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 how the sausage gets made. So you really may want to avoid this portion of the manual if you enjoy the game.
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 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. |
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
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) } }