.59&lt;br /&gt;
|-&lt;br /&gt;
|3125||32&lt;br /&gt;
|-&lt;br /&gt;
|15 625||64&lt;br /&gt;
|-&lt;br /&gt;
|75 125||128&lt;br /&gt;
|-&lt;br /&gt;
|1 000 000 (1M)||383.8&lt;br /&gt;
|-&lt;br /&gt;
|1 000 000 000 (1G)||7,518&lt;br /&gt;
|-&lt;br /&gt;
|1 000 000 000 000 (1T)||147,271&lt;br /&gt;
|-&lt;br /&gt;
|1 000 000 000 000 000 (1P)||2,885,016&lt;br /&gt;
|-&lt;br /&gt;
|1 000 000 000 000 000 000 (1E)||56,516,862&lt;br /&gt;
|-&lt;br /&gt;
|1 000 000 000 000 000 000 000 (1Z)||1,107,153,199&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Formula ==&lt;br /&gt;
The formula to determine Multiplier based on experience is 2^(log&amp;lt;sub&amp;gt;5&amp;lt;/sub&amp;gt; Experience)&lt;/div&gt;</summary>
		<author><name>Rbmoss</name></author>	</entry>

	<entry>
		<id>http://otwiki.moldygames.com/index.php?title=Speed_Increases&amp;diff=560</id>
		<title>Speed Increases</title>
		<link rel="alternate" type="text/html" href="http://otwiki.moldygames.com/index.php?title=Speed_Increases&amp;diff=560"/>
				<updated>2015-02-23T19:21:15Z</updated>
		
		<summary type="html">&lt;p&gt;Rbmoss: Add CEO link.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
&lt;br /&gt;
When a certain investment levels (eg. 10, 50, 100, 200, 300, 400 and 500) are reached by all investments, the progress bar for all investments speed up. In &amp;quot;normal&amp;quot; mode, each of these levels increase the progress bar speed by 2.5x. This effect is similar to a profit increase achievement however this also helps the player with respect to the delay period between investments when the player has [http://otwiki.moldygames.com/index.php?title=CEOs CEOs].&lt;br /&gt;
&lt;br /&gt;
This concept should be kept in mind for the new player. While increases to each level provides increased revenue, the greater good may be achieved by reaching the next &amp;quot;All investments&amp;quot; achievement.&lt;br /&gt;
&lt;br /&gt;
== Mid-game strategy ==&lt;br /&gt;
&lt;br /&gt;
While in early game, simply reaching the Omani and Saudi fields is a huge achievement, there is an added strategy for mid-level players. Immediately after retirement, where the player is looking to take advantage of the higher revenue. However, the player may see lower revenue by clicking the Omani and Saudi fields since they move so slowly without sufficient investment levels. &lt;br /&gt;
&lt;br /&gt;
In order to optimize your cash flow, get the levels of every property as high as possible before starting.  This will apply a large speed bonus from achievements, and the first tick will run much faster than if you start them at level 1.&lt;/div&gt;</summary>
		<author><name>Rbmoss</name></author>	</entry>

	<entry>
		<id>http://otwiki.moldygames.com/index.php?title=Talk:Speed_Increases&amp;diff=559</id>
		<title>Talk:Speed Increases</title>
		<link rel="alternate" type="text/html" href="http://otwiki.moldygames.com/index.php?title=Talk:Speed_Increases&amp;diff=559"/>
				<updated>2015-02-23T19:18:46Z</updated>
		
		<summary type="html">&lt;p&gt;Rbmoss: Deleting an irrelevant statement&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Rbmoss</name></author>	</entry>

	<entry>
		<id>http://otwiki.moldygames.com/index.php?title=Speed_Increases&amp;diff=558</id>
		<title>Speed Increases</title>
		<link rel="alternate" type="text/html" href="http://otwiki.moldygames.com/index.php?title=Speed_Increases&amp;diff=558"/>
				<updated>2015-02-23T19:18:20Z</updated>
		
		<summary type="html">&lt;p&gt;Rbmoss: Modification for clarity, additional discussion of CEO delay added.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
&lt;br /&gt;
When a certain investment levels (eg. 10, 50, 100, 200, 300, 400 and 500) are reached by all investments, the progress bar for all investments speed up. In &amp;quot;normal&amp;quot; mode, each of these levels increase the progress bar speed by 2.5x. This effect is similar to a profit increase achievement however this also helps the player with respect to the delay period between investments.&lt;br /&gt;
&lt;br /&gt;
This concept should be kept in mind for the new player. While increases to each level provides increased revenue, the greater good may be achieved by reaching the next &amp;quot;All investments&amp;quot; achievement.&lt;br /&gt;
&lt;br /&gt;
== Mid-game strategy ==&lt;br /&gt;
&lt;br /&gt;
While in early game, simply reaching the Omani and Saudi fields is a huge achievement, there is an added strategy for mid-level players. Immediately after retirement, where the player is looking to take advantage of the higher revenue. However, the player may see lower revenue by clicking the Omani and Saudi fields since they move so slowly without sufficient investment levels. &lt;br /&gt;
&lt;br /&gt;
In order to optimize your cash flow, get the levels of every property as high as possible before starting.  This will apply a large speed bonus from achievements, and the first tick will run much faster than if you start them at level 1.&lt;/div&gt;</summary>
		<author><name>Rbmoss</name></author>	</entry>

	<entry>
		<id>http://otwiki.moldygames.com/index.php?title=CEOs&amp;diff=557</id>
		<title>CEOs</title>
		<link rel="alternate" type="text/html" href="http://otwiki.moldygames.com/index.php?title=CEOs&amp;diff=557"/>
				<updated>2015-02-23T19:05:34Z</updated>
		
		<summary type="html">&lt;p&gt;Rbmoss: Deleting an irrelevant statement&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
When you initially start the game, you are forced to click the properties you own to generate revenue. With the purchase of a CEO, this process becomes automatic. That is, the CEO will operate the property - that is, the CEO will click the property for you. However, the CEO isn't perfect, and as such has some idle time between ticks. The delay between clicks depends on the level of the CEO.&lt;br /&gt;
&lt;br /&gt;
On the Game Help page in the [http://otwiki.moldygames.com/index.php?title=Game_Help#CEOs CEO paragraph] it says the following:&lt;br /&gt;
''however the CEO will never be perfect, so you can still manually click on properties to make them run faster'',&lt;br /&gt;
This is true, however as the level of the CEO progresses the time delay becomes very small.&lt;br /&gt;
&lt;br /&gt;
==Formula==&lt;br /&gt;
The formula used for the CEO idle time is Investment-Time / CEO level. As you buy a higher CEO level, you realize diminishing returns.&lt;br /&gt;
&lt;br /&gt;
For example, &amp;quot;Gas Royalties&amp;quot; without any speed bonus achievements takes 2 seconds to complete. Without a CEO you will be forced to click to gain revenue However, if you buy a Level 1 CEO, this means the property will run, then it waits 2 seconds idle and it automatically run again.&lt;br /&gt;
&lt;br /&gt;
'''In the below table, the delays below are shown are not modified by the speedbonus.'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Investment&lt;br /&gt;
!colspan=&amp;quot;10&amp;quot;|CEO Level&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! 1&lt;br /&gt;
! 2&lt;br /&gt;
! 3&lt;br /&gt;
! 4&lt;br /&gt;
! 5&lt;br /&gt;
! 6&lt;br /&gt;
! 7&lt;br /&gt;
! 8&lt;br /&gt;
! 9&lt;br /&gt;
! 10&lt;br /&gt;
|-&lt;br /&gt;
|Gas Royalties|| 2s || 1s || 666ms || 500ms || 400ms || 333ms ||285ms || 250ms || 222ms || 200ms&lt;br /&gt;
|-&lt;br /&gt;
|Oil Royalties|| 4s || 2s || 1.33s || 1s || 800ms || 666ms || 571ms || 500ms || 444ms || 400ms&lt;br /&gt;
|-&lt;br /&gt;
|Gas Well|| 10s || 5s || 3.33s || 2.5s || 2s || 1.66s || 1.43s || 1.25s || 1.11s || 1s&lt;br /&gt;
|-&lt;br /&gt;
|Oil Well|| 20s || 10s || 6.66s || 5s || 4s || 3.33s || 2.86s || 2.5s || 2.22s || 2s&lt;br /&gt;
|-&lt;br /&gt;
|Oil Sands|| 50s || 25s || 16.66s || 12.5s || 10s || 8.33s || 7.14s || 6.25s || 5.55s || 5s&lt;br /&gt;
|-&lt;br /&gt;
|Shale Play|| 2.5m || 75s || 50s || 37.5s || 30s || 25s || 21.43s || 18.75s || 16.66s || 15s&lt;br /&gt;
|-&lt;br /&gt;
|Omani Field|| 10m || 5m || 3.33m || 2.5m || 2m || 100s || 85.71s || 75s || 66.6s || 1m&lt;br /&gt;
|-&lt;br /&gt;
|Saudi Field|| 40m || 20m || 13.33m || 10m || 8m || 6.66m || 5.7m || 5m || 4.44m || 4m&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rbmoss</name></author>	</entry>

	<entry>
		<id>http://otwiki.moldygames.com/index.php?title=CEOs&amp;diff=556</id>
		<title>CEOs</title>
		<link rel="alternate" type="text/html" href="http://otwiki.moldygames.com/index.php?title=CEOs&amp;diff=556"/>
				<updated>2015-02-23T19:04:51Z</updated>
		
		<summary type="html">&lt;p&gt;Rbmoss: Edit for clarification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
When you initially start the game, you are forced to click the properties you own to generate revenue. With the purchase of a CEO, this process becomes automatic. That is, the CEO will operate the property - that is, the CEO will click the property for you. However, the CEO isn't perfect, and as such has some idle time between ticks. The delay between clicks depends on the level of the CEO.&lt;br /&gt;
&lt;br /&gt;
On the Game Help page in the [http://otwiki.moldygames.com/index.php?title=Game_Help#CEOs CEO paragraph] it says the following:&lt;br /&gt;
''however the CEO will never be perfect, so you can still manually click on properties to make them run faster'',&lt;br /&gt;
This is true, however as the level of the CEO progresses the time delay becomes very small.&lt;br /&gt;
&lt;br /&gt;
==Formula==&lt;br /&gt;
The formula used for the CEO idle time is Investment-Time / CEO level. As you buy a higher CEO level, you realize diminishing returns.&lt;br /&gt;
&lt;br /&gt;
For example, &amp;quot;Gas Royalties&amp;quot; without any speed bonus achievements takes 2 seconds to complete. Without a CEO you will be forced to click to gain revenue However, if you buy a Level 1 CEO, this means the property will run, then it waits 2 seconds idle and it automatically run again.&lt;br /&gt;
&lt;br /&gt;
'''In the below table, the delays below are shown are not modified by the speedbonus.'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Investment&lt;br /&gt;
!colspan=&amp;quot;10&amp;quot;|CEO Level&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! 1&lt;br /&gt;
! 2&lt;br /&gt;
! 3&lt;br /&gt;
! 4&lt;br /&gt;
! 5&lt;br /&gt;
! 6&lt;br /&gt;
! 7&lt;br /&gt;
! 8&lt;br /&gt;
! 9&lt;br /&gt;
! 10&lt;br /&gt;
|-&lt;br /&gt;
|Gas Royalties|| 2s || 1s || 666ms || 500ms || 400ms || 333ms ||285ms || 250ms || 222ms || 200ms&lt;br /&gt;
|-&lt;br /&gt;
|Oil Royalties|| 4s || 2s || 1.33s || 1s || 800ms || 666ms || 571ms || 500ms || 444ms || 400ms&lt;br /&gt;
|-&lt;br /&gt;
|Gas Well|| 10s || 5s || 3.33s || 2.5s || 2s || 1.66s || 1.43s || 1.25s || 1.11s || 1s&lt;br /&gt;
|-&lt;br /&gt;
|Oil Well|| 20s || 10s || 6.66s || 5s || 4s || 3.33s || 2.86s || 2.5s || 2.22s || 2s&lt;br /&gt;
|-&lt;br /&gt;
|Oil Sands|| 50s || 25s || 16.66s || 12.5s || 10s || 8.33s || 7.14s || 6.25s || 5.55s || 5s&lt;br /&gt;
|-&lt;br /&gt;
|Shale Play|| 2.5m || 75s || 50s || 37.5s || 30s || 25s || 21.43s || 18.75s || 16.66s || 15s&lt;br /&gt;
|-&lt;br /&gt;
|Omani Field|| 10m || 5m || 3.33m || 2.5m || 2m || 100s || 85.71s || 75s || 66.6s || 1m&lt;br /&gt;
|-&lt;br /&gt;
|Saudi Field|| 40m || 20m || 13.33m || 10m || 8m || 6.66m || 5.7m || 5m || 4.44m || 4m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The idle time is based on the investment time after speedbonusses and not base time.&amp;lt;br/&amp;gt;&lt;br /&gt;
While I was writing this I wasn't sure but finding out that a level 16 Saudi Field CEO should have an idle time of 2.5 minutes I can say for sure that my CEO isn't idle that long.&lt;/div&gt;</summary>
		<author><name>Rbmoss</name></author>	</entry>

	<entry>
		<id>http://otwiki.moldygames.com/index.php?title=CEOs&amp;diff=555</id>
		<title>CEOs</title>
		<link rel="alternate" type="text/html" href="http://otwiki.moldygames.com/index.php?title=CEOs&amp;diff=555"/>
				<updated>2015-02-23T18:57:04Z</updated>
		
		<summary type="html">&lt;p&gt;Rbmoss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]]&lt;br /&gt;
When you initially start the game, you are forced to click the properties you own to generate revenue. With the purchase of a CEO, this process becomes automatic. That is, the CEO will operate the property - that is, the CEO will click the property for you. However, the CEO isn't perfect, and as such has some idle time between ticks. The delay between clicks depends on the level of the CEO.&lt;br /&gt;
&lt;br /&gt;
On the Game Help page in the [http://otwiki.moldygames.com/index.php?title=Game_Help#CEOs CEO paragraph] it says the following:&lt;br /&gt;
''however the CEO will never be perfect, so you can still manually click on properties to make them run faster'',&lt;br /&gt;
This is true, however on certain levels you won't notice it anymore because of the speed increases you will gain through achievements.&lt;br /&gt;
&lt;br /&gt;
==Formula==&lt;br /&gt;
The formula used for the CEO idle time is Investment-Time / CEO level.&lt;br /&gt;
Lets say a Gas royalties without achievements for speed increase takes 2 seconds to complete.&lt;br /&gt;
If your CEO is level 1 this means the property will run, then it waits 2 seconds and it will run again.&lt;br /&gt;
&lt;br /&gt;
A few examples for the first 10 levels of the CEO.  &amp;lt;br/&amp;gt;&lt;br /&gt;
'''In the examples the investments have no speedbonus.'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Investment&lt;br /&gt;
!colspan=&amp;quot;10&amp;quot;|CEO Level&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! 1&lt;br /&gt;
! 2&lt;br /&gt;
! 3&lt;br /&gt;
! 4&lt;br /&gt;
! 5&lt;br /&gt;
! 6&lt;br /&gt;
! 7&lt;br /&gt;
! 8&lt;br /&gt;
! 9&lt;br /&gt;
! 10&lt;br /&gt;
|-&lt;br /&gt;
|Gas Royalties|| 2s || 1s || 666ms || 500ms || 400ms || 333ms ||285ms || 250ms || 222ms || 200ms&lt;br /&gt;
|-&lt;br /&gt;
|Oil Royalties|| 4s || 2s || 1.33s || 1s || 800ms || 666ms || 571ms || 500ms || 444ms || 400ms&lt;br /&gt;
|-&lt;br /&gt;
|Gas Well|| 10s || 5s || 3.33s || 2.5s || 2s || 1.66s || 1.43s || 1.25s || 1.11s || 1s&lt;br /&gt;
|-&lt;br /&gt;
|Oil Well|| 20s || 10s || 6.66s || 5s || 4s || 3.33s || 2.86s || 2.5s || 2.22s || 2s&lt;br /&gt;
|-&lt;br /&gt;
|Oil Sands|| 50s || 25s || 16.66s || 12.5s || 10s || 8.33s || 7.14s || 6.25s || 5.55s || 5s&lt;br /&gt;
|-&lt;br /&gt;
|Shale Play|| 2.5m || 75s || 50s || 37.5s || 30s || 25s || 21.43s || 18.75s || 16.66s || 15s&lt;br /&gt;
|-&lt;br /&gt;
|Omani Field|| 10m || 5m || 3.33m || 2.5m || 2m || 100s || 85.71s || 75s || 66.6s || 1m&lt;br /&gt;
|-&lt;br /&gt;
|Saudi Field|| 40m || 20m || 13.33m || 10m || 8m || 6.66m || 5.7m || 5m || 4.44m || 4m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The idle time is based on the investment time after speedbonusses and not base time.&amp;lt;br/&amp;gt;&lt;br /&gt;
While I was writing this I wasn't sure but finding out that a level 16 Saudi Field CEO should have an idle time of 2.5 minutes I can say for sure that my CEO isn't idle that long.&lt;/div&gt;</summary>
		<author><name>Rbmoss</name></author>	</entry>

	<entry>
		<id>http://otwiki.moldygames.com/index.php?title=Game_Mechanics&amp;diff=554</id>
		<title>Game Mechanics</title>
		<link rel="alternate" type="text/html" href="http://otwiki.moldygames.com/index.php?title=Game_Mechanics&amp;diff=554"/>
				<updated>2015-02-23T18:53:28Z</updated>
		
		<summary type="html">&lt;p&gt;Rbmoss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Idle Oil Tycoon uses complex relationships between various aspect of game play to provide hours of entertaining fun. Below is a list of the various elements that affect gameplay and the ability for the player to earn millions of dollars!&lt;/div&gt;</summary>
		<author><name>Rbmoss</name></author>	</entry>

	</feed>