japanesemanual:ja_gm_sales
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japanesemanual:ja_gm_sales [2023/02/28 06:02] – created nichirinmotor | japanesemanual:ja_gm_sales [2024/06/22 18:03] (current) – nichirinmotor | ||
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+ | ====== 販売ゲームメカニクス ====== | ||
+ | |||
+ | マニュアルのゲームメカニクスセクションは、ゲームの計算で使用される内部式の詳細を説明します。マニュアルのこのセクションは疑似コードを使用しており、ゲーム内のコードと100%同じとは限りません。 | ||
+ | |||
+ | マニュアルのゲームメカニクスパートは、主に " | ||
+ | |||
+ | |||
+ | **マニュアルのゲームメカニクスセクションは、[[https:// | ||
+ | |||
+ | |||
+ | ===== バイヤープール ===== | ||
+ | |||
+ | ==== 変数 ==== | ||
+ | |||
+ | ^ 名称 ^ 説明 ^ ^ 名称 ^ 説明 ^ | ||
+ | | **Adjusted_Years** | 現在の年 - 1899年 | | **Buying_Percentage** | 任意の車両を購入した人の月間割合。 | | ||
+ | | **Global_Buy_Rate** | TurnEvents.xmlファイルで定義されているグローバルなバイヤー評価 | | **Global_Interest_Rates** | TurnEvents.xmlファイルで定義されているグローバル金利 | | ||
+ | | **City_ECOGROWTH** | 特定都市の経済成長値。 | ||
+ | | **City_INF** | 特定都市のインフラ評価 | | **City_CAP** | 特定都市の所得 | | ||
+ | | **City_GOVERN** | 特定都市の政府安定性評価。1=平和、0=小規模な軍事衝突、-1以下、戦争中/ | ||
+ | | **Vehicle_Type_Popularity** | 特定の車種の人気度です。 | | **Vehicle_Type_Fuel_Rating** | 特定の車種の燃費です | | ||
+ | | **Vehicle_Type_People** | 特定の都市で、この車種を購入することに興味がある人の数です。 | ||
+ | | **Vehicle_Unit_Costs** | 特定の車の材料単価です。 | | **moneyBoost** | 新しいゲームの開始オプションで定義された消費者購買力です。 | | ||
+ | | **Car_Sales_Price** | 特定の車の販売価格 | | **Car_Quality_Rating** | 特定の車の品質評価 | | ||
+ | | **Car_Top_Speed** | 特定の車の最高速度 | | **Minimum_Top_Speed** | ペナルティが適用される前に、この車種に要求される最低最高速度 | | ||
+ | | **indexMove** | マーケティング効率による富裕層への効果 | | **Dealerships** | 特定の車を販売している会社のディーラー数 | | ||
+ | | **Company_Racing_Image** | 特定の車を販売している会社のレーシングイメージ | | **Global_Gas** | TurnEvents.xmlファイルで定義された国際燃料価格 | | ||
+ | | **Branch_Staff_Value** | 支店の従業員スライダー、従業員数、士気値 | | **Branch_Sales_Resources** | 支店の販売リソーススライダー | | ||
+ | | **Sum_Of_BuyerRatings** | 特定の都市における、特定の車を含む車種に対するすべてのバイヤーの評価の合計。 | | **Used_Cars_BuyerRating** | 特定の都市におけるこの車種の中古車のバイヤーの評価。 | | ||
+ | | **Car_BuyerRating** | 特定の車のバイヤーの評価 | | **Max_Rating_For_Type_In_City** | この特定の都市におけるこの車種のバイヤーの評価の最高値。 | | ||
+ | | **Collective_Age** | シャーシ、エンジン、ギアボックス、車両設計の古さ | | **Top_Speed_Mod** | 最高速度のペナルティ | | ||
+ | | **overPriced** | 高価格ペナルティ | | **Hard_Difficulty_Sales_Mod** | ハードモードとナイトメアモードでのAIの売上アップ | | ||
+ | | **Not_A_Player_Company** | あなたではない | | **boycottPlayer** | あなたの会社が何らかの理由で抗議されている場合。 | | ||
+ | ===== 都市/ | ||
+ | |||
+ | <code cpp> | ||
+ | |||
+ | if(Adjusted_Years <= 25) | ||
+ | { | ||
+ | Buying_Percentage = (((0.00155*Adjusted_Years) | ||
+ | +0.003)*City_ECOGROWTH)*Global_Buy_Rate*Global_Interest_Rates | ||
+ | } | ||
+ | else if(Adjusted_Years <= 105) | ||
+ | { | ||
+ | Buying_Percentage = (((0.00025*Adjusted_Years)+0.035)*City_ECOGROWTH) * | ||
+ | Global_Buy_Rate * Global_Interest_Rates | ||
+ | } | ||
+ | else if(Adjusted_Years <= 130) | ||
+ | { | ||
+ | Buying_Percentage = (((-0.002*Adjusted_Years)+0.27125)*City_ECOGROWTH) * | ||
+ | (Global_Buy_Rate)*Global_Interest_Rates | ||
+ | } | ||
+ | else | ||
+ | { | ||
+ | Buying_Percentage = (0.011 *City_ECOGROWTH) * Global_Buy_Rate * Global_Interest_Rates | ||
+ | } | ||
+ | |||
+ | |||
+ | if(City_GOVERN >= 1) | ||
+ | { | ||
+ | govEffect = 0.5; | ||
+ | } | ||
+ | else if(City_GOVERN == 0) | ||
+ | { | ||
+ | govEffect = 0.25; | ||
+ | } | ||
+ | else | ||
+ | { | ||
+ | govEffect = 0; | ||
+ | } | ||
+ | |||
+ | RandomNumber = Random Number Between 0 AND ((City_INF/ | ||
+ | (Consumer_Fluctuation_Rate)) | ||
+ | |||
+ | //Total City Buying Pool | ||
+ | City_Buying_Population = (((((City_POPULATION)) * Buying_Percentage) * | ||
+ | popBooster)*( RandomNumber + 0.85)) * City_BuyerRate* govEffect | ||
+ | |||
+ | //Vehicle Type Buying Pool | ||
+ | Vehicle_Type_Buyers = City_Buying_Population * Vehicle_Type_Popularity | ||
+ | |||
+ | </ | ||
+ | |||
+ | |||
+ | |||
+ | ===== バイヤーの評価 ===== | ||
+ | |||
+ | [[http:// | ||
+ | |||
+ | |||
+ | ===== 売上げの計算 ===== | ||
+ | |||
+ | |||
+ | |||
+ | <code cpp> | ||
+ | For Every Car In Every Type Sold In City | ||
+ | { | ||
+ | |||
+ | People = Vehicle_Type_People + ((Vehicle_Type_People*0.2) * indexMove^2) + | ||
+ | ((Vehicle_Type_People*0.01+3) * (0.1*(10-Vehicle_Type_WealthIndex))) * Dealerships | ||
+ | |||
+ | People = People + ((Vehicle_Type_People *0.05) * | ||
+ | (Company_Racing_Image/ | ||
+ | ((Vehicle_Type_People *0.15) * indexMove) | ||
+ | |||
+ | People = People + ((Vehicle_Type_People *0.05) * | ||
+ | (Vehicle_Type_Fuel_Rating * Global_Gas)) | ||
+ | |||
+ | Branch_Effect = 0.5+(0.25*((Branch_Staff_Value*0.0125) + (Branch_Sales_Resources*0.0125))) | ||
+ | |||
+ | if(Vehicle_Unit_Costs != 0) | ||
+ | { Quality_To_Price_Ratio = (0.9 + | ||
+ | (Car_Sales_Price/ | ||
+ | } | ||
+ | else | ||
+ | Quality_To_Price_Ratio = 1 | ||
+ | |||
+ | |||
+ | if(Car_Top_Speed < Minimum_Top_Speed && Minimum_Top_Speed != 0 ) | ||
+ | Top_Speed_Mod = Car_Top_Speed / Minimum_Top_Speed | ||
+ | else | ||
+ | Top_Speed_Mod = 1 | ||
+ | |||
+ | |||
+ | Vehicle_Type_Max_Money = City_CAP*moneyBoost*((Vehicle_Type_WealthIndex/ | ||
+ | |||
+ | |||
+ | priceIndex = Car_Sales_Price/ | ||
+ | |||
+ | if(Vehicle_Type_WealthIndex > 6 AND priceIndex < 5) | ||
+ | { | ||
+ | priceIndex = priceIndex + (5-priceIndex) | ||
+ | } | ||
+ | else | ||
+ | { | ||
+ | priceIndex = priceIndex - (0.001 * priceIndex) | ||
+ | } | ||
+ | |||
+ | if(year > 1945 AND Vehicle_Type_WealthIndex != 0) | ||
+ | { | ||
+ | priceIndex = priceIndex + ( ( priceIndex / Vehicle_Type_WealthIndex ) / 2.0) | ||
+ | } | ||
+ | |||
+ | |||
+ | Wealth_Demographic = (0.005 - ((priceIndex-4.0-(0.1*Vehicle_Type_WealthIndex)) * 0.00002)) | ||
+ | |||
+ | if(Vehicle_Type_WealthIndex > 5 && | ||
+ | | ||
+ | else | ||
+ | | ||
+ | |||
+ | if( Sales Price is signicantly lower than material costs ) | ||
+ | Sold_At_Branch = 1000000 | ||
+ | else | ||
+ | { | ||
+ | if(Sum_Of_BuyerRatings+Used_Cars_BuyerRating != 0) | ||
+ | { | ||
+ | Sold_At_Branch = 0.5 + | ||
+ | (((People * ((Car_BuyerRating)/ | ||
+ | ( (Random Number Between 0 and 0.2) + 0.9)) * Branch_Effect) | ||
+ | } | ||
+ | else | ||
+ | { | ||
+ | Sold_At_Branch = 0.5 + People * | ||
+ | ((Random Number Between 0 and 0.2) + 0.9) * Branch_Effect | ||
+ | } | ||
+ | |||
+ | Sold_At_Branch = Sold_At_Branch * Wealth_Demographic | ||
+ | | ||
+ | if(year > 1995) | ||
+ | Sold_At_Branch = Sold_At_Branch + People * 0.003 | ||
+ | else if(year > 1945 && year < 1995) | ||
+ | Sold_At_Branch = Sold_At_Branch + People * (0.001 + (0.00004*(year-1945))) | ||
+ | else | ||
+ | Sold_At_Branch = Sold_At_Branch + People * 0.001 | ||
+ | | ||
+ | if(Sold_At_Branch < 3 && People > 50 && | ||
+ | { | ||
+ | if(Car_BuyerRating > Max_Rating_For_Type_In_City * 0.6) | ||
+ | { | ||
+ | if( (Car_BuyerRating / Max_Rating_For_Type_In_City) > 0.98) | ||
+ | Sold_At_Branch = Sold_At_Branch + 3 | ||
+ | else if( (Car_BuyerRating / Max_Rating_For_Type_In_City) > 0.8) | ||
+ | Sold_At_Branch = Sold_At_Branch + 2 | ||
+ | else | ||
+ | Sold_At_Branch = Sold_At_Branch + 1 | ||
+ | } | ||
+ | |||
+ | } | ||
+ | | ||
+ | |||
+ | if(Collective_Age > 10) | ||
+ | Sold_At_Branch = Sold_At_Branch / ((Collective_Age/ | ||
+ | |||
+ | |||
+ | Sold_At_Branch = Sold_At_Branch / Quality_To_Price_Ratio | ||
+ | |||
+ | if(Car_BuyerRating/ | ||
+ | { | ||
+ | if(Random number between 0 and 2 = 0) | ||
+ | Sold_At_Branch = Sold_At_Branch + 1 | ||
+ | } | ||
+ | |||
+ | |||
+ | Sold_At_Branch = Sold_At_Branch * Top_Speed_Mod | ||
+ | |||
+ | Sold_At_Branch = Sold_At_Branch * overPriced | ||
+ | |||
+ | if(Hard_Difficulty_Sales_Mod > 0 AND Not_A_Player_Company) | ||
+ | Sold_At_Branch = Sold_At_Branch * hardDifficultySalesMod | ||
+ | |||
+ | if(Sold_At_Branch <0) | ||
+ | Sold_At_Branch = 0 | ||
+ | | ||
+ | if(boycottPlayer) | ||
+ | Sold_At_Branch = Sold_At_Branch * (0.75 + Random Number Between 0 and 0.10) | ||
+ | |||
+ | | ||
+ | |||
+ | | ||
+ | |||
+ | } | ||
+ | } | ||
+ | </ |