Firstly, apologies if you guys had already tested this, it can be quite hard to keep up with everything. However I didn't know how this worked so I went ahead and did some experiments.
I am going to write my findings but if you want to check the video I made because reading is hard you can!
[video=youtube;MDxio266oWg]https://www.youtube.com/watch?v=MDxio266oWg[/video]
https://www.youtube.com/watch?v=MDxio266oWg
Right.
How Does Queue Scenery Work In General?
It seems that every scenery piece gives a certain % of queue scenery rating if you are close enough to the queue.
If you are in distance you either get the full amount or if you are out of distance you get nothing. The distance is likely to be just a medium sized circle or square. You can see the distance briefly in the video.
There seems to be a link between scenery cost and % rating given - as you would possibly expect. However it seems that a lower value piece gives a higher % rating dollar for dollar.
Does Queue Scenery have to be varied?
The answer as far as I could tell was no. I did a test with a 3.5% scenery piece which was accurate up to 35% and the golden chests which give 50% with 2 of them gave me 100%. So variation does not seem to be needed.
What gives the most queue scenery rating?
So I didn't look at what single item gives the most % scenery rating because I didn't go through them all but I suspect the $10k chests will be the most at 50%
I think the most efficient scenery pieces will be the $1 primitive piece which give 1% rating each. Meaning you could get 100% for $100.
Why?
I think this is the game making you either make stuff with lots of blocks, or trying to naturally force a combination. For example a large piece will not give you 100% but a large piece and some cheaper ones will get you there.
TL: DR
Scenery is proximity based, you either get the %increase or you don't.
Cheaper Scenery is more efficient if trying to get highest % for lowest cost.
Likely way to get 100% in fewest items - 2 x Gold chests = $20k
Likely way to get 100% cheapest - 100 x $1 primitives.
Hopefully there is at least one person interested! Thanks guys
I am going to write my findings but if you want to check the video I made because reading is hard you can!
[video=youtube;MDxio266oWg]https://www.youtube.com/watch?v=MDxio266oWg[/video]
https://www.youtube.com/watch?v=MDxio266oWg
Right.
How Does Queue Scenery Work In General?
It seems that every scenery piece gives a certain % of queue scenery rating if you are close enough to the queue.
If you are in distance you either get the full amount or if you are out of distance you get nothing. The distance is likely to be just a medium sized circle or square. You can see the distance briefly in the video.
There seems to be a link between scenery cost and % rating given - as you would possibly expect. However it seems that a lower value piece gives a higher % rating dollar for dollar.
Does Queue Scenery have to be varied?
The answer as far as I could tell was no. I did a test with a 3.5% scenery piece which was accurate up to 35% and the golden chests which give 50% with 2 of them gave me 100%. So variation does not seem to be needed.
What gives the most queue scenery rating?
So I didn't look at what single item gives the most % scenery rating because I didn't go through them all but I suspect the $10k chests will be the most at 50%
I think the most efficient scenery pieces will be the $1 primitive piece which give 1% rating each. Meaning you could get 100% for $100.
Why?
I think this is the game making you either make stuff with lots of blocks, or trying to naturally force a combination. For example a large piece will not give you 100% but a large piece and some cheaper ones will get you there.
TL: DR
Scenery is proximity based, you either get the %increase or you don't.
Cheaper Scenery is more efficient if trying to get highest % for lowest cost.
Likely way to get 100% in fewest items - 2 x Gold chests = $20k
Likely way to get 100% cheapest - 100 x $1 primitives.
Hopefully there is at least one person interested! Thanks guys