What is the fastest way to earn early?
Raise placement limit and keep the base alive. Income scales with the waves you clear, and clearing waves is a function of how many objects you can field.
Economy
Two currencies, two jobs, and most of your income arrives while you are logged out.
Updated

Coins buy object upgrades, base health, plot size and placement limit. Dice buy everything roll-related — roll speed, clover chance, and the gold, diamond and rainbow roll tiers.
Pouring coins into base health does nothing for your roll throughput, because throughput lives on the other currency. Plan them separately.
The HUD reports an hourly rate for both currencies. The gap between early and late accounts is enormous, and almost all of it comes from having a base that survives unattended.
| Stage | Coins per hour | Dice per hour |
|---|---|---|
| Wave 21 | 24.4K | 0 |
| Wave 500+ | 3.7M | 150 |
| Wave 600+ | 9.8M | 225 |
The early reading shows zero dice per hour. Dice income appears to open up with progression, so do not plan an early build around spending them.
When dice income appears, feed it into roll speed and luck sources before vanity upgrades — every faster roll is another chance at materials for crafting.
A base that clears higher waves earns more, and a base that survives while you are gone earns continuously. That makes placement limit and base health the real economy upgrades, even though neither sounds like one.
Upgrading a few high-DPS pieces (Basic Cannon early, craft Legendaries later) is usually better than spreading coins across every Wood Block.
Robux coin packs are not fixed. The same Gigantic Coin Pack was 5.0M coins in one recording and 55.0M in another, so their value tracks your progress rather than being a flat amount.
Claiming index completion multiplies luck permanently. That does not print coins directly, but it raises the chance of rare rolls that feed crafting and higher wave clear — which does print coins.

FAQ
Raise placement limit and keep the base alive. Income scales with the waves you clear, and clearing waves is a function of how many objects you can field.
That is your call, but note the pack values scale with progress — the same pack is worth more later, so buying early gets you less for the same price.