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gamemanual:howto_vehiclepricing [2021/11/09 11:15] – [Branch Distribution Window] admingamemanual:howto_vehiclepricing [2022/02/15 18:00] (current) – external edit 127.0.0.1
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 +=== Video Tutorials ===
 +
 +  * [[http://gearcity.info/tutorials/_TutorialVideos/01_sdp.html|Supply, Demand, and Pricing]] ([[https://youtu.be/hDJnuK8hvkk|Youtube]])
 +  * [[http://gearcity.info/tutorials/_TutorialVideos/02_tuc.html|Total Unit Costs]] ([[https://youtu.be/ECIuuP8TkBE|Youtube]])
 +
 +
 ====== Pricing Your Vehicle ====== ====== Pricing Your Vehicle ======
  
 Pricing your models is critical to the success of your company. The game provides several costs metrics throughout the Branch Distribution window and the reports system. This page will cover mostly the data in the Branch Distribution window since it has all you need to price your vehicles for success. Pricing your models is critical to the success of your company. The game provides several costs metrics throughout the Branch Distribution window and the reports system. This page will cover mostly the data in the Branch Distribution window since it has all you need to price your vehicles for success.
 +
 +You can find a video covering the Total Unit Costs and Manufacturing Costs on the [[http://gearcity.info/tutorials/_TutorialVideos/02_tuc.html|video tutorial page]] or on [[https://youtu.be/ECIuuP8TkBE|Youtube]]. While in-game, please use the in-game video tutorials page.
  
 ===== Branch Distribution Window ===== ===== Branch Distribution Window =====
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 Upon selecting an unsold vehicle from the vehicle list, the game will enter a recommended price into the pricing textbox (#1). The game generates this recommended price with a fixed margin rate over the material costs, and it does not consider any other variables. Upon selecting an unsold vehicle from the vehicle list, the game will enter a recommended price into the pricing textbox (#1). The game generates this recommended price with a fixed margin rate over the material costs, and it does not consider any other variables.
  
-You can open the wealth distribution and buyer rating table report FIXME at any time using the chart button (#2). This report will generate based on sell price values entered into the sales textbox (#1). We highly recommended that you learn how to use this report. And you should use it when setting the price and sales expectations of your vehicle.  For more information see the wealth distribution and buyer rating table report page. FIXME+You can open the [[gamemanual:gui_dynamicreports#wealth_demographic_and_buyer_rating_report|wealth distribution and buyer rating table report]] at any time using the chart button (#2). This report will generate based on sell price values entered into the sales textbox (#1). We highly recommended that you learn how to use this report. And you should use it when setting the price and sales expectations of your vehicle.  For more information see the [[gamemanual:gui_dynamicreports#wealth_demographic_and_buyer_rating_report|wealth distribution and buyer rating table report]] page.
  
 On the right column are metrics about the selected model. The topmost entry pertains to costs is the "Min/Max Transport Costs per Unit" (#3). This value is the minimum and maximum values you'll pay to transport vehicles to this branch when you sell them. The higher the sale price and the closer the branch is to a factory, the higher the branch's priority is for that model. On the right column are metrics about the selected model. The topmost entry pertains to costs is the "Min/Max Transport Costs per Unit" (#3). This value is the minimum and maximum values you'll pay to transport vehicles to this branch when you sell them. The higher the sale price and the closer the branch is to a factory, the higher the branch's priority is for that model.
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-Instead, you should use the Material costs as the basis for pricing your vehicle and verify against the Wealth Demographics report to maximize the number of revenues you'll receive. With low-volume designs, you'll typically want to sell them at 100% of the material costs or higher. For high-volume models, values around 30-50% work well. After running a turn, you will need to adjust prices and try to work out a balance, as we cover on the Supply and Demand page. FIXME In general, you'll want to use the Manufacturing and Total Unit Costs data as profitability metrics. If you try to increase prices to these levels, you will sell fewer vehicles, which will cause you to make fewer vehicles. If you produce fewer vehicles, these cost metrics increase, leading to a death spiral. Instead, increasing production will cause these values to lower, making your vehicles more profitable.  +Instead, you should use the Material costs as the basis for pricing your vehicle and verify against the Wealth Demographics report to maximize the number of revenues you'll receive. With low-volume designs, you'll typically want to sell them at 100% of the material costs or higher. For high-volume models, values around 30-50% work well. After running a turn, you will need to adjust prices and try to work out a balance, as we cover on the [[gamemanual:howto_supplyanddemand|Supply and Demand]] page. In general, you'll want to use the Manufacturing and Total Unit Costs data as profitability metrics. If you try to increase prices to these levels, you will sell fewer vehicles, which will cause you to make fewer vehicles. If you produce fewer vehicles, these cost metrics increase, leading to a death spiral. Instead, increasing production will cause these values to lower, making your vehicles more profitable.  
  
  
gamemanual/howto_vehiclepricing.1636474525.txt.gz · Last modified: 2022/02/15 17:58 (external edit)