Difference between revisions of "Retail"
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=== Retail store === | === Retail store === | ||
− | It sells your items. A "base amount"(see formula below) is multiplied by the retail store count. | + | It automatically sells your items. A "base amount"(see formula below) is multiplied by the retail store count. |
=== Customer support center === | === Customer support center === | ||
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Not much is known, but testing shows 2 rules. | Not much is known, but testing shows 2 rules. | ||
− | When the price in store< price sellable to the NPC at (+0.00%) | + | ===When the price in store< price sellable to the NPC at (+0.00%)=== |
+ | The demand skyrockets. You can reach 5,000 cars/fac/hr when selling at 15,000(though it's not a great idea). | ||
− | When the price in store > price sellable to the NPC at (+0.00%) | + | ===When the price in store > price sellable to the NPC at (+0.00%)=== |
+ | |||
+ | The demand is: | ||
(demand at (+0.00%) at 1 store)/2^(log 1.25(price in store/ price in NPC selling))*retail stores. | (demand at (+0.00%) at 1 store)/2^(log 1.25(price in store/ price in NPC selling))*retail stores. | ||
− | In layman's terms, double the stores give double the output, but only a 25% increase gives half the output | + | In layman's terms, double the stores give double the output, but only a 25% increase gives half the output. |
Latest revision as of 11:54, 7 October 2020
The Retail feature was added in the 1.7.0 update.
It can sell up to 3 items at any time.
Contents
The retail facilities and their tasks[edit]
Retail store[edit]
It automatically sells your items. A "base amount"(see formula below) is multiplied by the retail store count.
Customer support center[edit]
It increases your customer support rating. As a rule of thumb, make 1 customer support center every 5 retail stores, rounded up. (Example: 16 stores is 16/5=3.2 or 4 customer support centers)
HQ[edit]
Allows you to control the retail stores. You only need 1 of them, but the game allows more than 1.
Retail selling formula[edit]
Not much is known, but testing shows 2 rules.
When the price in store< price sellable to the NPC at (+0.00%)[edit]
The demand skyrockets. You can reach 5,000 cars/fac/hr when selling at 15,000(though it's not a great idea).
When the price in store > price sellable to the NPC at (+0.00%)[edit]
The demand is:
(demand at (+0.00%) at 1 store)/2^(log 1.25(price in store/ price in NPC selling))*retail stores.
In layman's terms, double the stores give double the output, but only a 25% increase gives half the output.