Production economics · 3-star shops assumed

What an item really earns per minute

Shop timers lie. An item that cooks in 24 minutes may have four hours of textiles standing behind it. Every rate here is shown twice — what it takes in, and what it actually keeps — with the clock it was divided by alongside. Set your level and pick a clock.

49items unlocked at or below

Regions unlocked

Regional stores need level 25 and the region opened.

Item
Recipe
Gross · net
Steady · cold · slot
Rev/min · profit/min
Relative

How these numbers are built

Source. Recipes, unlock levels, 3-star shop times and maximum selling prices come from the SimCity BuildIt Fandom wiki's Building Materials table. Everything else here is computed from that data, not copied from it.

Net profit. Price minus the maximum selling value of every raw material consumed anywhere in the tree, recursively. This treats raw materials at their opportunity cost — what you gave up by not selling them — which is the honest basis for asking whether crafting beats selling the inputs. The wiki's own simoleons-per-minute column divides the full price by time and ignores input cost entirely, so its figures are revenue rates, not returns. That option is in the sort menu if you want to compare.

Chain length, steady state. own time + longest input chain. Assumes inputs are cooking in parallel across separate factory slots and shops — the realistic case when your pipeline is already running. This reproduces the wiki's published totals exactly on 32 of its 52 items.

Chain length, cold start. Every shop step run one after another, quantity-weighted, plus the slowest raw material. The case where you start from an empty warehouse and one shop has to make three of something. The truth for a given session sits between the two.

Shop slot only. Divides by the shop timer alone, ignoring everything upstream. This is the wiki's shop-time column and it is not wrong — it is the right clock when your constraint is the store queue rather than the calendar, which at one store per type is most of the time. Read it next to the steady-state figure: the ratio between them tells you how much of the item's cost is hidden upstream.

Both numerators, always. Revenue per minute divides the sale price. Profit per minute divides the sale price minus the recursive raw-material cost. The gap between the two columns is the input bill. On Nails it is a quarter of the take; on Sports Drink it is more than the take.

Coverage stops being complete above level ~60. 99 is the realistic ceiling — level 100+ has only ever been reported on hacked accounts — and new items keep unlocking until level 87, but the wiki's own recipe tables run out well before that. Four more stores exist at these levels: Toy Shop (L40, 4 items — only the last one, Game Console, has a published total time, and no store lists its recipe), Bureau of Restoration (5 items, named but no recipes published — the wiki lists its unlock at level 6, which doesn't match it showing up in the high-40s in practice, so treat that number as unreliable rather than trusting either source), Country Store's third item Apple Jam, and a Dessert Shop with no published item list at all. Tennis Racket, Sports Drink, Wool Shirt and Picnic Basket are included here because those four specifically have complete sourced recipes, prices and shop times; the rest of that content is real but I won't invent numbers for it. Picnic Basket is worth a look once you're near level 59 — at 20+ simoleons per minute steady-state it's the best rate in the whole dataset, well above anything in your current range.

Where the wiki disagrees with itself. Its total-time column is not internally consistent: Chair matches the parallel model exactly while Table, built the same way from the same shops, matches the serial one. Ladder and Cap look like copy-paste errors outright. Its raw-material table also lists textiles at 2 simoleons per minute when 90 over 180 minutes is 0.5. That is why this tool recomputes rather than reproduces.

Not covered. The wiki table omits the Sports Shop, Bureau of Restoration, Farm Shop and seasonal stores. Sports Drink is included here from its own wiki page and flagged, since you asked about it. High-tech factory speeds, Contest of Mayors value and residential-upgrade demand are all outside this model — an item can be a terrible seller and still be worth making.