Why multiplier lists go stale
A gym multiplier sounds like a complete answer because 2× or 5× is easy to repeat. The missing context is what is multiplied, how long it lasts, whether it applies to the stat you need, and whether the current UI still uses the same tier. A public video or an old guide can show a real value from its recording date and still be wrong for your server today.
Use multiplier claims as hypotheses. First record the value before entering the gym. Then record the value after the game confirms the activity. Finally, run the same delivery route with the same target. If the rate changes, record the conditions; if it does not, mark the claim as unconfirmed rather than forcing the expected result.
What to verify at a gym
| Target | Question | Record | Decision |
|---|---|---|---|
| Does the route improve? | Blocks per minute | Same target and distance | Keep if useful |
| How long? | Session, timer, or permanent? | Start and end times | Include setup cost |
| What changes? | Stat, capacity, or temporary boost? | Before / after display | Model the affected input |
The five-minute test
Pick a route that you can repeat without waiting. Run enough loads to smooth out one accidental mistake, but keep the target small enough that the gym state will not expire during the test. Measure from the first pickup to the final placement. Then leave the gym state unchanged and run the same route again. The difference in blocks per minute is your practical result.
If the gym costs coins or time to enter, include that setup in your decision. A boost that increases the theoretical rate but takes a long detour may be worse for a short remaining target. For a large shared pyramid target, even a modest rate improvement can matter when several players coordinate it, but that team effect needs separate observation.
Model a gym scenario
Use the scenario fields for the post-gym speed or capacity shown by your current game UI.
Pickup & placement timing
Defaults: one block per action, 0.25 seconds each. Open this section to use your measured values.
Compare an upgrade
- Travel
- 15s
- Pickup
- 2.5s
- Placement
- 2.5s
Round-trip travel = 2 × one-way distance ÷ walk speed. Processing time = ceil(load ÷ pickup batch) × pickup time + ceil(load ÷ place batch) × place time. The estimate includes a return after every load, including the final partial load. It assumes a clear route, no boosts, no lag, and no server-wide placement delay. Replace the example values with a timed in-game observation.
Gym FAQ
Does this wiki confirm a 2× or 5× gym?
No permanent multiplier is asserted without a current, reproducible observation. The page explains how to check a displayed multiplier and test its route effect.
Can a video prove the current gym value?
It can show what was visible during the recording, but it is not enough to prove today’s value. Use it as context and verify in the live game.
What if the gym value changes between servers?
Record the server condition and treat it as dynamic. Prefer the live interface over a single community snapshot.
