Calculator talk:Other/Miscellania

From the RuneScape Wiki, the wiki for all things RuneScape
Jump to navigation Jump to search
This talk page is for discussing the Calculator:Other/Miscellania page.

Profit from Woodcutting[edit source]

Woodcutting maple logs also produces Birds Nests and Tree Seeds, which the profit/loss does not take into account. For 892 logs there will typically be 8 nests containing either Tree Seeds or Rings (sapphire, emerald, ruby, diamond). Some of these seeds are valuable. Need beer 10:43, 7 May 2008 (UTC)

I do realize that these "extras" from woodcutting do enhance the profit picture from that particular task. I just added crushed bird nests, but what I need here is to get some tool to calculate what the probability of obtaining each kind of ring or tree seed. If you have some suggestions in terms of what the likelihood of getting any particular seed may be from searching a bird nest, I would be willing to add that into this calculation. It still doesn't overcome the profit disparity compared to other resource gathering methods. --Robert Horning 02:31, 18 May 2008 (UTC)

In fact the seeds completely changes the calculation. I collected data over about 50 days (at home, will try to remember to send when I am at that computer), and roughly you can expect a 40% chance of a very expensive seed (magic, yew, palm, spirt) and 3 medium seeds (avg 20k) ) per day. This adds 100k per day of profit. Note: as in below post, this assumes you wait a week to collect therefore gaining more nests. beowulfnjall Beowulfnjall 16:13, 14 November 2008 (UTC)

Turns out I was a bit optimistic on the medium seeds. Checked my spreadsheet and you get 5% chance per nest for a high value seed and 8% chance for medium value. This adds about 64k of profit per day (note: this is using 9 nests per day, which is what you get if you wait a week before collecting)

Chance per nest of:

Egg 	 0.048 
Gold 	 0.138 
Sapphire 	 0.105 
Emerald 	 0.052 
Ruby 	 0.019 
Diamond 	 0.002 
Acorn 	 0.129 
Willow 	 0.093 
Maple 	 0.024 
Yew 	 0.014 
Magic 	 0.007 
Apple 	 0.121 
Banana 	 0.071 
Orange 	 0.052 
Curry 	 0.033 
Pineapple 	 0.026 
Papaya 	 0.019 
Palm 	 0.024 
Calquat 	 0.012 
Spirit 	 0.010 

Beowulfnjall 18:26, 14 November 2008 (UTC)

One way of arguing this is the difference between maple and fishing raw is about 70k, so the 8 nests must provide items worth 70k in order to make Maple worthwhile. I am not too sure how we can add this argument as part of the calculator though.
Additionally, I believe it's possible to calculate the herb values using the herb drop table from tipit , the sample is produced below. If there's no objections I'll try to add it to the calculator. Primadog 06:56, 8 April 2009 (UTC)
I have submitted the loot of 999 Miscellania Bird's nests to Talk:Bird's nest. Because of the large quantity of nests, this data may be more reliable.
Nest's:     999
-Any egg     0.044
Blue egg     0.011
Green egg    0.010
Red egg      0.010
Raven egg    0.013

-Any ring    0.355
Gold ring    0.137
Emerald ring 0.046
Ruby ring    0.038
Diamond ring 0.002

-Any seed    0.601 (600 seed nests)
Acorn        0.134
Willow       0.086
Maple        0.026
Yew          0.020
Magic        0.010

Apple        0.115
Banana       0.059
Orange       0.051
Curry        0.040
Pineapple    0.024
Papaya       0.016
Palm         0.011

Calquat      0.005
Spirit       0.003
Comparing my data to the previously shown data, similarities can be found. It won't harm to include an estimation of the nest's contents to the Calculator.Wizard hat (g).pngMugger759 Talk Contribs 08:47, August 3, 2011 (UTC)
More statistics: [1]
Calc based on that data: User:Tyilo#Kingdom_Management
12:33, August 3, 2011 (UTC)

Production Method Quantity Produced per Day Grand Exchange Price Profit/Loss
Herbs 60 herbs 97,456.38 coins 47,456.38
Sorry made an error Primadog 07:42, 8 April 2009 (UTC)

History[edit source]

Is it possible to easily create a history for the profit/loss of each method under these conditions? It could just be an extra little visual to look at. -- 01:21, 14 May 2008 (UTC)

Changes Over Time[edit source]

The extra items you get are calculated when you collect, not per day. I don't know about gems, but I know that you get one nest per 100 maple logs. For example, if you go two days without collecting, with 10 on maples, and 100% approval, You get 892*2=1784, Which will yield SEVENTEEN nests for two days, rather than 8 per day = 16. This trend continues: 892*3=2676, yielding 26 nests rather than 8*3=24 nests. Is there any way to factor this into the calculator? Boa1891 22:00, 23 June 2008 (UTC)

Profitability remains the same regardless of how much you collect. I will say, however, that I don't think that the collection tables are necessarily 100% accurate, as this information has never been published by Jagex. In the example you are giving above, the calculation ought to be more for 8-1/2 nests per day instead of merely eight. Jagex also has a tendency to change the rates of collecting various items, which means this table would be inaccurate if that happens as well.
Any effort to help improve the information in terms of how much you can collect for each type of item from the kingdom would be substantially appreciated! --Robert Horning 11:04, 24 June 2008 (UTC)
As an addendum, I think I see where you are coming from here in terms of gathering slightly more resources on the 2nd day as opposed to the first day. In nearly every description of the gathering rate for the kingdom, I've never seen this discussed. It would also be difficult to demonstrate this is not just dependent upon when you are measuring how much you have gathered each day, as I've seen differences in how much I've gathered even if I collect one hour earlier or later. The gathering process is a little more refined than gathering a set amount just once per day. Still, this is an interesting thought that perhaps simply pouring money into your kingdom and letting your "subjects" gather the goods over a longer period of time can improve your yield on a great many items. --Robert Horning 15:08, 24 June 2008 (UTC)

Robert, the extra yield is mentioned on a number of sites (and I have verified). Here is a quote from

"The ratio of how often you will get a reward all depends on how often you visit Advisor Ghrim and when you collect. Resources and bonuses are calculated when you COLLECT resources, not when they are gathered. Therefore, from the 892 maples you get per day (with 100% approval and maximum 75k payment), you could get only 56 bird nests per week checking daily (8 nest per day), whereas you could get 62 nests per week checking weekly."

p.s. these calculators are really fantastic -- the link to GE prices is very powerful and unique as far as I know. I do have some ideas for others that would be useful; are they still being created, and is it useful to post suggestions (I certainly could not create one!)

rgds, beo Beowulfnjall 18:26, 14 November 2008 (UTC)

Royal Trouble[edit source]

Does the calculator assume than one has done royal trouble?  —The preceding unsigned comment was added by Freefall333 (talk).

Yes. It makes no difference at all other than more options are available with Royal Trouble. At the moment, those are unfortunately some of the least profitable options. You also get 5 extra workers with Royal Trouble, so you can "put them to work" on the 2nd most profitable task. The cost per worker is identical if you have completed Royal Trouble or not. --Robert Horning 15:08, 24 June 2008 (UTC)

Cooked Fish[edit source]

Some anonymous has edited the cosmetic appearance of how many cooked fish are returned per day. I don't know if this change is correct or not, but I do know that they didn't change the calculator. For the moment, I won't change either. It's possible there was a hidden update to miscellania to adjust/balance the rewards in Jagex's eyes. Can anyone check? (NOT written/edited by Mange Thornwood 21:58, 27 August 2008 (UTC))

Woodcutting Display[edit source]

Woodcutting is a negative value, but does not display in red as the other negative values do. As of now, I am unsure how to fix this. Eric329 01:13, 24 December 2008 (UTC)

Farming - inaccurate?[edit source]

Is the farming production actually calculated using a drop table, or is it just guessing? If it's guessing, shouldn't there be made a note stating that? Andreas05 18:25, 2 February 2009 (UTC)

It's getting data from the GE marketwatch, but it doesn't seem like it is completely accurate from how it's calculated. Even if it did get the correct number of seeds, most of them don't sell very well, it probably wouldn't be a very good investment anyway :P. Empty box.pngrriceCrabclaw and hook.png 23:11, 21 February 2009 (UTC)

Herbs are highly inacurate[edit source]

How can someone make 30+ Million Gp from 50k. It doesn't make any sense.

Herbs is the only one that has decimal points. Joshuamonkey 04:25, 7 June 2009 (UTC)

Raw Fish is more than coals?[edit source]

Excluding caskets and gems, coal is at least 40% more profitable than raw fish. Raw fish yields 58388 gp excluding misc. While coal yields 104064 gp. Did I do something wrong? If it is correct please fix the table.  —The preceding unsigned comment was added by Moneypony (talk).

The profits of this are based upon the information at Miscellania and Etceteria, however I think these production rates were nerfed by Jagex when they redid the area following the Fremennik Province Diary, which is where the 220 raw tuna and 66 swordfish come from. These calculations are based upon 440 tuna and 132 sword fish. Those rates were accurate as of before the diary but I'm not sure if that is correct. Truth be told, I don't find a reliable source of information for any of these calculations, unless you have a better source yourself. All of these calculations may be off at the moment, and it would be useful to try and determine what the correct rates of resource gathering might be at the moment. If you have direct experience with the kingdom, any numbers you might have would be substantially appreciated, particularly if they can be "second sourced" from another player. --Robert Horning 08:04, September 7, 2009 (UTC)

I don't know how many days this is, but from my kingdom I got: 2127 coal (worth 414765). I used half of my labor on that so that times two is 829530. I also got 3430 raw tuna (worth 360150), 1029 raw swordfish (worth 544341), and 22 caskets (worth 32142), in total: 936633. I don't know how many gems I got, but it seems to me that raw fish still wins. Joshuamonkey 18:12, September 7, 2009 (UTC)

I seemed confusing on what the table calculations are but if it is 500k in the coffers with 100% approval i think i can test this.--Moneypony 18:29, September 7, 2009 (UTC)

I have been recording all of my Miscellania rewards (mainly for the gems) for a long time now, here is a a quick blast of data for the first 70 days of data I found:
Tuna: ranging from 428 to 436 per day; average of 431.6 per day
Swordfish: ranging from 128 to 130 per day; average 129.4 per day
I collect my resources weekly, (6-8 day periods), have 10 workers to raw fishing and 5 workers to farming, with a good excess (2m) in the coffers, and restore my approval to 100% before collecting. I have only been using Miscellania since the Fremennik diary was released (the screenshots have the date/time on anyway). I could work out all the data to higher degrees of accuracy if necessary. Quest.png Gaz Lloyd 7:^]Events!99s 18:33, September 7, 2009 (UTC)

That is close to the 440 and 132, but still different. We may need to change the calculator once we are sure of the best numbers. Joshuamonkey 00:17, September 8, 2009 (UTC)

I've consolidated and summarised all of my data, and made a table so others can contribute:
User Days (Collections) Tuna Max, Min, and Mean (Per Day) Swordfish Max, Min, and Mean (Per Day) Notes
Gaz Lloyd 93 (13) 428.75 to 436.43
Mean: 430.64
128.63 to 130.86
Mean: 129.09
  • 10 workers to fishing (raw), 5 to farming, collecting once a week, excess money in coffers, 100% approval.
  • Numbers to 2 decimal places.
  • 3013 tuna and 903 swordfish (7 days) seems most common for me, though sometimes I get 3055 and 916 (respectively).
Quest.png Gaz Lloyd 7:^]Events!99s 17:24, September 8, 2009 (UTC)

Should we change 75k per day?[edit source]

Should we also add another calculator that calculate using the same formula but change the parameters to 75k per day instead of 50k per day. It would be useful for most users who have completed the questline. 09:39, September 16, 2009 (UTC)

I support that idea.-- Defence Waterkunai1 Talk # fluffy bunnies[[File:Armadyl Symbol.png|25px]] 09:51, September 16, 2009 (UTC)

It would be illogical to do so. Since you can only assign 10 workers to a task, the maximum payment per task is 50k (15 workers total, 75k payment = 5k per worker; 10 workers = 50k payment) - you can't pay 75k/day to one task (if you assign 10 workers to one and the other 5 to nothing, you just lose the other 25k). We could add an extra column for the remaining 25k, but in reality it would be the same as the 50k column but halved.
What would really be useful is a dynamic calculator where you input your settings and it outputs the profit. Methinks I'll make that my next calculator project Wink Quest.png Gaz Lloyd 7:^]Events!99s 15:11, September 16, 2009 (UTC)
Hm well there's really no pint having any other then 10 in the best and 5 in the second best if you have both kingdoms. Rich Farmbrough, 18:34 1 December 2009 (GMT).

Seeds from nests distribution and other[edit source]

I think we should compensate for seeds from bird's nest in the woodcutting calculations. Tip.It has data on the distribution of seeds here. I'll summarise the graph here:

This changes the profit per day for woodcutting maples from 160,048 coins to 166,067 coins... a fairly huge difference. This of course does rely on Tip.It's data being correct... I don't mind running a few trials, and some help would be good.

My second thing is a bit quicker: do we know the effect of the rating and available funds on production? Is it a simple linear relationship (half the cash deducted -> half the produce) or something more complex? Quest.png Gaz Lloyd 7:^]Events!99s 20:34, September 25, 2009 (UTC)

Flax might be more profitable if people are willing to do some labor[edit source]

With 1250 flax a day (saving you a lot of flax picking time) if you spin them all into strings you can get 200k+ after spinning all of them and selling them.--Moneypony 16:56, October 18, 2009 (UTC)

If that is so, then the extra 150k or so is from spinning the flax. It would be more profitable to just set the workers to the best GE profiting item, sell the item, and then buy about twice that amount of flax. -- 02:04, October 27, 2009 (UTC)
he's right. Spinning the flax should not be included in this calculator because it is not part of MTK kitty.pngPsycho Robot talkSilver bar.png 02:05, October 27, 2009 (UTC)
I'd have to agree. It takes quite a bit of extra effort to spin flax into string... where it would be far better to buy the flax through some other means. If some future option allows you to put your kingdom workers into spinning flax, perhaps that would be nice to add, but that isn't currently an option. The profit from the option for flax should be from the gathering of flax, not spinning it. --Robert Horning 13:09, October 27, 2009 (UTC)

Fish stats are innaccurate.[edit source]

I go to Miscellanea every day. Maxed out, I always get 293 tuna and 88 swordfish along with a random assortment of other items. The amount CURRENTLY listed is flat out inaccurate. The person who recorded it must have judged it by two or more days.

Also keep in mind my approval is 100%. I max it every day as well. I don't want to mess with the calculator though.

--Spades Neil 23:40, January 4, 2010 (UTC)

My last collection gave me 3676 tuna and 1103 swordfish over 14 days (262.57 tuna, 78.79 swordfish per day), 100% approval, enough cash and 5 workers fishing. The number of workers to each task relates to the amount of fish gained via a simple rough linear relationship, so this corroborates with the data on the page, being roughly half. More data is available (like, about 5+ sets of collections) See also above section. Quest.png Gaz Lloyd 7:^]Events!99s 12:33, January 5, 2010 (UTC)
Well its not clear that 100% approval is needed until you collect. I guess no one has tested? Rich Farmbrough, 20:31 5 January 2010 (GMT).
If the stats listed are now different since the updates to the diary, then it means that everything is inaccurate now. My coal was different too than what the chart says, and I literally collect resources every day when I first log on. Coal is 364 with 2 various gems...
The article seems out of date if the statistics were once different. Note that I have ALL my workers on the same resource at any given time.
--Spades Neil 19:33, January 6, 2010 (UTC)

If not a change to the main page, can there be some rough table of the new numbers of fish/coal/etc and money made?tobylaneTalk 13:50, January 19, 2010 (UTC)

Player levels and Collecting[edit source]

I believe some of the confusion as to resources collected comes from Jagex using player levels and equipment to adjust the resources obtained from the kingdoms. I have kept everything constant for months, and noticed that when I leveled up Mining, my coal resources went up. This, and wearing a glory ammy for gems, and ring of wealth for caskets, is in line with the complexity of the rest of the calculations in terms of days, and time of day, between collections. Back to the drawing board! --Balton 00:21, March 9, 2010 (UTC)
Maybe there's a way to fix this, much like the charm logs, with entries of the relevant skill level and resources collected? And time of day? Really?? What if this is being made more complicated than it really is? --Balton 17:39, March 11, 2010 (UTC)

Farming profits?[edit source]

From an immediate point of view, the Farming profits seem way off. I looked in the code, but I can't seem to grasp it. Maybe someone with more knowledge of the calculator code can look into it? Elanthiel 20:23, October 11, 2010 (UTC)

Am I doing something wrong?[edit source]

In the field "number of resources per day", it states flax is 1250 per day. Well I just collected after 90 days and only got 15587 flax (equivalent to 173.1 per day).

Also it says I would get 542 coal per day but after 90 days I only got 13639 coal (equivalent to 151.5 daily). Sad face.

-- Ju Juitsu 00:36, May 18, 2011 (UTC)

Did you keep 100% approval every day? I also don't think 2mill is enough for 90 days, that probably had an effect. ɳex undique 00:39, May 18, 2011 (UTC)

Update -- I have only been charged 2,250,000 coins in the last 90 days (equivalent to 30 days of payment). Maybe they capped it at 30 days? I had 7 mil in there.

No, I did not retain 100% approval but there is no need to. The game only checks approval at the time of collection, which I raised to 100% on Day 90.

-- Ju Juitsu 00:45, May 18, 2011 (UTC)

Is that true? Prayer-icon.pngTyiloTalkQuest.png 07:41, May 18, 2011 (UTC)
Yes. I have also noticed that it only takes 2.25m despite not collecting for 40-50 days. That may well be a limitation but in by Jagex... =/ Quest.png Gaz Lloyd 7:^]Events!99s 11:23, May 18, 2011 (UTC)
I can also confirm that it will only collect for 30 days. I filled my coffers before losing my membership, and after resubscribing 34 days later, I found that I still had 300k, or 4 days worth, more coins remaining than I should have. However, I do not recall collecting resources prior to my subscription expiration. Perhaps the 30 day cap only applies to 30 consecutive days, 30 days offline, or 30 days F2P. I will not collect today, and if tomorrow 75k has been deducted from my coffers, we can confirm that the cap does not apply if you check on the coffers. It should be noted that although the game stopped taking coins from my coffers, the RS toolbar continued to subtract 75k each day. I am unsure if the game continued to lower my approval rating or not. I expect the toolbar did though.
Can anyone confirm that it is only the approval rating at the time of withdrawl that matters? A majority of the time that my coffers have been draining, I have had a low approval rating. I would like to know if I can still recieve full yield by maxing my approval rating before collecting.Quest point cape.pngSk8r dan man Quests 20:32, June 20, 2011 (UTC)
After checking up on my coffers, but not collecting, after the 30 day cap, the 75k per day did coninue to be deducted. It seems that the 30 day cap applies only after 30 consecutive days of not checking.Quest point cape.pngSk8r dan man Quests 11:04, June 22, 2011 (UTC)

Etcetera etcetera, etcetera...[edit source]

Have you noticed that on the manage screen, that Etcetera is a loss of profit while Miselenia (sorry for the spelling) is a gain? I find that pathetic...  —The preceding unsigned comment was added by (talk) on 13:22, 21 July 2011 (UTC).

Profit/loss depends on current market conditions and is always in flux. At the time of the quest's release, it was probably roughly equally profitable, but the market has changed since then. Also, Etceteria has fewer resource types, so it's statistically more likely to have all resources unprofitable at once than it is for Miscellania which has more. Finally, It doesn't really matter if all the resources on Etceteria are unprofitable because you can have the extra 5 workers harvest resources from profitable things on Miscellania instead, so they're still quite useful. MarkGyver (talk) 20:38, July 21, 2011 (UTC)

Woodcutting data WILDLY inaccurate and VERY MISLEADING. We need TWO columns: Actual profit, and Probable bonuses.[edit source]

The comment for Woodcutting says: Nests contents (seeds and rings) are not included due to randomness, although they can greatly increase the value. (Nine workers generate the same amount of nests as ten if you collect daily which is not recommended.)

And yet the current gross income is listed as 171,186, with the net profit listed as 121,186. The REALITY is that you get 37,464 from 892 Maples. You MAY get SOME bird nests, but it is NOT guaranteed to be 9! I usually get less, for about 55,000-60,000 worth. So the ESTIMATE is still off by 60,000+. This is very MISLEADING.

Looking in the code, I see 3 variables defined for nest, nestring and nestseed. Exactly where do these numbers come from? How big is the sample set? Have the results been independently reproducible and VERIFIED by ANYONE besides copying it off someone else's site, or doing it for a single weekend? Do other factors change these probabilities?

In the LONG RUN, how do the SLIGHT chances of a POSSIBLE high value seed offset the CONSISTENT performance?

I understand people may want BOTH sets of numbers. We should be giving them BOTH sets, and not merely presenting a bunch of educated guesses as hard facts. One column gives the BASE income you are GUARANTEED. The second column gives the POSSIBLE rewards, and a link to a separate page detailing precisely how all of the probabilities have been worked out.

Have these numbers been given a proper statistical analysis? Perhaps all of the data should be used to generate graphs, and the first and second deviations shown, as a measure of confidence in the numbers, to better evaluate the risk versus reward here.

Warp9pnt9 18:43, September 28, 2011 (UTC)

If you look at the article's edit history, you'll see that the summary for the edit which added nest contents refers to the this thread on the RS official forums. There has been so much discussion about adding nest contents without anything actually being done that I think Tyilo decided to just be bold and add it, even if it's imperfect. Although there's always room for improvement, I think the article is improved by including profits from nest contents. If you don't like how it was done and want the article to list them separately, then you can also be bold and make the changes you want to see. MarkGyver (talk) 00:43, September 29, 2011 (UTC)

The number of nests you get isn't random, it's equal to 1% of the number of logs you get when you collect (my 26717 logs came with 267 nests). Both of these are determined both by the number of days before collecting and the average approval rating over those days.

According to the edit summary, the values are taken from this post:,99,877,62965146,goto,2 The claimed sample size is 9226 nests. I looked at the code for this page, and the numbers more or less matched those for a 999 sample contributed by someone on the nest talk page. Big Bouffant 21:10, October 3, 2011 (UTC)

Approval calculated each day[edit source]

Starting a new topic for discussion of this as I am going to edit the main page to state that approval does matter during the course of a kingdom management and not just at the end of a run. Now there might be exceptions for long, unattended runs, but for a 29-day test with no topping up of approval until the end I saw a definite drop in resources gathered.

I always put 10 workers on wood, 5 on whatever seems second-most profitable at the time, and collect resources every 28-35 days. I typically top up coffers and approval every 7 days, including right before I withdraw my resources. I don't necessarily claim resources at the same time of day.

I've kept kept statistics for 637 days and ~550000 maple logs. Excluding two months where I let coffers run below 750k, I reliably gather from 865-874 logs per day (mean is 870.23). After seening comments here and in another web site that "approval only matters when you collect", I tried going 28 days without raising approval, then raising it back to 100% just before collecting. During that 28 day period I gathered 21283 logs, or 760 per day -- about 87.5% of what I normally gather and only 85.3% of the 891 logs/day you could gather if you kept approval at 100% the whole time.

What I think is true is that average approval that matters. If you wait N days before raising approval and approval drops 1% per day, then your average approval should drop by (N-1)/2 -- 3% for a 7-day span and 13.5% for a 28 day span. (The "-1" is because I assume you get one day at 100%, the next day at 99%, etc.) That's roughly what I'm seeing in my two sets of data. 870/891 is 97.6% (I would predict 97%) and 760/891 is 85.3% (I would predict 86.5%).

Haystacks 09:55, April 22, 2012 (UTC)

Gaz Lloyd undid my changes but didn't post here. While I appreciate how much work he's done on this wikipedia, I think a more substantive response is needed than "collecting once a month proves differently" in the summary comments. I posted a summary above and will show my full data below.

I did a 28-day test of this because I thought it was possible that I was wrong -- but the data below show that my letting approval drop during the test did cost me 12.5% of my proceeds. The last session -- the test session where I did not raise approval once per week -- is the only session where my logs/day differed by more than +/- 6 other than two sessions where I failed to maintain coffers so that spending dropped below 75k per day. I've played with the number of days for this last test to see if I made a mistake and frankly I can't fudge the numbers to make them match the previous sessions -- so clearly, not periodically raising approval had an impact.

I looked through the previous discussion & several people asked "do we have confirmation that approval matters only at the end", but nobody posted any proof. I did the experiment and it does show a difference.

I'm going to re-read the discussion and will (later, gtg) send a pm to Gaz Lloyd, but if I can't find a testable answer, why should I not undo the undo?

Haystacks 19:15, April 22, 2012 (UTC)

Kingdom management post-Royal Trouble
Days Logs Logs/Day Comments
28 24482 874.36
56 48817 871.73
35 30501 871.46
27 23449


36 31303 869.53
36 31289


33 28814 873.15
49 42707 871.57
28 24300 867.86
35 29566 844.74

Allowed bank to drop below 750000/75k/day.
Not included in stats.

36 31246 867.94
34 29404


22 19146 870.27
28 24405 871.61
28 24405 871.61 Not a duplicate, I did get 2 identical sessions
35 29830 852.29 Allowed bank to drop below 750000/75k/day.
Not included in stats.
35 30445 869.86
27 23498 870.30
28 21283 760.11

Test case where I maxed approval only at end.

7 6103 871.86
7 6243 891.86 Test case where I raised approval every day

Haystacks 19:15, April 22, 2012 (UTC)

Did another test case where I raised approval every day for a week. As expected, the harvest for this last period matched the 892 logs per day.


  • Raise approval every day: 891.86 logs/day
  • Raise approval every week: 870.32 logs/day
  • Raise approval every 28 days: 760.11 logs/day

In all cases actual collection was once/week or once/month in order to maximize nests.

Obvious conclusions:

  • It does not make sense to raise approval every day.
  • I would raise approval once a week or once every two weeks at most, to limit losses to ~6.5%. But others may decide to wait longer.

It's still a good idea to wait at least a week before collecting; I collect once a month for convenience -- easier to spend an hour or so selling things once a month than a half hour every week.

Haystacks 19:37, May 5, 2012 (UTC)

I've just stumbled across this page. Five or six years ago when I started managing my kingdom it was already a well-established fact that the resources collected are accumulated daily at the approval rate then prevailing, i.e. Haystacks' research is correct. I had no idea people had started getting the opposite impression - I'm surprised because the wiki is usually far better informed than I am! You have to go back every few days and top your approval up to 100% or you're going to lose money. Personally I do it weekly right after Tears of Guthix so that I can't forget. Clokwerk o (talk) 04:30, January 14, 2013 (UTC)

There is no substitute for being in the game[edit source]

I hope that talk pages that read like this might teach certain N00BS that there is no substitute for in-game experience. I have great respect for your abilities to use Wiki-code in ways that just simply confound and astound -- but, in turn, you have to show respect to people who have mastered the skills required to play the game at a level that you can only imagine.

And when you're looking to collect more gems, wear a Glory ammy. It works. P:D OneEyedGnome 16:47, April 11, 2013 (UTC)

Herb data[edit source]

I've added User:GW-Viruzzz's data to the data used in Grimy's spreadsheet, so the sample size is now 18,948. Please don't edit the article's herb data without an explanation.

Name Count Average count/day
tarromin 4062 13.077
harralander 3743 12.05
ranarr 1102 3.548
irit 2357 7.588
avantoe 2567 8.264
kwuarm 1260 4.056
cadantine 1257 4.047
lantadyme 1283 4.13
dwarf weed 1317 4.24
Total 18948 61

Big Bouffant (talk) 17:30, May 14, 2013 (UTC)

Using NIS, I have gathered a large amount of data today, which can be seen here. I have updated the values used in the calculator according to my data, and again set the Min and Expected profit column to the same values. Currently it made no sense whatsoever that both columns used different numbers. I'm not even sure how you'd calculate a confirmed "minimal amount of profit". The true minimal amount would consist of getting only grimy tarromin, which is impossible for any practical applications. IP83.101.44.209 (talk) 09:12, June 2, 2013 (UTC)

Opportunity cost - transmutation and other uses[edit source]

Someone requested extra columns stating

(requested added column/notes: profit if transmuted.

reason: maple logs transmuted yields 164,241 profit/day (as of 9/28/2013) ignoring extra bonuses such as nests, raising it from one of the least profitable to 2x higher than the highest profit as of this date (calculations on other transmutations still required))

Of course it is true that extra profit may be made by utilising the products in various ways, but this is totally independent of Island Management, as for example, any number of maple logs may be bought on the GE and fletched.

Rich Farmbrough, 17:51 10 October 2013 (UTC).

Any chance of someone creating an Old School version based on the prices from Zyzbez?[edit source]

Any chance of someone creating an Old School version based on the prices from Zyzbez?  —The preceding unsigned comment was added by Legends Plan (talk) on 13:08, July 20, 2014 (UTC).

You might have more luck asking someone on the 2007scape wiki. IP83.101.44.209 (talk) 13:51, July 20, 2014 (UTC)

Hardwood give bird nest?[edit source]

I always assumed hardwood gave no bird nest but today I collected 3 days of 100% mahogany, 50% coal and I got one bird nest and 664 logs... I swear I got not bird nest even on much longer collections. Is this new? I can't find any reference in patch notes of 02/02 2015 and my previous collection had been done on feb 1st and there was none I think... Also how comes 664 logs from 3 days. I have fremmy elite tasks done so my rating was 100%-99%-98% surely my number of log should at most 612. Proulxs (talk) 16:39, February 4, 2015 (UTC)

No, picking the hardwood option has always also provided bird's nests... but at a much lower rate than maple logs do. IP83.101.44.209 (talk) 17:11, February 4, 2015 (UTC)