This Shop Manager page is more useful when it explains whether the system is mainly long-term passive income or an investment loop that trades early setup for later returns instead of preserving 'unlock early and maximize everything' as a blanket instruction. For current players, the practical question is whether it competes with more urgent needs, whether the income is supplementary or central, and whether your account is already at a stage where business setup makes sense.
A safer way to judge it is:
- Treat it as part of a long-term resource cycle rather than an absolute opening priority above story and core unit growth
- If early resources are very tight, compare business setup cost against immediate combat progression needs
- Product choice and profit optimization should be guided by whether you currently lack currency, materials, or pacing stability rather than chasing abstract maximum yield
So this page now focuses on the Shop Manager system's economic role and return-on-investment logic instead of preserving one fixed 'rush it early' strategy for everyone.