The gameplay of this genre revolves around developing your farm/land/city, etc. A player has to gather various resources and then use them to build and expand his territory. They can also buy new buildings and complete tasks to level up. Often the game has a mechanic that allows for spending currency on speeding up the production of certain items.
Basic events allow you to analyze your game as described in this example.
To make the analysis more smooth and productive, we recommend you to use the following basic events:
LevelUp and CurrencyAccrual for analyzing distribution of players among levels and balance as well as movement of in-game currency among levels.
Tutorial Step for tracking tutorial completion to find stages where users drop off of the app or skip tutorial altogether because he is familiar with all the mechanics of farming games.
Real Payment for building financial reports and calculating basic financial metrics: revenue, ARPU, ARPPU, paying share, transactions, etc.
Virtual Currency Payment for tracking in-app purchases made with virtual currency and evaluation of in-game economy. In this event, as a purchasing vehicle you can use not only hard currency, but also energy that the player spends on resource collection. Then you can open the In-game analysis section and analyze energy collection and spending by levels as well as the most popular sources and sinks of energy:
We should analyze the in-game currency, the dynamics of its spending and saving. Go to the Virtual goods & purchases report. Let's see which products are the most popular in terms of levels and time.
It is also important to know what a player’s shopping basket is composed of and how it changes depending on the level. For this we open the Purchases structure report:
Let's see how the demand for certain items changes at the given levels or over time:
Besides out-of-the-box reports based on basic events, you can use custom events to analyze how users are using your app – the most desirable actions, quests, live ops events, whether or not users invite friends, interact with new mechanics, etc. You can also analyze custom event data in the Custom event report.
You can build a funnel and analyze conversion rates at each stage. For example, you send an event every time a user enters an in-game shop, clicks on an item, buys an item. Based on these events, you can build a funnel and check the conversion rate at each stage in the Conversion funnel report. Below you can find examples of events that may be useful to you.
In the table below you can find examples of custom events that can be useful for you:
Description
Custom event
Parameters
Store opening is an event that allows you to find out at what point and at what level users enter the store. You can also use this event in funnels to see the stages where users have difficulty shopping
Event name store_open
Parameters source, level, e.g., main_menu, 10
level (int) – highest available level for the user
source – in-game store points of entrance: the main menu, the playing field, etc.
Showing offers and user interaction with them, e.g., tap on an icon to view the offer. This makes it possible to build offer funnels, compare the effectiveness of offers with each other
Event name open_offer
Parameters offer_name, level, e.g., welcome_offer, 2
offer_name (string) – the name of the offer that the user opened
level (int) – highest available level for the user
Viewing items in the store and user interaction with them, e.g., tap on an icon to view the item. This provides an opportunity to build purchase funnels
Event name goods_tap
Parameters product_name, level, category, e.g., corn, 10, products
product_name (string) – the name of the item that the user tapped on
level (int) – highest available level for the user
category (int) – item category: products, buildings
Authorization: this event highlights the levels where players log in, and the ways of logging in
Event name authorization
Parameters level, method, e.g., 10, fb
level (int) – highest available level for the user method (string) – authorization method: social networks, email, game center
Interaction with friends. The event allows you to analyze social activity of the gamers and virality of your game. Use it to compare retention rates of the players who added other gamers to friends with those who play solitarily
Event name interaction_friends
Parameter level, action, e.g., 102, add_friend
level (int) – highest available level for the user
action – player actions targeted at a friend:
add_friend - add as a friend,
farm_visit - visited a friend’s farm,
sent_gift - sent a gift,
sent_like - liked a friend’s farm
Event is sent when the user helps their friend with order completion
Event name sent_help
Parameter level, name_product, count, count_experience e.g., 102, eggs, 1, 10
level (int) – current player level
name_product (string) – name of a product sent to a friend by the user
count (int) – number of sent items
count_experience (int) – amount of gained experience
Event is sent when the user gets an Achievement
Event name achievements
Parameter name, level,count_experience, e.g. city_architect, 11, 10
name (string) – name or number of the achievement
level (int) – current player level
count_experience (int) – amount of gained experience
Event is sent when the user speeds up something
Event name use_acceleration
Parameter reason_name, name, level e.g., products, apple, 7
type (string) – cause of speeding up:
building – building speed up
products – item production speed up
clearing_territory – land clearing speed up
name (string) – name of the sped up item, e.g.:
apple – apple growth
well – well building
level (int) – current player level
Event is sent when the user completes tasks that allow him to level up
Event name task_completed,
Parameter name, count, level, e.g., added_building_1, 12, 1
name (string) – name or number of the task, that the user has accepted or completed
count (int) – number of active tasks with account for completed tasks
level (int) – current player level
count_experience (int) – amount of gained experience
Event is sent when a user earns virtual currency. It allows for detailed analysis of earned currency
Event name currency_balance_earned
Parameter balance_crystals, balance_energy, currency, amount, source, name, level
balance_crystals (int) – the number of crystals owned by a user after earning
balance_energy (int) – the amount of energy owned by a user after earning
currency (string) – currency type: gold, crystals
amount (int) – amount of earned currency
source (string) – currency source:
purchase – purchased currency
completed_order – completed a task
name (string) – details of currency acquisition
level (int) – current player level
Event is sent when a user spends virtual currency. It allows for detailed analysis of spent currency
Event name currency_balance_spent
Parameter balance_crystals, balance_energy, currency, amount, source, sub_source, level
balance_crystals (int) – the number of crystals owned by a user after spending
balance_energy (int) – the amount of energy owned by a user after spending
currency (string) – currency type: gold, crystals
amount (int) – amount of spent currency
source (string) – what the user spent currency on:
acceleration
lack_resources – lack of resources
purchase_currency – purchase of different currency (energy, gold)
sub_source – detailed information on what currency was spent on, e.g. for spent_type = acceleration:
production - production speed up
harvest - harvest speed up
order - speeding up the appearance of a new order for spent_type = purchase
animal
building name (string) – what was purchased using the currency, e.g.: - chicken - barn - eggs - x200 - x10000
level (int) – current player level
Receiving a daily gift: this way you can assess whether the bonus encourages players to re-engage with the game
Event name daily_bonus
Parameters reward, amount, level, day_number, e.g., heart, 2, 10, 7
reward (string) – the reward name
amount (int) – the reward amount,
level (int) – highest available level,
day_number (int) – sequential number of the day, when the user picked up the gift
Event is sent when a user upgrades a building
Event name upgrade_building
Parameters level, name, level_building
level (int) – current player level
name (string) – task name
level_building (int) – level of the building after upgrade
Event is sent when a user purchases a building
Event name purchases_building
Parameters level, name
level (int) – current player level
name (string) – task name
Event is sent when a user completes an order
Event name order_completed
Parameters level, name, source, count_order, count_gold, count_experience
level (int) – current player level
name (string) – order number
source (string) – name of order source, e.g. an order board
count_order (string) – order number
count_gold (string) – amount of acquired gold
count_experience (string) – amount of experience gained from order completion
Event is sent when a user purchases resources needed for order completion
Event name, purchases_resources
Parameters level, name, source, count_order, count_gold, count_experience
level (int) – current player level
name (string) – purchase name
source (string) – name of order source, e.g. an order board
count_order (string) – order number
count_gold (string) – amount of acquired gold
count_experience (string) – amount of experience gained from order completion
Event is sent when a user charges slots for production
Event take_slot
Parameters level, place, count
level (int) – current player level
place (string) – production place
count (int) – number of occupied slots
Event is sent when a user collects manufactured goods
Event took_goods
Parameters level, name, place
level (int) – current player level
name (string) – item name
place (string) – production place