Players often ask a simple question before buying an upgrade: “Will this combination actually earn more per harvest?” Turning that question into a useful fan-made calculator is mostly a data-modeling and interface problem.
Start with an explainable model
For a lightweight estimate, I model a harvest as:
estimated value = base seed income × ring multiplier × mutation multiplier × plant count
That formula is intentionally visible to the user. A calculator should not present community estimates as official game data, and it should make every multiplier inspectable. If a patch changes a value, one table can be updated without rewriting the interface.







