====== Sales Game Mechanics ====== The Game Mechanics section of the manual details the internal formula used in the game's calculations. This section of the manual uses pseudo-code and may not be 100% the same as the code in the game. The Game Mechanics part of the manual is mainly designed to be a reference for the frequently asked question, "Why do I get this rating when I do X, Y, Z?!" Usually, this answer involves many different variables, which this section of the manual demonstrates. **The game mechanics section of the manual shows [[https://idioms.thefreedictionary.com/seeing+how+the+sausage+gets+made|how the sausage gets made]]. So you really may want to avoid this portion of the manual if you enjoy the game.** ===== Buyer Pools ===== ==== Variables ==== ^ Name ^ Description ^ ^ Name ^ Description ^ | **Adjusted_Years** | Current Year - 1899 | | **Buying_Percentage** | Monthly Percentage of people buying any vehicle. | | **Global_Buy_Rate** | Global buyer rate as defined in the TurnEvents.xml file | | **Global_Interest_Rates** | Global interest rate as defined in the TurnEvents.xml file | | **City_ECOGROWTH** | Economic Growth value for a specific city. | | **City_POPULATION** | Population of a specific city | | **City_INF** | Infrastructure rating for a specific city | | **City_CAP** | Per Capita income for a specific city | | **City_GOVERN** | Government stability rating for selected city. 1 = stable, 0 = limited war, -1 or less, full war/halted. | | **Consumer_Fluctuation_Rate** | Variable defined by new game starting options. | | **Vehicle_Type_Popularity** | This is the popularity value of the specific vehicle type | | **Vehicle_Type_Fuel_Rating** | This is the fuel rating of the specific vehicle type | | **Vehicle_Type_People** | This is the number of people interested in buying this type of vehicle in the specific city | | **Vehicle_Type_WealthIndex** | This is the wealth index of the specific vehicle type, see [[http://wiki.gearcity.info/doku.php?id=gamemanual:references_vehicletypeimportance|Vehicle Type Importance Ratings]] for details | | **Vehicle_Unit_Costs** | This is the Material Unit Costs of the specific car. | | **moneyBoost** | Consumer Purchasing Power as defined by starting new game options. | | **Car_Sales_Price** | Sales price of the specific car | | **Car_Quality_Rating** | Quality rating of the specific car | | **Car_Top_Speed** | Top speed of the specific car | | **Minimum_Top_Speed** | Minimum top speed required for this car type before penalties are applied | | **indexMove** | Marketing Efficiency's effect on wealth demographics | | **Dealerships** | Number of dealerships the company selling the specific car has | | **Company_Racing_Image** | Racing image of the company selling the specific car | | **Global_Gas** | Global Fuel costs as defined in the TurnEvents.xml file | | **Branch_Staff_Value** | Staff slider, number of employees, and morale values of the branch | | **Branch_Sales_Resources** | Sales resources slider for the branch | | **Sum_Of_BuyerRatings** | Sum of all buyer ratings in the specific city for the vehicle type, including the specific car's. | | **Used_Cars_BuyerRating** | Buyer rate for the used vehicles of this type in the specific city. | | **Car_BuyerRating** | The specific car's buyer rating | | **Max_Rating_For_Type_In_City** | The highest buyer rating for this vehicle type in this specific city. | | **Collective_Age** | The age of the chassis, engine, gearbox, and vehicle design | | **Top_Speed_Mod** | Top speed penalty | | **overPriced** | Over priced penalty | | **Hard_Difficulty_Sales_Mod** | Sales boost for AI on hard and nightmare difficulties | | **Not_A_Player_Company** | Not you | | **boycottPlayer** | If your company is being protested for whatever reason. | ===== City/Type Buying Population ===== 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/400.0)* (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 ===== Buyer Ratings ===== See [[http://wiki.gearcity.info/doku.php?id=gamemanual:gui_dynamicreports#buyer_rating_table|Buyer Rating Table Report]]. ===== Sales Calculation ===== 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/100.0)) + ((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/(Vehicle_Unit_Costs*(3.0+3*(Car_Quality_Rating/5.0))))) } 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/50.0)+1) priceIndex = Car_Sales_Price/(1+Vehicle_Type_Max_Money) 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 && priceIndex < 25) Ultrawealthy_VehicleType_Quality = Random Number Between 0 and (Car_Quality_Rating/20) else Ultrawealthy_VehicleType_Quality = 0 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)/((Sum_Of_BuyerRatings+Used_Cars_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 && Wealth_Demographic > 0.01) { 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/6.0)+1) Sold_At_Branch = Sold_At_Branch / Quality_To_Price_Ratio if(Car_BuyerRating/Sum_Of_BuyerRatings > 0.1) { 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) } }