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gamemanual:gm_branches

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

Variables

This is a table of variables and their descriptions used in the formulas.

Variable Description Variable Description
Focus The former focus slider, now ( (Slider_Sales_Resources × 2) + Slider_Dealership_Resources) ÷ 3 Personal The former personal slider, now ( (Slider_Dealership_Resources × 2) + Slider_Sales_Resources)÷3
year Current game year Build_Year The year that the branch was built or redesigned.
City_Infrastructure Infrastructure Rating for the selected city City_Labor_Skill Labor skills of the selected city.
City_Population Population of the selected city. City_PerCapita Per Capita income of the selected city.
Branch_Map_Adjustment This is the branch adjustment value found in the map's MapFileForGame.xml file DynamicBranchCosts This is the “Increased Branch Costs” starting game option.
Wear_Level Branch wear value between 0 and 100. With 100 being maximum wear. Distance_Between This is the distance in KM between branch and factory.
Branch_City_Infrastructure_Rate This is the branch city's infrastructure rate. Branch_City_Gas_Rate This is the branch city's gas rate.
Factory_City_Infrastructure_Rate This is the factory city's infrastructure rate. Factory_City_Gas_Rate This is the factory city's gas rate.
Global_Gas This is the global fuel rate as defined in the TurnEvents.xml file Dealer_Count This is the number of dealerships the branch services.
Admin_Skill This is the administrative skills of your company Add_Dealership_Attempts This number increments up 0.5 each time you subsidize dealerships at this location.
Max_Supported_Dealers This is the maximum possible dealerships the branch can service. ex_1d01p_year99 1.01^(year-1899)
ex_1d012p_year99 1.012^(year-1899) ex_1d025p_year99 1.025^(year-1899)
ex_1d03p_year99 1.03^(year-1899) ex_1d035p_year99 1.035^(year-1899)
ex_1d04p_year99 1.04^(year-1899) ex_1d05p_year99 1.05^(year-1899)

Sliders

Variable Description Variable Description
Slider_Dealership_Resources The Dealer Resources Slider Slider_Sales_Resources The Sales Resources Slider

Branch Ratings

Dealership Growth Rate

Dealer_Growth = (Slider_Dealership_Resources*30000 + (City_Infrastructure*City_Labor_Skill))/40000

Sales Efficiency

Sales_Efficiency = (200*Slider_Sales_Resources+100*Personal+City_Labor_Skill)/400

Maximum Dealers

Maximum_Dealers = ((City_Infrastructure/3.5+22)*
    (City_Population/(1000000*1.004^year-1899*Branch_Map_Adjustment)))+10
 
if(Branch_Map_Adjustment > 3)
    Maximum_Dealers = Maximum_Dealers * 3
else
    Maximum_Dealers = Maximum_Dealers * Branch_Map_Adjustment

Construction Costs

if(Year < 2021)
{
   Costs = ((15000*ex_1d05p_year99 * 50) + (City_PerCapita*50*(year-1899)))/11;    
}
else
{
   Costs = ((15000*ex_1d05p_year99*50) + (City_PerCapita*50*121))/11;
}
 
if(DynamicBranchCosts)
{
   Costs = Costs * (City_Population / (1000000 * ex_1d012p_year99) + 0.9)
}
 
Costs = Costs * Branch_Map_Adjustment
 
 

Monthly Costs

Monthly_Costs = ((3000*(ex_1d04p_year99)* Dealer_Growth+
    2500*(ex_1d03p_year99)*Sales_Efficiency+10000*
    (ex_1d035p_year99)*Personal)) + (5000*(ex_1d025p_year99) *
    ((100-City_Infrastructure)/100))
 
if(DynamicBranchCosts)
{
    Monthly_Costs = Monthly_Costs * (City_Population / (5000000*ex_1d01p_year99) + 0.9)
}    
 
Monthly_Costs = Monthly_Costs * Branch_Map_Adjustment

Employees

if(Year < 2021)
{    
  Max_Employees = 5 + ((year-1899)/1.2) +
    (3*(year-1899)*Slider_Dealership_Resources)+
    (2*(year-1899)*Slider_Sales_Resources)
}
else
{   
  Max_Employees = 5 + (100.833)+ (3*(year-1899)*Slider_Dealership_Resources)+
    (2*121*Slider_Sales_Resources)
}
 
Max_Employees = Max_Employees * Branch_Map_Adjustment
 
Max_Employees = Max_Employees + Monthly_Costs/5000

Reconditioning

Costs

Recondition_Costs = Wear_Level * (5 * (year - (Build_Year-1)) +100  )
 

Shipping

Costs

costs = (Distance_Between^1.03/((7.0+(Branch_City_Infrastructure_Rate/85.0)+
  (Factory_City_Infrastructure_Rate/85.0)) * ex_1d004p_year99)) *
  ((0.7 / (7.0+(Branch_City_Infrastructure_Rate/85.0)+
  (Factory_City_Infrastructure_Rate/85.0))) +1) * Global_Gas * 
  ((Branch_City_Gas_Rate+Factory_City_Gas_Rate)/2.0)

Dealerships

New Dealers

 
Dealer_Percent = Dealer_Count/Max_Supported_Dealers
 
if((0.1+Slider_Dealership_Resources) > Random_Number Between 0 and (1.2+Dealer_Percent) )
    Dealer_Count = Dealer_Count + 1 + (5 * Slider_Dealership_Resources)
else if(Dealer_Percent > 0.5 AND (0.1+Dealer_Percent) > Random_Number Between 0 and 5 )
    Dealer_Count = Dealer_Count - (1 + (3*Dealer_Percent))
 
 
 
if(Slider_Dealership_Resources * 100 > Random_Number Between 0 and 200)
{
   Max_Supported_Dealers = Random_Number Between 0 and 4 + 1
}

Subsidizing Dealerships

 Add_New_Dealerships = ((Admin_Skill/4.0)/(Add_Dealership_Attempts + 1)) + 1
 
 Costs =  5000 * ex_1d035p_year99 * Add_New_Dealerships * (Add_Dealership_Attempts+1);
gamemanual/gm_branches.txt · Last modified: 2022/04/15 22:10 by admin