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Yaske0
Yaske0

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Mathematical deconstruction of Clash Royale’s monetization

Target:
--Find a course of gems-gold-real money

--Find out how much it is worth raising a card to level 14

--Find the ratio of gold-gems-time

Description
Today we will consider the exchange rate of currencies in Clash Royale and start with

The course of gems-gold-real money
Consider the attitude of gems to real money

Gem packages (official store):

  • 80 = $0.99 (≈ 80 gems/$) 500 = $4.99 (≈ 100 gems/$)
  • 1200 = $9.99 (≈ 120 gems/$)
  • 2500 = $19.99 (≈ 125 gems/$)
  • 6500 = $49.99 (≈ 130 gems/$)
  • 14000 = $99.99 (≈ 140 gems/$) → Best effective rate = 140 gems per $1 (bulk package).

Gold conversion (shop bundle): Typical top offer:
4500 gems → 100,000 gold. → Conversion rate = 22.22 gold per gem.

Total gold required to max one card (level 1 → 14):

  • Common: 240,625 gold
  • Rare: 240,600 gold
  • Epic: 239,400 gold
  • Legendary: 230,000
  • Champion: 210,000 gold

⚠ These are gold costs only — card copies (duplicates) are excluded in this baseline.

How much it is worth raising a card to level 14?


Formula which help to find the cost in gems


Full tablets to all rarity card and price for all card

The ratio of gold-gems-time

To calculate the value of Time-Gems-Gold, you will need to take into account many factors, including what percentage of victories the player has how often and how much he plays, whether he has a batl pass, and whether he will dominate or plays without him. Take a few scripts from a rare-playing player to a player who plays every day.

GPH= games per hour (matches per hour). On average, one match plus queue lasts about 3-4 minutes → a total 15 games an hour is a useful default.

Assume GPH=15 I calculate per-day & per-month yields for 3 playstyles:

1) Casual (H = 0.5 hr/day, WinRate = 0.45, no pass, clan quiet)
W=0.5⋅15⋅0.45=3.375W = 0.5\cdot15\cdot0.45 = 3.375W=0.5⋅15⋅0.45=3.375 ≈ 3.4 wins/day.
Gold from wins/day = 3.375⋅200=6753.375 \cdot 200 = 6753.375⋅200=675 gold/day.
Gems from wins/day = 3.375⋅0.05=0.173.375 \cdot 0.05 = 0.173.375⋅0.05=0.17 gems/day.
Add daily bonus 500, donations 0, no pass: Gold_day ≈ 675 + 500 + 0 = 1,175 gold/day. Gems_day ≈ 0.17 + 0 = 0.17 gems/day.
Monthly: Gold_30 ≈ 35,250 gold; Gems_30 ≈ 5.1 gems.
Dollar equivalent (getting the same gems by buying): USD_equiv ≈ 5.1 / 140 = $0.04 (i.e. negligible).
Dollar to buy that gold from store via gem→gold: gems_needed = 35,250 / 22.222 = 1,587 gems → USD_buy_gold_best = 1,587 / 140 ≈ $11.34. So for a casual player, the time value of ~35k gold/month ≈ $11.


2) Active F2P (H = 1.5 hr/day, WinRate = 0.55, active clan, no pass)
W=1.5∗15∗0.55=12.375W = 1.5*15*0.55 = 12.375W=1.5∗15∗0.55=12.375 ≈ 12.4 wins/day.
Gold wins/day = 12.375*200 = 2,475 gold/day.
Gems/day = 12.375*0.05 = 0.62 gems/day.
Add bonus 500, donations 500: Gold_day ≈ 2,475 + 500 + 500 = 3,475 gold/day.
Monthly: Gold_30 ≈ 104,250 gold; Gems_30 ≈ 18.6 gems.
USD_equiv for gems: 18.6 / 140 ≈ $0.13.
To buy 104,250 gold via store: gems_needed = 104,250/22.222 = 4,691 gems → USD_best ≈ 4,691 / 140 ≈ $33.51.


3) Paying/Hardcore (H = 4 hr/day, WinRate = 0.60, active clan, buys & completes Diamond Pass)
W=4∗15∗0.6=36wins/dayW = 4*15*0.6 = 36 wins/dayW=4∗15∗0.6=36wins/day.
Gold wins/day = 36*200 = 7,200 gold/day.
Gems wins/day = 36*0.05 = 1.8 gems/day.
Add daily bonus 500, donations 1000, pass pro-rata (pass_gold_per_season/season_len = 30,000/35 ≈ 857 gold/day), pass gems/day = 1,525/35 ≈ 43.6 gems/day.
Gold_day ≈ 7,200 + 500 + 1,000 + 857 ≈ 9,557 gold/day.
Gems_day ≈ 1.8 + 43.6 ≈ 45.4 gems/day.
Monthly: Gold_30 ≈ 286,710 gold; Gems_30 ≈ 1,362 gems.
USD_equiv for gems (best bulk 140 gem/$): 1,362/140 ≈ $9.73 (but remember player already paid for pass).
Equivalent to buy that gold directly: gems_needed = 286,710/22.222 = 12,900 gems → USD_best ≈ 12,900/140 ≈ $92.14.
Interpretation:

A casual free player’s time to produce ~35k gold/month is roughly the $11 equivalent if they were to buy that exact gold in the store.
Active players (without pass) are producing ~100k gold/month — comparable to $33 of purchases to buy that gold.
Paying players (who also buy and complete the Pass) produce very large monthly yields in gold and gems — but you must subtract the actual price of the pass from any dollar equivalence, because part of the gems/gold were bought with the pass. For the example, the pass cost (say $11.99) is already real money; the "USD_equiv" computed from gems ignores that.

* According to the calculations, the numbers go along the so -called "lower line" since how much will fall out of the chest/Mistry Box unknown from this number is not entirely realistic. Plus, it is necessary to take into account the generosity of random events that pass quite often and give a lot of gifts for free from this, I would rely in the calculations on the hardcore player or multiply all the data by 2.

In short: one hour of hardcore play is worth roughly $0.80 in purchased gold-equivalent, or about $0.09 in purchased gems-equivalent (useful when explaining how much time buys the same progress as spending money).

Thanks for your attention!

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