Profit and Loss

When you fulfill an order on the board or the helicopter, the item will either make or lose you gold. This is based on the gold cost to produce the item vs the price it sells for. Below is a list of the items, their XPs (experience or stars), their Manufacturing or growth cost (Make), their selling price (Sell) and the profit or loss (Profit). Below the table, I have listed how I figured the gold price for things.

The items that will deplete your gold the fastest is fruit that is not used to make something (Apple pies make a profit, apples do not). The next thing is having to use the laboratory to make resources; remember that running out of resources is a common problem and once you have to use the laboratory your gold will start to disappear quickly.

## How the Make Costs are figured

### Seeds

This is the simplest one, it is just 2 gold, which is the gold per seed charged to plant crops with gold instead of seeds.

### Grown Crops

This is simply the gold price to have planted them.

### Fruit Trees

Each fruit tree has a purchase price, which goes up each time. The first tree is determined by type, the next two (2-3) are 50 gold more than the previous, next three (4-6) are 100 gold more than the previous, etc. I chose to use 3 trees for my average, if you have more than that, the cost of making the fruit goes up from what is shown here. Each tree also has a number of times it can be harvested. If you divide the cost of the tree by the number of harvests you will get the "Make" price in the table. Yes, the Super Collect will alter this slightly, but it is unlikely anyone will be able to use that feature more than once or twice in the life of the tree. I did not include any type of adjustment to compensate for the chocolate that is received when the tree dies, but I don't believe it will alter the cost much.

### Big Leaf, Truffles, Wood and Stone

While harvesting from the islands is sort of free (no gold cost, only energy), if you use these resources to fill orders too much you will find yourself needing to grow them in the laboratory. So I used the costs invloving the laboratory to figure these. I found an average of the amount the laboratory grown resource produced (no less than 5 were used, more in most cases). Then I divided the cost of the resource by the average of what to expect from the harvesting.

### Honey and Ore

This was done in a similar manner to the other harvested resources but I discovered that the amount received from the harvesting varied significantly. It seems that what these produce is a specific number of pieces, however the size of those pieces also varies; for instance Honey: the harvesting produced from 5 to 12 pieces. If you call the smallest a 1 (uses 15 to fill the bar), medium a 3 (takes 5 to fill a bar) and the large a 10 (takes 1.5 to fill a bar); one of the harvests of 5 produced 25 (or 1 2/3 bars) and one of the 10 pieces produced 20 (or 1 1/3 bars). So the number of harvests used to create the average is significantly larger to get a more accurate average.

Once I had the average of the amount of honey or ore that would be received, I determined the number of times it would fill the bar and multiplied that by 5 (5 jars or Iron bars per full bar). Then the cost of the tree or ore pile was divided by the average number of honey jars or iron bars it would make.

**Note:** While harvested ingredients that are not made in the laboratory are not technically costing you gold; if you use this information and not fill anything that uses them, it is far less likely you will run out of the resource you need in the middle of a quest or island. It may not completely eliminate the need to use the laboratory, but it should help to limit it.