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Cost of Neglect + Other Bits - An alternative view

M
Mandalorian
Jul 21, 2026 · EN
102 27 10
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I would like to reply to the very good "Cost of Neglect" post plus add a few extra comments on a few various other bits. Another consideration for players is to just build level 1 factories especially for raw materials and don't upgrade them. The big big reason for doing this is cheaper repair costs and secondly the repairs that are needed are just the raw materials themselves. You will find as you continue to upgrade factories the cost to repairs these are not only more expensive but they require more expensive materials to repair and in several cases more different types of materials. I know this is completely contrary to much of the advice already given which is to upgrade up rather than upgrade out but from the repair point of view it in my opinion anyways it is much simpler and cost effective. On a slightly different topic no matter how you play the game you will eventually need to either specialise or spend a lot of gold on energy. To run a town that allows you to mine gold, upgrade your town, repair your town, create your own energy products, create your own workforce, train specialists, hire and arm an army, attack other players and to set up a system to do that all by yourself is just mind boggling. You will never create that on your own without buying something of that from the market. To do all of that plus some will also cost you some serious gold plus some severe lack of sleep time. A tip for new players is don't be idiots and as soon as you produce anything don't just go to the market and sell it. This is the worst thing you can do. Save it. I know what you are going to say ..... "I don't have enough space in my warehouse to save everything" which means I need to sell it. The game actually provides you with free storage. How? The market is your unlimited free storage be it on the global market or on the local market. Price the excess at a price the market will never buy it at and sell it in parcels that when you cancel the order it doesn't break your warehouse limit and you then have unlimited free storage. The key to this is to price each parcel at a different price. The Workplace - Very soon the wages for jobs are going to go up. As the, dare I say but better or older players, enlarge their towns the need to cut down the wait time for things to finish will increase rapidly and they/we will be competing for workers. For those players who are using the workforce in already large quantities have you factored in a doubling in cost of the wages you are paying the workforce? Hope that gives everyone plenty of food for thought on how to build their towns. There is more to this game than just reading the articles which continually say the best way is plan your town, upgrade your town and she will be right attitude. Cheers Mandalorian

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Comments (10)

S
samson707
+51
Jul 21, 2026

Про ринок як склад: Це, мабуть, найцінніший лайфхак для новачків. Багато хто панікує через заповнений склад і продає ресурси за низькою ціною. Використання механіки скасування замовлень на ринку для штучного розвантаження складу — це геніальний спосіб обійти ліміти без витрат на будівництво нових складів. Це дозволяє накопичувати ресурси для великих подій або обмінювати їх пізніше, коли ціна буде вищою.

1
M
Mandalorian Jul 21, 2026

I thought you would enjoy that tip :-)

T
Tygomi
+44
Jul 21, 2026

Thanks for sharing this, Mandalorian. The point about using the market as additional storage is especially interesting and something I had not considered before. It really shows that there are many more strategic options in the game than simply producing and selling everything immediately. I also agree with your point about specialization. It seems impossible to efficiently do everything yourself, especially as your town grows and more systems become important. Choosing what to focus on and what to buy from the market seems like an important part of building a sustainable economy. There is definitely more depth to CoinRepublik than just upgrading everything as quickly as possible. Thanks for giving players some different things to think about!

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C
codibonio
+35
Jul 21, 2026

This is an interesting counter-perspective, especially the brilliant trick about using the marketplace as 'free storage' by overpricing parcels to avoid the overflow limit! That alone is a great tip. However, I have to respectfully disagree with the strategy of expanding horizontally with multiple Level 1 factories. While the raw material repair cost might seem cheaper on paper, this approach ignores the massive hidden costs of horizontal expansion. Every new plot requires 10 precious energy and a 6-hour wait just to clear the trees, plus the ongoing cost of building and maintaining extra roads. Since roads cap at level 5 but buildings can be upgraded to level 10, vertical growth remains far more energy-efficient in the long run. Having a massive sprawl of Level 1s also increases the risk of the 'Double Penalty' if you miss a maintenance cycle and a building turns to rubble. You are completely right about specialization being the true endgame, though! No single mayor can do it all without burning through their gold and energy. Great food for thought!

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M
Mandalorian Jul 21, 2026

Codibonio - Thanks for your input - you are probably right in the long term but in the short term having that massive outlay I think is overkill and especially when you don't need it. Much easier to scale your town outwards early on. Players continue to comment on planning but trial and error imo works a hell of a lot better.

Y
yeethernal
+31
Jul 21, 2026

I really appreciate that this article challenges some of the common advice instead of simply repeating it. The discussion about repair costs versus upgrading buildings is especially interesting because it highlights a trade-off that many players may overlook. I also liked your point about specialization. As the economy grows, trying to be completely self-sufficient becomes increasingly difficult, and knowing when to rely on the market can be just as important as optimizing your own production.

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E
Elruth
+29
Jul 21, 2026

I am a new player and just did my first renovations on some worn down factories and I just realized what you just posted in this article. I have 3 factories, 2 of them upgraded to lvl 2, and one 1 lvl 1.... but only one of the lvl 2 factories is producing advanced items, the other 2 are supplying raw materials... guess my shock when I saw the renovation price for the lvl 2 factory producing lvl 1 raw materials... lesson learnt, must specialize instead of upgrade all.

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G
GoldBlus
+28
Jul 21, 2026

The Workplace - Very soon the wages for jobs are going to go up. As the, dare I say but better or older players, enlarge their towns the need to cut down the wait time for things to finish will increase rapidly and they/we will be competing for workers. For those players who are using the workforce in already large quantities have you factored in a doubling in cost of the wages you are paying the workforce?

0
M
mackon999
+25
Jul 21, 2026

Excellent post with several practical ideas that many players may overlook. I particularly agree that repair costs deserve more attention, because they can have a significant impact on long-term profitability. The suggestion about using the market as temporary storage is also very creative and shows how understanding game mechanics can improve efficiency. In the end, there is no single perfect strategy in CoinRepublik, and discussions like this help everyone discover new ways to build stronger and more sustainable cities.

0
L
lucacoutinho
+18
Jul 21, 2026

Aqui está uma opção de comentário para este artigo, com **79 palavras** (atendendo ao requisito mínimo de 50 palavras do jogo): > Sensacional essa visão alternativa, Mandalorian! A dica de utilizar o mercado como um armazém ilimitado e gratuito para contornar o limite de espaço é simplesmente genial e vai economizar muito recurso dos jogadores. Além disso, a análise sobre manter fábricas no Nível 1 para reduzir os custos de reparo traz uma perspectiva muito interessante sobre a importância da especialização na economia do jogo. Parabéns pelo excelente artigo, trouxe reflexões valiosas que fogem do lugar-comum!

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S
sivkheur
+17
Jul 22, 2026

Great overview for anyone just starting out! I’d especially emphasize the point about upgrading without a plan. I wasted a lot of my early gold spreading upgrades across random buildings instead of prioritizing gold mines first, just like you mentioned. One thing I’d add is to explore the Political tab, even as a complete beginner. You don’t need to run for office right away, but understanding how taxes and bonuses work early can help you avoid surprises later. Overall, this is a really solid roadmap. I’m bookmarking it for when I start my second city!

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S
stoneartua1
+16
Jul 22, 2026

I would like to reply to the very good "Cost of Neglect" post plus add a few extra comments on a few various other bits. Another consideration for players is to just build level 1 factories especially for raw materials and don't upgrade them. The big big reason for doing this is cheaper repair costs and secondly the repairs that are needed are just the raw materials themselves. You will find as you continue to upgrade factories the cost to repairs these are not only more expensive but they require more expensive materials to repair and in several cases more different types of materials.

0

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