Difference between revisions of "Winter Wonderland"

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*'''Coal Factory'''<br />''Grants the ability to equip buildings with coal ovens in order to increase their heat level. Receives +10&deg;C self-heat per tier.''
 
*'''Coal Factory'''<br />''Grants the ability to equip buildings with coal ovens in order to increase their heat level. Receives +10&deg;C self-heat per tier.''
 
**'''Coal Miners''': 25 worker slots by default
 
**'''Coal Miners''': 25 worker slots by default
**Default minimum freezing temperature: -50&deg;C
+
**Default minimum freezing temperature: -40&deg;C
 
*'''Cookie Factory'''<br />''The cookie factory provides you with the most basic construction resource.''
 
*'''Cookie Factory'''<br />''The cookie factory provides you with the most basic construction resource.''
 
**'''Cookie Production Line''': 20 worker slots by default
 
**'''Cookie Production Line''': 20 worker slots by default
**Default minimum freezing temperature: -40&deg;C
+
**Default minimum freezing temperature: -30&deg;C
 
*'''Gingerbread House'''<br />''Housing for worker elves. Higher levels provide more workers.''
 
*'''Gingerbread House'''<br />''Housing for worker elves. Higher levels provide more workers.''
 
**'''Workers''': for each tier of this building, total workers available is increased by an additional 5
 
**'''Workers''': for each tier of this building, total workers available is increased by an additional 5
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**'''Paper Mill''': 15 worker slots by default
 
**'''Paper Mill''': 15 worker slots by default
 
**'''Present Wrapping Station''': 10 worker slots by default
 
**'''Present Wrapping Station''': 10 worker slots by default
**Default minimum freezing temperature: -30&deg;C
+
**Default minimum freezing temperature: -20&deg;C
 
*'''Toy Factory'''<br />''The toy factory recycles fallen testing androids into joyful little fun appliances.''
 
*'''Toy Factory'''<br />''The toy factory recycles fallen testing androids into joyful little fun appliances.''
 
**'''Toy Production Line''': 10 worker slots by default
 
**'''Toy Production Line''': 10 worker slots by default
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*'''Tree Factory'''<br />''Using the power of forestry the tree factory can basically produce a huge amount of timber in a very brief amount of time.''
 
*'''Tree Factory'''<br />''Using the power of forestry the tree factory can basically produce a huge amount of timber in a very brief amount of time.''
 
**'''Tree Logging Station''': 10 worker slots by default
 
**'''Tree Logging Station''': 10 worker slots by default
**Default minimum freezing temperature: -40&deg;C
+
**Default minimum freezing temperature: -30&deg;C
 
*'''Reindeer Farm'''<br />''With the right saplings you can grow anything. Even reindeers.''
 
*'''Reindeer Farm'''<br />''With the right saplings you can grow anything. Even reindeers.''
 
**'''Reindeer Breeding Station''': 20 worker slots by default
 
**'''Reindeer Breeding Station''': 20 worker slots by default
**Default minimum freezing temperature: -40&deg;C
+
**Default minimum freezing temperature: -30&deg;C
 
*'''Reindeer School'''<br />''Provides reindeers with PhDs in sleigh pulling.''
 
*'''Reindeer School'''<br />''Provides reindeers with PhDs in sleigh pulling.''
 
**'''Reindeer Class''': 10 worker slots by default
 
**'''Reindeer Class''': 10 worker slots by default
**Default minimum freezing temperature: -30&deg;C
+
**Default minimum freezing temperature: -20&deg;C
 
*'''Reindeer Milk Farm'''<br />''Reindeers provide milk? Seems like my knowledge keeps expanding every day.''
 
*'''Reindeer Milk Farm'''<br />''Reindeers provide milk? Seems like my knowledge keeps expanding every day.''
 
**'''Reindeer Milk Production Training''': 20 worker slots by default
 
**'''Reindeer Milk Production Training''': 20 worker slots by default
 
**'''Milking Station''': 10 worker slots by default
 
**'''Milking Station''': 10 worker slots by default
**Default minimum freezing temperature: -30&deg;C
+
**Default minimum freezing temperature: -20&deg;C
  
 
*'''Expedition Sleigh Pad''':<br />''To infinity and beyond. Send sleighs on expeditions to retrieve precious gifts and candy canes.''
 
*'''Expedition Sleigh Pad''':<br />''To infinity and beyond. Send sleighs on expeditions to retrieve precious gifts and candy canes.''
**'''Expedition Sleigh 1''': 2 worker slots by default
+
**'''Expedition Sleighs''': 2 worker slots by default (Upgrades give more sleighs)
 
**Default minimum freezing temperature: N/A
 
**Default minimum freezing temperature: N/A
  
 
*'''Snowman'''
 
*'''Snowman'''
 
**''Carrots are not his only speciality. Expert dealer when it comes to candy canes and gifts.''
 
**''Carrots are not his only speciality. Expert dealer when it comes to candy canes and gifts.''
 +
**Upgrades to the '''Expedition Sleigh Pad''' increase slots in the toy box.
 
**Default minimum freezing temperature: N/A
 
**Default minimum freezing temperature: N/A
  
 
==Mechanics==
 
==Mechanics==
[[File:Cookie_Mechanics_1.png|thumb|Production mechanics, Part 1.]]
+
[[File:Cookie_Mechanics_1.png|thumb|Production mechanics, Part 1.|link=Special:FilePath/Cookie_Mechanics_1.png]]
 
[[File:Cookie_Mechanics_2.png|thumb|Production mechanics, Part 2.]]
 
[[File:Cookie_Mechanics_2.png|thumb|Production mechanics, Part 2.]]
 
The production of each building is governed by a surprising number of mechanics. You can see the exact values that go into the calculations by hovering over the numbers.
 
The production of each building is governed by a surprising number of mechanics. You can see the exact values that go into the calculations by hovering over the numbers.
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|}
 
|}
  
Next is the '''milk factor'''. This is granted by the amount of milk you have accumulated via milking reindeer; milk is only increased, never consumed. The milk factor grows slowly (especially initially), but is still powerful, and is upgraded through various perks. The initial formula for the milk factor is <code>1 + log(milk+1)/log(1000) * milk^0.03 / 4</code>.
+
Next is the '''milk factor'''. This is granted by the amount of milk you have accumulated via milking reindeer; milk is only increased, never consumed. The milk factor grows slowly (especially initially), but is still powerful, and is upgraded through various perks. The initial formula for the milk factor is <code>(1 + log(milk+1)/log(1000) * milk<sup>0.03</sup> / 4)<sup>efficiency</sup></code>. A calendar upgrade to the formula changes it to <code>(1 + log(milk+1)/log(2) * milk<sup>0.04</sup> / 4)<sup>efficiency</sup></code>. The '''milk efficiency''' in these formulas is typically 1, but can be 1.15 with a calendar upgrade, and is multiplied by the bonus from an equipped duck. Note that milk efficiency is normally 0 for coal, but with a calendar upgrade it has a x0.15 multiplier.
  
 
The last of the efficiency factors is the '''temperature factor'''. As the weather gets colder, buildings also get colder and their production decreases. This can be counteracted by using ovens from the Coal Factory to provide heat, as well as perks that provide heat. If a building's temperature drops ''too'' far, it will freeze and be unable to produce at all. The initial formula for temperature factory is 1x at 0c and x0.5 for every -10c. The "Overheat" perk allows for bonus efficiency at heat above 0c, and Insulation reduces the penalty.
 
The last of the efficiency factors is the '''temperature factor'''. As the weather gets colder, buildings also get colder and their production decreases. This can be counteracted by using ovens from the Coal Factory to provide heat, as well as perks that provide heat. If a building's temperature drops ''too'' far, it will freeze and be unable to produce at all. The initial formula for temperature factory is 1x at 0c and x0.5 for every -10c. The "Overheat" perk allows for bonus efficiency at heat above 0c, and Insulation reduces the penalty.
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|Reindeer Milk Farm||100000*12^(tier-1)||{{Number|100000}}||{{Number|1200000}}||{{Number|14400000}}||{{Number|172800000}}||{{Number|2073600000}}||{{Number|24883200000}}||{{Number|298598400000}}||{{Number|3583180800000}}||{{Number|42998169600000}}||{{Number|515978035200000}}
 
|Reindeer Milk Farm||100000*12^(tier-1)||{{Number|100000}}||{{Number|1200000}}||{{Number|14400000}}||{{Number|172800000}}||{{Number|2073600000}}||{{Number|24883200000}}||{{Number|298598400000}}||{{Number|3583180800000}}||{{Number|42998169600000}}||{{Number|515978035200000}}
 
|-
 
|-
|Expedition Sleigh Pad||25000*?||{{Number|25000}}||{{Number|5 M (5e6)}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}
+
|Expedition Sleigh Pad||250*'''tier'''*'''100^tier'''||{{Number|25000}}||{{Number|5000000}}||{{Number|750000000}}||{{Number|100000000000}}||{{Number|12500000000000}}|| colspan="5" style="text-align:center" |MAXED
 
|-
 
|-
 
|}
 
|}
  
 
==Expeditions==
 
==Expeditions==
Gives gifts and candy canes based on amount of time on an expedtion, with the choices of 15m, 30m, 1h, 2h, 4h
+
Gives gifts and candy canes based on amount of time on an expedition, with the choices of 15m, 30m, 1h, 2h, 4h
  
 
*15m: 20% chance of gift
 
*15m: 20% chance of gift
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*4h: 100% chance of gift
 
*4h: 100% chance of gift
  
30m are the best for gifts until 4h's, which have a 0.02% higher chance of a gift I'd recommend a calculator like https://dskjal.com/statistics/chance-calculator.html. Your reward does change based on difficulty of the expedition too, which has 3 options: Safe, Treacherous, and Dangerous. The candy canes rewarded always increased, but the chance of a box decreases, however, the rarity of the box increases.
+
The consensus is that 1h dangerous expeditions (on Auto-Restart) have the highest overall expected value. Your reward does change based on difficulty of the expedition too, which has 3 options: Safe, Treacherous, and Dangerous. The candy canes rewarded always increased, but the chance of a box decreases, however, the rarity of the box increases.
  
 
===Toys===
 
===Toys===
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{| class="wikitable"  
 
{| class="wikitable"  
 
|- style="vertical-align:bottom;"
 
|- style="vertical-align:bottom;"
!
+
!'''Toy (Tower Bonuses)'''
!Common
+
!Common (1 Tower Bonus)
!Uncommon
+
!Uncommon (1-2 Tower Bonuses)
!Rare
+
!Rare (2 Tower Bonuses)
!Epic
+
!Epic (2-3 Tower Bonuses)
!Legendary
+
!Legendary (3 Tower Bonuses)
 
|-
 
|-
| style="vertical-align:bottom;" |Toy Car
+
| style="vertical-align:bottom;" |Toy Car (Attack Range, Attack Speed, Tower Testing XP)
 
| style="vertical-align:bottom;" |1.02-1.12x candy canes or 1.01-1.15x luck factor
 
| style="vertical-align:bottom;" |1.02-1.12x candy canes or 1.01-1.15x luck factor
 
1 tower bonus
 
 
|1.08-1.16x candy canes or 1.15-1.3x luck factor
 
|1.08-1.16x candy canes or 1.15-1.3x luck factor
 
+
| style="vertical-align:bottom;" |1.12-1.25x candy canes and/or 1.3-1.5x luck factor
1 tower bonus
+
| style="vertical-align:bottom;" |1.2-1.4x candy canes and/or 1.4-1.7x luck factor
| style="vertical-align:bottom;" |1.12-1.25x candy canes and 1.3-1.5x luck factor
+
| style="vertical-align:bottom;" |1.3-1.6x candy canes and 1.5-2x item luck factor
 
 
2 tower bonuses
 
| style="vertical-align:bottom;" |
 
| style="vertical-align:bottom;" |
 
 
|-
 
|-
| style="vertical-align:bottom;" |Gingerbread Worker
+
| style="vertical-align:bottom;" |Gingerbread Worker (Dropchance, Damage, Town XP)
| style="vertical-align:bottom;" | +1-3 more workers
+
| style="vertical-align:bottom;" | +1-3 workers
 +
| style="vertical-align:bottom;" | +2-6 workers
 +
|
  
1 tower bonus
 
| style="vertical-align:bottom;" | +2-6 more workers
 
  
2 tower bonuses
+
+3-10 workers
| +3-10 more workers
+
| style="vertical-align:bottom;" | +6-12 workers
 
+
| style="vertical-align:bottom;" | +10-20 workers
2 tower bonuses
 
| style="vertical-align:bottom;" |
 
| style="vertical-align:bottom;" |
 
 
|-
 
|-
| style="vertical-align:bottom;" |Teddy Bear
+
| style="vertical-align:bottom;" |Teddy Bear (Energy Cost, Town XP, Attack Range)
 
| style="vertical-align:bottom;" |1-8% overheat production/10 C
 
| style="vertical-align:bottom;" |1-8% overheat production/10 C
 
+
|6-15% overheat production/10 C
1 tower bonus
+
| style="vertical-align:bottom;" |10-20% overheat production/10 C
|6-15% overheat production.10 C
+
| style="vertical-align:bottom;" |15-30% overheat production/10 C
 
+
| style="vertical-align:bottom;" |20-40% overheat production/ 10 C
1 tower bonus
 
| style="vertical-align:bottom;" |
 
| style="vertical-align:bottom;" |
 
| style="vertical-align:bottom;" |
 
 
|-
 
|-
| style="vertical-align:bottom;" |Drum
+
| style="vertical-align:bottom;" |Drum (Dropchance, Cooldown, Damage)
 
| style="vertical-align:bottom;" |x1.01-1.2 efficiency per worker
 
| style="vertical-align:bottom;" |x1.01-1.2 efficiency per worker
 
1 tower bonus
 
 
| style="vertical-align:bottom;" |1.1-1.4x efficiency per worker
 
| style="vertical-align:bottom;" |1.1-1.4x efficiency per worker
 
2 tower bonuses
 
 
|1.2-1.7x efficiency per worker
 
|1.2-1.7x efficiency per worker
 
+
| style="vertical-align:bottom;" |1.3-2x efficiency per worker
2 tower bonuses
+
| style="vertical-align:bottom;" |1.5-3 efficiency per worker
| style="vertical-align:bottom;" |
 
| style="vertical-align:bottom;" |
 
 
|-
 
|-
| style="vertical-align:bottom;" |Rubber Duck
+
| style="vertical-align:bottom;" |Rubber Duck (Cooldown, Energy Regen, Attack Speed)
| style="vertical-align:bottom;" |1.01-1.08x Milk efficiency
+
| style="vertical-align:bottom;" |^1.01-1.08 Milk bonus
 
+
|^1.03-1.12 milk bonus
1 tower bonus
+
| style="vertical-align:bottom;" |^1.05-1.15 milk bonus
|1.03-1.12x milk efficiency
+
| style="vertical-align:bottom;" |^1.1-1.2 milk bonus
 
+
| style="vertical-align:bottom;" |^1.15-1.25 milk bonus
2 tower bonuses
 
| style="vertical-align:bottom;" |1.05-1.15x milk efficiency
 
 
 
2 tower bonuses
 
| style="vertical-align:bottom;" |
 
| style="vertical-align:bottom;" |
 
 
|-
 
|-
| style="vertical-align:bottom;" |Festive Hat
+
| style="vertical-align:bottom;" |Festive Hat (Cooldown, Damage, Energy Regen)
| -10 C minimum heat
+
|<nowiki>-10 C minimum heat</nowiki>
 
 
1 tower bonus
 
 
| style="vertical-align:bottom;" | -10 - -20 C minimum heat
 
| style="vertical-align:bottom;" | -10 - -20 C minimum heat
 
+
|<nowiki>-20 C minimum heat</nowiki>
1 tower bonus
+
| style="vertical-align:bottom;" | -20 - -30 C minimum heat
| -20 C minimum heat
+
| style="vertical-align:bottom;" | -30 - -40 minimum heat
 
 
2 tower bonuses
 
| style="vertical-align:bottom;" |
 
| style="vertical-align:bottom;" |
 
 
|-
 
|-
| style="vertical-align:bottom;" |Nutcracker
+
| style="vertical-align:bottom;" |Nutcracker (Town XP, Energy Cost, Attack Speed)
 
| style="vertical-align:bottom;" | +1-3 maximum workers
 
| style="vertical-align:bottom;" | +1-3 maximum workers
 
+
|<nowiki>+2-5 maximum workers</nowiki>
1 tower bonus
+
| style="vertical-align:bottom;" | +3-8 maximum workers
| +2-5 maximum workers
+
| style="vertical-align:bottom;" | +4-12 maximum workers
 
+
| style="vertical-align:bottom;" | +5-15 maximum workers
2 tower bonuses
 
| style="vertical-align:bottom;" |
 
| style="vertical-align:bottom;" |
 
| style="vertical-align:bottom;" |
 
 
|-
 
|-
| style="vertical-align:bottom;" |Toy Train
+
| style="vertical-align:bottom;" |Toy Train (Energy Regen, Dropchance, Tower Testing XP)
| style="vertical-align:bottom;" |1.01-1.1x production/building tier
+
| style="vertical-align:bottom;" | +1-10% production/building tier
 
+
| +3-15% production/building tier
1 tower bonus
+
| style="vertical-align:bottom;" | +12-25% production/building tier
|1.03-1.15x production/building tier
+
| style="vertical-align:bottom;" | +20-35% production/building tier
 
+
| style="vertical-align:bottom;" | +30-50% production/building tier
1-2 tower bonuses
 
| style="vertical-align:bottom;" |1.12-1.25x production/building tier
 
 
 
2 tower bonuses
 
| style="vertical-align:bottom;" |
 
| style="vertical-align:bottom;" |
 
 
|-
 
|-
| style="vertical-align:bottom;" |Candles
+
| style="vertical-align:bottom;" |Candles (Tower Testing XP, Attack Range, Energy Cost)
| +10 C heat
+
|<nowiki>+10 C heat</nowiki>
 
 
1 tower bonus
 
 
| style="vertical-align:bottom;" | +10-20 C heat
 
| style="vertical-align:bottom;" | +10-20 C heat
2 tower bonuses
 
 
| style="vertical-align:bottom;" | +20 C heat
 
| style="vertical-align:bottom;" | +20 C heat
 
+
| style="vertical-align:bottom;" | +20-30 C heat
2 tower bonuses
+
| style="vertical-align:bottom;" | +30-40 C heat
| style="vertical-align:bottom;" |
 
| style="vertical-align:bottom;" |
 
 
|- style="vertical-align:bottom;"
 
|- style="vertical-align:bottom;"
|Town xp factor
+
|Town XP Factor
 
| +1-5%
 
| +1-5%
 
| +2-10%
 
| +2-10%
 
| +5-15%
 
| +5-15%
|
+
|<nowiki>+10-20%</nowiki>
|
+
|<nowiki>+15-25%</nowiki>
 
|- style="vertical-align:bottom;"
 
|- style="vertical-align:bottom;"
|Tower Testing xp factor
+
|Tower Testing XP Factor
 
| +1-10%
 
| +1-10%
 
| +5-15%
 
| +5-15%
 
|<nowiki>+10-20%</nowiki>
 
|<nowiki>+10-20%</nowiki>
|
+
| +15-30%
|
+
|<nowiki>+25-50%</nowiki>
 
|- style="vertical-align:bottom;"
 
|- style="vertical-align:bottom;"
|Damage factor
+
|Damage Factor
 
| +1-10%
 
| +1-10%
 
| +5-20%
 
| +5-20%
 
| +15-30%
 
| +15-30%
|
+
|<nowiki>+25-50%</nowiki>
|
+
|<nowiki>+40-75%</nowiki>
 
|- style="vertical-align:bottom;"
 
|- style="vertical-align:bottom;"
 
|Module Dropchance
 
|Module Dropchance
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| +1.5-3.5%
 
| +1.5-3.5%
 
| +3-8%
 
| +3-8%
|
+
|<nowiki>+8-15%</nowiki>
|
+
|<nowiki>+15-25%</nowiki>
 
|- style="vertical-align:bottom;"
 
|- style="vertical-align:bottom;"
 
|Energy Cost
 
|Energy Cost
| -.1-.3%
+
| -.1 - -.3%
| -.2-.6%
+
| -.2 - -.6%
|<nowiki>-.3-.8%</nowiki>
+
| -.3 - -.8%
|
+
|<nowiki>-.4 - -1%</nowiki>
|
+
|<nowiki>-1 - -2%</nowiki>
 
|- style="vertical-align:bottom;"
 
|- style="vertical-align:bottom;"
 
|Attack Range
 
|Attack Range
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| +0.6-1%
 
| +0.6-1%
 
|<nowiki>+1-2%</nowiki>
 
|<nowiki>+1-2%</nowiki>
|
+
| +2-3.5%
|
+
|<nowiki>+3.5-5%</nowiki>
 
|- style="vertical-align:bottom;"
 
|- style="vertical-align:bottom;"
 
|Attack Speed
 
|Attack Speed
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| +0.75-2%
 
| +0.75-2%
 
|<nowiki>+1-3.5%</nowiki>
 
|<nowiki>+1-3.5%</nowiki>
|
+
|<nowiki>+2-5%</nowiki>
|
+
|<nowiki>+3-8%</nowiki>
 
|- style="vertical-align:bottom;"
 
|- style="vertical-align:bottom;"
 
|Cooldown
 
|Cooldown
| -.1-.2%
+
| -.1 - -.2%
| -.2-.4%
+
| -.2 - -.4%
|
+
|<nowiki>-.3 - -.8%</nowiki>
|
+
| -.4 - -.9%
|
+
|<nowiki>-.5 - -1%</nowiki>
 
|- style="vertical-align:bottom;"
 
|- style="vertical-align:bottom;"
 
|Energy Regen
 
|Energy Regen
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| +1-5%
 
| +1-5%
 
|<nowiki>+3-8%</nowiki>
 
|<nowiki>+3-8%</nowiki>
|
+
| +4-10%
|
+
|<nowiki>+6-12%</nowiki>
 
|}
 
|}
  
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For the first 12 days, the excitement and strategy comes from new (and increasingly more powerful) perks being revealed. In the next 12 days, the strategy revolves around using the available perks to deal with punishingly cold temperatures. Generally there is a reprieve around Christmas, when the weather clears and people who got started late can quickly catch-up and finish the event, while those playing the whole time can grind for maximum bonuses.
 
For the first 12 days, the excitement and strategy comes from new (and increasingly more powerful) perks being revealed. In the next 12 days, the strategy revolves around using the available perks to deal with punishingly cold temperatures. Generally there is a reprieve around Christmas, when the weather clears and people who got started late can quickly catch-up and finish the event, while those playing the whole time can grind for maximum bonuses.
  
===Day 1 (2024)===
+
===2024===
 +
 
 +
====Day 1 (2024)====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 348: Line 305:
 
|'''Reindeer Farm'''||Max. workers -10, Efficiency per worker increases accordingly
 
|'''Reindeer Farm'''||Max. workers -10, Efficiency per worker increases accordingly
 
|}
 
|}
The cookie factory perk is straightforward, and always a must-have, especially because 2024 starts at -10 X.
+
The cookie factory perk is straightforward, and is nice when it is cold, especially because 2024 starts at -10 C.
  
 
The reindeer farm increases base efficiency per worker (raw) to 10%. Reindeer are not a bottleneck, so this is low-priority. It ''can'' be used to help fill the reindeer farm for the x2 bonus (a possible later perk).
 
The reindeer farm increases base efficiency per worker (raw) to 10%. Reindeer are not a bottleneck, so this is low-priority. It ''can'' be used to help fill the reindeer farm for the x2 bonus (a possible later perk).
===Day 1 (2022-2023)===
+
 
 +
====Day 2 (2024)====
 +
{| class="wikitable"
 +
|'''Reset Cooldown'''
 +
|Reduced from 12 hours to 30 minutes
 +
|-
 +
|'''Tree Farm'''
 +
|Efficiency per worker x3
 +
-10 C temperature
 +
|}Reset cooldown is much more useful than it seems. It reduces the cooldown as soon as the perk is taken, and ''also'' sets a 30 minute cooldown when you reset '''while''' the perk is taken. Because of this, careful use allows the cooldown to ''always'' be 30 minutes at most, while still keeping full perks. For instance, you can take Reset Cooldown as the first perk of a new day, immediately reset, and then allocate perks as desired (without taking reset cooldown). If you mess up, you will only have to wait 30 minutes to recover. Make sure to always save room for reset cooldown (probably choose it first) when resetting otherwise, and on a long cooldown.
 +
 
 +
Tree farm is another low-priority lategame perk, especially as it reduces the temperature.
 +
====Day 3 (2024)====
 +
{| class="wikitable"
 +
|'''Coal Factory'''
 +
|Own base heat level +20 C
 +
|-
 +
|'''Snowman'''
 +
'''Toy Factory'''
 +
|4% discount per 10 C below 0
 +
+10 C heat
 +
|}Coal factory is not great when the weather is warm, but becomes quite useful when the weather is cold. It's typically worth 1-2 elves, but sometimes much more. There is possibly a later perk that adds heat to ''all'' buildings which is strictly better, but sometimes you might take both. Coal factory is quite nice with one of tomorrow's perks though.
 +
 
 +
Getting a discount from the snowman is very useful
 +
====Day 4 (2024)====
 +
{| class="wikitable"
 +
|-
 +
|'''Overheat'''||+25% production per heat level above 0 C
 +
|-
 +
|'''Reindeer School & Milk Farm'''||Efficiency for non-milking workers x1.25
 +
|}
 +
Overheat lets you make use of the top of the heat scale. 10&deg;C becomes 1.25x temperature factor and 20&deg;C becomes 1.5x. This is often especially useful with the Coal Factory, which has fewer ways to get bonuses than other buildings.
 +
 
 +
Because milk is important, the 2nd perk ''sounds'' exciting. However, milking is very much the bottleneck for milk production, so this does not actually help in a useful way. As a result, it is lategame only.
 +
 
 +
====Day 5 (2024)====
 +
{| class="wikitable"
 +
|-
 +
|'''Cookie Factory'''||Max workers +20, Freeze level -10&deg;C
 +
|-
 +
|'''Milk'''||Milk bonus is raised to the power of 1.15
 +
|}
 +
The cookie factory perk is very solid in the early days: More room means more space for workers. If the filled-building perk becomes available, you may sacrifice this perk in order to make filling the cookie factory easier.
 +
 
 +
Milk is generally quite powerful, and so is increasing its effect. This affects the entire factor, i.e. the formula changes to <code>(1 + log(milk+1)/log(1000) * milk^0.03 / 4)^1.15</code>.
 +
 
 +
====Day 6 (2024)====
 +
{| class="wikitable"
 +
|-
 +
|'''Wrappings'''||Max. workers -10, Efficiency per worker increases accordingly
 +
|-
 +
|'''Presents'''<br>'''Present Factory'''||Efficiency per worker x2<br>Base heat level +10&deg;C
 +
|}
 +
Neither of these are useful early on.
 +
 
 +
Wrappings increases per-worker efficiency to 20%. Like the reindeer perk, it lowers the filled size of the building to 15, making it a useful later target for the filled-building perk.
 +
 
 +
"Presents" refers only to the present wrapping station half, while the base heat level applies to the entire building.
 +
 
 +
====Day 7 (2024)====
 +
{| class="wikitable"
 +
|-
 +
|'''Insulation'''||Cold penalty is reduced from ^(1/2) to ^(2/3) per 10&deg;C
 +
|-
 +
|'''Cookie Factory'''||Max workers +20, Freeze level -10&deg;C, Bonus production per building tier x2
 +
|}
 +
 
 +
====Day 8 (2024)====
 +
{| class="wikitable"
 +
|-
 +
|'''Tower Testing'''||+125% Production while tower testing is active
 +
|-
 +
|'''All Buildings'''||Bonus production per building tier x4
 +
|}
 +
 
 +
====Day 9 (2024)====
 +
{| class="wikitable"
 +
|-
 +
|'''All Buildings'''||Worker efficiency doubles for every non-frozen building running at full capacity
 +
|-
 +
|'''Coal Factory'''||Milk now affects coal factory workers at a greatly reduced rate
 +
|}
 +
 
 +
====Day 10 (2024)====
 +
{| class="wikitable"
 +
|-
 +
|'''All Buildings'''||Base heat level +10&deg;C, Freeze level -10&deg;C
 +
|-
 +
|'''All Buildings'''||Efficiency per worker x1.5
 +
|}
 +
 
 +
====Day 11 (2024)====
 +
{| class="wikitable"
 +
|-
 +
|'''Reindeer School & Milk Farm'''||Base heat level +10&deg;C every second building tier
 +
|-
 +
|'''Elves'''||Total amount of workers x2
 +
|}
 +
 
 +
====Day 12 (2024)====
 +
{| class="wikitable"
 +
|-
 +
|'''Milk'''||Formula for milk bonus is improved
 +
|-
 +
|'''All Buildings'''||Production x1.25 for every day after the 11th (exponential)
 +
|}
 +
Both of these perks are amazing, and should be taken as soon as they are unlocked.
 +
 
 +
The milk perk changes the base formula to <code>1 + log(milk+1)/log(2) * milk^0.04 / 4</code>, which is a multiplier of about 10x and an improvement on the exponent. The other milk perk stacks with this one as well.
 +
 
 +
The final perk is called "the exponential perk," because it causes production to grow exponentially. It starts at x1.25 on day 12 (12 - 11 = 1), which is the first day you can unlock it short of bugs/exploits. If you unlock it earlier through some means, it ''can'' reduce your production on earlier days.
 +
 
 +
===2022-2023===
 +
 
 +
====Day 1 (2022-2023)====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
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The reindeer farm increases base efficiency per worker (raw) to 6.667%. Reindeer are not a bottleneck, so this is low-priority. It ''can'' be used to help fill the reindeer farm for the x2 bonus (a later perk).
 
The reindeer farm increases base efficiency per worker (raw) to 6.667%. Reindeer are not a bottleneck, so this is low-priority. It ''can'' be used to help fill the reindeer farm for the x2 bonus (a later perk).
  
===Day 2 (2022-2023)===
+
====Day 2 (2022-2023)====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
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Tree farm is another low-priority lategame perk.
 
Tree farm is another low-priority lategame perk.
  
===Day 3 (2022-2023)===
+
====Day 3 (2022-2023)====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
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Toy factory is another low-priority lategame perk.
 
Toy factory is another low-priority lategame perk.
  
===Day 4 (2022-2023)===
+
====Day 4 (2022-2023)====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
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Because milk is important, the 2nd perk ''sounds'' exciting. However, milking is very much the bottleneck for milk production, so this does not actually help in a useful way. As a result, it is lategame only.
 
Because milk is important, the 2nd perk ''sounds'' exciting. However, milking is very much the bottleneck for milk production, so this does not actually help in a useful way. As a result, it is lategame only.
  
===Day 5 (2022-2023)===
+
====Day 5 (2022-2023)====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
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Milk is generally quite powerful, and so is increasing its effect. This affects the entire factor, i.e. the formula changes to <code>(1 + log(milk+1)/log(1000) * milk^0.03 / 4)^1.15</code>.
 
Milk is generally quite powerful, and so is increasing its effect. This affects the entire factor, i.e. the formula changes to <code>(1 + log(milk+1)/log(1000) * milk^0.03 / 4)^1.15</code>.
  
===Day 6 (2022-2023)===
+
====Day 6 (2022-2023)====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
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"Presents" refers only to the present wrapping station half, while the base heat level applies to the entire building.
 
"Presents" refers only to the present wrapping station half, while the base heat level applies to the entire building.
  
===Day 7 (2022-2023)===
+
====Day 7 (2022-2023)====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
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|}
 
|}
  
===Day 8 (2022-2023)===
+
====Day 8 (2022-2023)====
 
{| class="wikitable"
 
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|-
 
|-
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|}
 
|}
  
===Day 9 (2022-2023)===
+
====Day 9 (2022-2023)====
 
{| class="wikitable"
 
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|-
 
|-
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|}
 
|}
  
===Day 10 (2022-2023)===
+
====Day 10 (2022-2023)====
 
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|-
 
|-
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|}
 
|}
  
===Day 11 (2022-2023)===
+
====Day 11 (2022-2023)====
 
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|-
 
|-
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|}
 
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===Day 12 (2022-2023)===
+
====Day 12 (2022-2023)====
 
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|-
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==References==
 
==References==
 
<small>
 
<small>
#Desmos: [https://www.desmos.com/calculator/uh1bwqj0zf History of recorded temperatures]
+
#Desmos: [https://www.desmos.com/calculator/iktqww3x7e History of recorded temperatures]
 
</small>
 
</small>
  
 
{{PerfectNavigation}}
 
{{PerfectNavigation}}
 
[[Category:Events]]
 
[[Category:Events]]

Latest revision as of 01:49, 21 December 2024

Drfrosticle.png

The Winter Wonderland Event is a recurring seasonal event held from December 1st to January 1st (UTC+0) of the following year. It was first added in 2022.

During the event, Dr. Cubical will put on a Santa hat, and call himself Dr. Frostical.

Overview

The sleigh at Shipyard.
Winter Wonderland in disrepair.

The event location is the Winter Wonderland, a far away place, and (presumably) colder than even the North Pole, accessible by the icon at the left of the screen or by clicking the reindeer sleigh near the Shipyard. Dr. Frostical's Elven workforce works there to make presents, cookies, and milk for the holiday season. However, all the buildings to create them were destroyed, and you must help him rebuild, or else Christmas will be ruined!

Resources

There are 10 separate resources, all exclusively created and isolated in the Wonderland.

  • Cookies - The main event currency, used to rebuild and upgrade every building. Created from the Cookie Factory.
  • Presents & Trained Reindeer - Both give a White resource.png Town Resource bonus. Created from the Present Factory and Reindeer School respectively.
  • Milk - Increases the efficiency of workers except in the Coal Factory by 1+log(milk+1)/log(1000)*milk^0.03*0.25. Created in the Reindeer Milk Farm.
  • Milk Reindeers - Used to create Milk. Created in the Reindeer Milk Farm.
  • Reindeer - Used to create Trained Reindeer and Milk Reindeer. Created in the Reindeer Farm.
  • Toys, Wrappings, & Trees - Trees are used to create Wrappings, and it and Toys are used to create Presents. Created in the Toy Factory, Present Factory, and Tree Factory respectively.
  • Candy Canes - Given to the Snowman for more presents.

Buildings

There are 10 buildings, each providing a different resource needed within the Wonderland. They are unlocked, and upgraded using Cookies. Some buildings may have more than 1 sub-station that produces 1 of the 10 resources.

  • Coal Factory
    Grants the ability to equip buildings with coal ovens in order to increase their heat level. Receives +10°C self-heat per tier.
    • Coal Miners: 25 worker slots by default
    • Default minimum freezing temperature: -40°C
  • Cookie Factory
    The cookie factory provides you with the most basic construction resource.
    • Cookie Production Line: 20 worker slots by default
    • Default minimum freezing temperature: -30°C
  • Gingerbread House
    Housing for worker elves. Higher levels provide more workers.
    • Workers: for each tier of this building, total workers available is increased by an additional 5
    • Default minimum freezing temperature: N/A
  • Present Factory
    In the present factory you can convert trees to wrapping paper which can then be used to wrap toys in order to turn them into presents.
    • Paper Mill: 15 worker slots by default
    • Present Wrapping Station: 10 worker slots by default
    • Default minimum freezing temperature: -20°C
  • Toy Factory
    The toy factory recycles fallen testing androids into joyful little fun appliances.
    • Toy Production Line: 10 worker slots by default
    • Default minimum freezing temperature: -30°C
  • Tree Factory
    Using the power of forestry the tree factory can basically produce a huge amount of timber in a very brief amount of time.
    • Tree Logging Station: 10 worker slots by default
    • Default minimum freezing temperature: -30°C
  • Reindeer Farm
    With the right saplings you can grow anything. Even reindeers.
    • Reindeer Breeding Station: 20 worker slots by default
    • Default minimum freezing temperature: -30°C
  • Reindeer School
    Provides reindeers with PhDs in sleigh pulling.
    • Reindeer Class: 10 worker slots by default
    • Default minimum freezing temperature: -20°C
  • Reindeer Milk Farm
    Reindeers provide milk? Seems like my knowledge keeps expanding every day.
    • Reindeer Milk Production Training: 20 worker slots by default
    • Milking Station: 10 worker slots by default
    • Default minimum freezing temperature: -20°C
  • Expedition Sleigh Pad:
    To infinity and beyond. Send sleighs on expeditions to retrieve precious gifts and candy canes.
    • Expedition Sleighs: 2 worker slots by default (Upgrades give more sleighs)
    • Default minimum freezing temperature: N/A
  • Snowman
    • Carrots are not his only speciality. Expert dealer when it comes to candy canes and gifts.
    • Upgrades to the Expedition Sleigh Pad increase slots in the toy box.
    • Default minimum freezing temperature: N/A

Mechanics

Production mechanics, Part 1.
Production mechanics, Part 2.

The production of each building is governed by a surprising number of mechanics. You can see the exact values that go into the calculations by hovering over the numbers.

The base is "Efficiency per worker (raw)". This measures the productivity of the elves you put into that building, and despite the (raw) label, it is modified by any "efficiency per worker" bonus. The initial per-building values are:

Coal Cookies Paper Mill Wrapping Toys Trees Deer School Milk Train Milking
20% 5% 6.667% 10% 10% 10% 5% 10% 5% 10%

Next is the milk factor. This is granted by the amount of milk you have accumulated via milking reindeer; milk is only increased, never consumed. The milk factor grows slowly (especially initially), but is still powerful, and is upgraded through various perks. The initial formula for the milk factor is (1 + log(milk+1)/log(1000) * milk0.03 / 4)efficiency. A calendar upgrade to the formula changes it to (1 + log(milk+1)/log(2) * milk0.04 / 4)efficiency. The milk efficiency in these formulas is typically 1, but can be 1.15 with a calendar upgrade, and is multiplied by the bonus from an equipped duck. Note that milk efficiency is normally 0 for coal, but with a calendar upgrade it has a x0.15 multiplier.

The last of the efficiency factors is the temperature factor. As the weather gets colder, buildings also get colder and their production decreases. This can be counteracted by using ovens from the Coal Factory to provide heat, as well as perks that provide heat. If a building's temperature drops too far, it will freeze and be unable to produce at all. The initial formula for temperature factory is 1x at 0c and x0.5 for every -10c. The "Overheat" perk allows for bonus efficiency at heat above 0c, and Insulation reduces the penalty.

Combining all the above factors and multiplying by the number of elves gives a total "efficiency," listed in percent. For the example in the screenshot, "Efficiency per worker (raw)" is 240% (multiplied by 48x through various perks), Milk Factor is 2.33188 (from a raw milk of 47959629, with the ^1.15 perk), and the temperature factor is 1. With 20 elves, this gives 240 * 2.33188 * 1 * 20 = 11193.02% total efficiency, matching what is shown.

The upper box converts efficiency into production. "Production at 100% (raw)" determines how the bottom efficiency becomes production, and it is unchanged by any bonuses. If there are insufficient inputs, the production will be throttled appropriately, but sometimes the numbers will display wrong. All values in the table are per-second, arrows indicate (consumed -> produced).

Coal Cookies Paper Mill Wrapping Toys Trees Deer School Milk Train Milking
N/A 4 1 -> 1 1+1 -> 1 1 1 2 1 -> 1 1 -> 1 0.1 -> 25

The tier multiplier is applied on top of efficiency before converting to production. Buildings can be upgraded, and each additional tier grants 0.25 to the tier multiplier. There are perks that increase this: For instance, there is a perk that "multiplies bonus production per building tier x4." This only affects the bonus, i.e. it changes the formula from 1 + (tier - 1)/4 to 1 + (tier - 1) = tier.

Note that the Coal Factory does not receive many of these bonuses. Specifically, it doesn't get the milk factor (by default) and it also doesn't get the tier multiplier; instead, tier-ups go towards increasing its base heat level. Unlike other buildings, fractional production is not useful, since whole increments of 100% are needed for individual ovens.

A final mechanic is the Resource Boost, which does not change anything about the event but is a reward in Tower Testing for participating. The multiplier that is applied to resources has the formula multiplier = (log10000(presents + 1) * presents0.01 * 0.1 + 1) * (log10000(reindeer + 1) * reindeer0.02 * 0.2 + 1). To calculate the bonus shown on-screen, resource_bonus = (multiplier - 1) * 100%.

Upgrades

Listed below are the cost, in Cookies, to rebuild (T1) and upgrade (T2 and higher) each of the buildings in Winter Wonderland. Exceptions to the formula are in bold.

Building Formula T1 T2 T3 T4 T5 T6 T7 T8 T9 T10
Coal Factory 100*120^(tier-1) 100 12,000 1.44 M (1.44e6) 172.8 M (1.728e8) 20.736 B (2.074e10) MAXED
Cookie Factory none 0 4,000 125,000 500,000 1.25 M (1.25e6) 3 M (3e6) 5 M (5e6) 10 M (1e7) 17.5 M (1.75e7) 22.5 M (2.25e7)
Gingerbread House 100*12^(tier-1) 100 1,200 14,400 172,800 2.074 M (2.074e6) 24.883 M (2.488e7) 298.598 M (2.986e8) 3.583 B (3.583e9) 42.998 B (4.3e10) 515.978 B (5.16e11)
Present Factory 500*12^(tier-1) 500 6,000 72,000 864,000 10.368 M (1.037e7) 124.416 M (1.244e8) 1.493 B (1.493e9) 17.916 B (1.792e10) 214.991 B (2.15e11) 2.58 T (2.58e12)
Toy Factory 350*12^(tier-1) 350 4,200 50,400 604,800 7.258 M (7.258e6) 87.091 M (8.709e7) 1.045 B (1.045e9) 12.541 B (1.254e10) 150.494 B (1.505e11) 1.806 T (1.806e12)
Tree Factory 200*12^(tier-1) 200 2,400 28,800 345,600 4.147 M (4.147e6) 49.766 M (4.977e7) 597.197 M (5.972e8) 7.166 B (7.166e9) 85.996 B (8.6e10) 1.032 T (1.032e12)
Reindeer Farm 250*12^(tier-1) 250 3,000 36,000 432,000 5.184 M (5.184e6) 62.208 M (6.221e7) 746.496 M (7.465e8) 8.958 B (8.958e9) 107.495 B (1.075e11) 1.29 T (1.29e12)
Reindeer School 400*12^(tier-1) 400 4,800 57,600 691,200 8.294 M (8.294e6) 99.533 M (9.953e7) 1.194 B (1.194e9) 14.333 B (1.433e10) 171.993 B (1.72e11) 2.064 T (2.064e12)
Reindeer Milk Farm 100000*12^(tier-1) 100,000 1.2 M (1.2e6) 14.4 M (1.44e7) 172.8 M (1.728e8) 2.074 B (2.074e9) 24.883 B (2.488e10) 298.598 B (2.986e11) 3.583 T (3.583e12) 42.998 T (4.3e13) 515.978 T (5.16e14)
Expedition Sleigh Pad 250*tier*100^tier 25,000 5 M (5e6) 750 M (7.5e8) 100 B (1e11) 12.5 T (1.25e13) MAXED

Expeditions

Gives gifts and candy canes based on amount of time on an expedition, with the choices of 15m, 30m, 1h, 2h, 4h

  • 15m: 20% chance of gift
  • 30m: 45% chance of gift
  • 1h: 65% chance of gift
  • 2h: 85% chance of gift
  • 4h: 100% chance of gift

The consensus is that 1h dangerous expeditions (on Auto-Restart) have the highest overall expected value. Your reward does change based on difficulty of the expedition too, which has 3 options: Safe, Treacherous, and Dangerous. The candy canes rewarded always increased, but the chance of a box decreases, however, the rarity of the box increases.

Toys

Below is a list of toys and their effects/possible effects.

Toy (Tower Bonuses) Common (1 Tower Bonus) Uncommon (1-2 Tower Bonuses) Rare (2 Tower Bonuses) Epic (2-3 Tower Bonuses) Legendary (3 Tower Bonuses)
Toy Car (Attack Range, Attack Speed, Tower Testing XP) 1.02-1.12x candy canes or 1.01-1.15x luck factor 1.08-1.16x candy canes or 1.15-1.3x luck factor 1.12-1.25x candy canes and/or 1.3-1.5x luck factor 1.2-1.4x candy canes and/or 1.4-1.7x luck factor 1.3-1.6x candy canes and 1.5-2x item luck factor
Gingerbread Worker (Dropchance, Damage, Town XP) +1-3 workers +2-6 workers


+3-10 workers

+6-12 workers +10-20 workers
Teddy Bear (Energy Cost, Town XP, Attack Range) 1-8% overheat production/10 C 6-15% overheat production/10 C 10-20% overheat production/10 C 15-30% overheat production/10 C 20-40% overheat production/ 10 C
Drum (Dropchance, Cooldown, Damage) x1.01-1.2 efficiency per worker 1.1-1.4x efficiency per worker 1.2-1.7x efficiency per worker 1.3-2x efficiency per worker 1.5-3 efficiency per worker
Rubber Duck (Cooldown, Energy Regen, Attack Speed) ^1.01-1.08 Milk bonus ^1.03-1.12 milk bonus ^1.05-1.15 milk bonus ^1.1-1.2 milk bonus ^1.15-1.25 milk bonus
Festive Hat (Cooldown, Damage, Energy Regen) -10 C minimum heat -10 - -20 C minimum heat -20 C minimum heat -20 - -30 C minimum heat -30 - -40 minimum heat
Nutcracker (Town XP, Energy Cost, Attack Speed) +1-3 maximum workers +2-5 maximum workers +3-8 maximum workers +4-12 maximum workers +5-15 maximum workers
Toy Train (Energy Regen, Dropchance, Tower Testing XP) +1-10% production/building tier +3-15% production/building tier +12-25% production/building tier +20-35% production/building tier +30-50% production/building tier
Candles (Tower Testing XP, Attack Range, Energy Cost) +10 C heat +10-20 C heat +20 C heat +20-30 C heat +30-40 C heat
Town XP Factor +1-5% +2-10% +5-15% +10-20% +15-25%
Tower Testing XP Factor +1-10% +5-15% +10-20% +15-30% +25-50%
Damage Factor +1-10% +5-20% +15-30% +25-50% +40-75%
Module Dropchance +1-2% +1.5-3.5% +3-8% +8-15% +15-25%
Energy Cost -.1 - -.3% -.2 - -.6% -.3 - -.8% -.4 - -1% -1 - -2%
Attack Range +0.2-0.6% +0.6-1% +1-2% +2-3.5% +3.5-5%
Attack Speed +0.5-1% +0.75-2% +1-3.5% +2-5% +3-8%
Cooldown -.1 - -.2% -.2 - -.4% -.3 - -.8% -.4 - -.9% -.5 - -1%
Energy Regen +0.1-2% +1-5% +3-8% +4-10% +6-12%

Quests

Winter Wonderland quest board.

Just like the Halloween event the Winter Wonderland has quests that can be completed for permanent rewards.

List of quests:

  • Have 50 or more elven workers
  • Produce over 8 B (8e9) presents
  • Train over 10 M (1e7) reindeers
  • Get all calendar upgrades
  • Repair all buildings
  • Complete all quests

Completing each quest unlocks an event-themed Town Asset, and completing all quests rewards an Artifact and an Achievement.

Calendar

Upgrade Calendar fully unlocked after the 12th day.

One of the main features of the event is the Winter Calendar, an upgrade grid that reveals two upgrades for every day that passes and allows you to chose a number of perks equal to the current day. Perks can be reset every 12 hours, or 30 minutes if the appropriate perk is selected.

For the first 12 days, the excitement and strategy comes from new (and increasingly more powerful) perks being revealed. In the next 12 days, the strategy revolves around using the available perks to deal with punishingly cold temperatures. Generally there is a reprieve around Christmas, when the weather clears and people who got started late can quickly catch-up and finish the event, while those playing the whole time can grind for maximum bonuses.

2024

Day 1 (2024)

Cookie Factory +10 C base heat
Reindeer Farm Max. workers -10, Efficiency per worker increases accordingly

The cookie factory perk is straightforward, and is nice when it is cold, especially because 2024 starts at -10 C.

The reindeer farm increases base efficiency per worker (raw) to 10%. Reindeer are not a bottleneck, so this is low-priority. It can be used to help fill the reindeer farm for the x2 bonus (a possible later perk).

Day 2 (2024)

Reset Cooldown Reduced from 12 hours to 30 minutes
Tree Farm Efficiency per worker x3

-10 C temperature

Reset cooldown is much more useful than it seems. It reduces the cooldown as soon as the perk is taken, and also sets a 30 minute cooldown when you reset while the perk is taken. Because of this, careful use allows the cooldown to always be 30 minutes at most, while still keeping full perks. For instance, you can take Reset Cooldown as the first perk of a new day, immediately reset, and then allocate perks as desired (without taking reset cooldown). If you mess up, you will only have to wait 30 minutes to recover. Make sure to always save room for reset cooldown (probably choose it first) when resetting otherwise, and on a long cooldown.

Tree farm is another low-priority lategame perk, especially as it reduces the temperature.

Day 3 (2024)

Coal Factory Own base heat level +20 C
Snowman

Toy Factory

4% discount per 10 C below 0

+10 C heat

Coal factory is not great when the weather is warm, but becomes quite useful when the weather is cold. It's typically worth 1-2 elves, but sometimes much more. There is possibly a later perk that adds heat to all buildings which is strictly better, but sometimes you might take both. Coal factory is quite nice with one of tomorrow's perks though.

Getting a discount from the snowman is very useful

Day 4 (2024)

Overheat +25% production per heat level above 0 C
Reindeer School & Milk Farm Efficiency for non-milking workers x1.25

Overheat lets you make use of the top of the heat scale. 10°C becomes 1.25x temperature factor and 20°C becomes 1.5x. This is often especially useful with the Coal Factory, which has fewer ways to get bonuses than other buildings.

Because milk is important, the 2nd perk sounds exciting. However, milking is very much the bottleneck for milk production, so this does not actually help in a useful way. As a result, it is lategame only.

Day 5 (2024)

Cookie Factory Max workers +20, Freeze level -10°C
Milk Milk bonus is raised to the power of 1.15

The cookie factory perk is very solid in the early days: More room means more space for workers. If the filled-building perk becomes available, you may sacrifice this perk in order to make filling the cookie factory easier.

Milk is generally quite powerful, and so is increasing its effect. This affects the entire factor, i.e. the formula changes to (1 + log(milk+1)/log(1000) * milk^0.03 / 4)^1.15.

Day 6 (2024)

Wrappings Max. workers -10, Efficiency per worker increases accordingly
Presents
Present Factory
Efficiency per worker x2
Base heat level +10°C

Neither of these are useful early on.

Wrappings increases per-worker efficiency to 20%. Like the reindeer perk, it lowers the filled size of the building to 15, making it a useful later target for the filled-building perk.

"Presents" refers only to the present wrapping station half, while the base heat level applies to the entire building.

Day 7 (2024)

Insulation Cold penalty is reduced from ^(1/2) to ^(2/3) per 10°C
Cookie Factory Max workers +20, Freeze level -10°C, Bonus production per building tier x2

Day 8 (2024)

Tower Testing +125% Production while tower testing is active
All Buildings Bonus production per building tier x4

Day 9 (2024)

All Buildings Worker efficiency doubles for every non-frozen building running at full capacity
Coal Factory Milk now affects coal factory workers at a greatly reduced rate

Day 10 (2024)

All Buildings Base heat level +10°C, Freeze level -10°C
All Buildings Efficiency per worker x1.5

Day 11 (2024)

Reindeer School & Milk Farm Base heat level +10°C every second building tier
Elves Total amount of workers x2

Day 12 (2024)

Milk Formula for milk bonus is improved
All Buildings Production x1.25 for every day after the 11th (exponential)

Both of these perks are amazing, and should be taken as soon as they are unlocked.

The milk perk changes the base formula to 1 + log(milk+1)/log(2) * milk^0.04 / 4, which is a multiplier of about 10x and an improvement on the exponent. The other milk perk stacks with this one as well.

The final perk is called "the exponential perk," because it causes production to grow exponentially. It starts at x1.25 on day 12 (12 - 11 = 1), which is the first day you can unlock it short of bugs/exploits. If you unlock it earlier through some means, it can reduce your production on earlier days.

2022-2023

Day 1 (2022-2023)

Cookie Factory Efficiency per worker x2
Reindeer Farm Max. workers -5, Efficiency per worker increases accordingly

The cookie factory perk is straightforward, and always a must-have.

The reindeer farm increases base efficiency per worker (raw) to 6.667%. Reindeer are not a bottleneck, so this is low-priority. It can be used to help fill the reindeer farm for the x2 bonus (a later perk).

Day 2 (2022-2023)

Reset Cooldown Reduced from 12 hours to 30 minutes
Tree Farm Efficiency per worker x2

Reset cooldown is much more useful than it seems. It reduces the cooldown as soon as the perk is taken, and also sets a 30 minute cooldown when you reset while the perk is taken. Because of this, careful use allows the cooldown to always be 30 minutes at most, while still keeping full perks. For instance, you can take Reset Cooldown as the first perk of a new day, immediately reset, and then allocate perks as desired (without taking reset cooldown). If you mess up, you will only have to wait 30 minutes to recover. Make sure to always save room for reset cooldown (probably choose it first) when resetting otherwise, and on a long cooldown.

Tree farm is another low-priority lategame perk.

Day 3 (2022-2023)

Coal Factory Own base heat level +10°C
Toy Factory Efficiency per worker x2

Coal factory is not great when the weather is warm, but becomes quite useful when the weather is cold. It's typically worth 1-2 elves, but sometimes much more. There is a later perk that adds heat to all buildings which is strictly better, but sometimes you might take both.

Toy factory is another low-priority lategame perk.

Day 4 (2022-2023)

Cookie Factory Max. workers +10
Base heat level +10°C
Reindeer School & Milk Farm Efficiency for non-milking workers x1.25

The cookie factory perk is very solid in the early days: More room means more space for workers, and more heat always helps. Once the filled-building perk becomes available, you will often sacrifice this perk in order to make filling the cookie factory easier.

Because milk is important, the 2nd perk sounds exciting. However, milking is very much the bottleneck for milk production, so this does not actually help in a useful way. As a result, it is lategame only.

Day 5 (2022-2023)

Overheat +20% Production per heat level above 0°C
Milk Milk bonus is raised to the power of 1.15

For the first time, both perks are must-haves. (Generally. In extreme cold weather, you *might* forgo overheat.)

Overheat lets you make use of the top of the heat scale. 10°C becomes 1.2x temperature factor and 20°C becomes 1.4x. This is often especially useful with the Coal Factory, which has fewer ways to get bonuses than other buildings.

Milk is generally quite powerful, and so is increasing its effect. This affects the entire factor, i.e. the formula changes to (1 + log(milk+1)/log(1000) * milk^0.03 / 4)^1.15.

Day 6 (2022-2023)

Wrappings Max. workers -10, Efficiency per worker increases accordingly
Presents
Present Factory
Efficiency per worker x2
Base heat level +10°C

Neither of these are useful early on.

Wrappings increases per-worker efficiency to 20%. Like the reindeer perk, it lowers the filled size of the building to 15, making it a useful later target for the filled-building perk.

"Presents" refers only to the present wrapping station half, while the base heat level applies to the entire building.

Day 7 (2022-2023)

Insulation Cold penalty is reduced from ^(1/2) to ^(2/3) per 10°C
Cookie Factory Max workers +20, Freeze level -10°C, Bonus production per building tier x2

Day 8 (2022-2023)

Tower Testing +125% Production while tower testing is active
All Buildings Bonus production per building tier x4

Day 9 (2022-2023)

All Buildings Worker efficiency doubles for every non-frozen building running at full capacity
Coal Factory Milk now affects coal factory workers at a greatly reduced rate

Day 10 (2022-2023)

All Buildings Base heat level +10°C, Freeze level -10°C
All Buildings Efficiency per worker x1.5

Day 11 (2022-2023)

Reindeer School & Milk Farm Base heat level +10°C every second building tier
Elves Total amount of workers x2

Day 12 (2022-2023)

Milk Formula for milk bonus is improved
All Buildings Production x1.25 for every day after the 11th (exponential)

Both of these perks are amazing, and should be taken as soon as they are unlocked.

The milk perk changes the base formula to 1 + log(milk+1)/log(2) * milk^0.04 / 4, which is a multiplier of about 10x and an improvement on the exponent. The other milk perk stacks with this one as well.

The final perk is called "the exponential perk," because it causes production to grow exponentially. It starts at x1.25 on day 12 (12 - 11 = 1), which is the first day you can unlock it short of bugs/exploits. If you unlock it earlier through some means, it can reduce your production on earlier days.

References

  1. Desmos: History of recorded temperatures