Difference between revisions of "Retail"

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Not much is known, but testing shows 2 rules.
 
Not much is known, but testing shows 2 rules.
  
When the price in store< price sellable to the NPC at (+0.00%), the demand skyrockets. You can reach 5,000 cars/fac/hr when selling at 15,000( though it's not a great idea)
+
===When the price in store< price sellable to the NPC at (+0.00%)===
 +
The demand skyrockets. You can reach 5,000 cars/fac/hr when selling at 15,000( though it's not a great idea)
  
When the price in store > price sellable to the NPC at (+0.00%), the demand is
+
===When the price in store > price sellable to the NPC at (+0.00%)===
 +
 
 +
The demand is:
  
 
(demand at (+0.00%) at 1 store)/2^(log 1.25(price in store/ price in NPC selling))*retail stores.
 
(demand at (+0.00%) at 1 store)/2^(log 1.25(price in store/ price in NPC selling))*retail stores.
  
 
In layman's terms, double the stores give double the output, but only a 25% increase gives half the output
 
In layman's terms, double the stores give double the output, but only a 25% increase gives half the output

Revision as of 16:34, 23 July 2020

The Retail feature was added in the 1.7.0 update.

It can sell up to 3 items at any time.

The retail facilities and their tasks

Retail store

It sells your items. A "base amount"(see formula below) is multiplied by the retail store count.

Customer support center

It increases your customer support rating. As a rule of thumb, make 1 customer support center every 5 retail stores, rounded up. (Example: 16 stores is 16/5=3.2 or 4 customer support centers)

HQ

Allows you to control the retail stores. You only need 1 of them, but the game allows more than 1.

Retail selling formula

Not much is known, but testing shows 2 rules.

When the price in store< price sellable to the NPC at (+0.00%)

The demand skyrockets. You can reach 5,000 cars/fac/hr when selling at 15,000( though it's not a great idea)

When the price in store > price sellable to the NPC at (+0.00%)

The demand is:

(demand at (+0.00%) at 1 store)/2^(log 1.25(price in store/ price in NPC selling))*retail stores.

In layman's terms, double the stores give double the output, but only a 25% increase gives half the output