gamemanual:gm_branches
Table of Contents
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