Maybe, but shouldn't last factor be
( 1.05 ^ n)
then?
Maybe, but shouldn't last factor be
( 1.05 ^ n)
then?
Formula: BaseQty * ShopValue /100 * 1,0^n, with n as the Level of the Shop
Should be
BaseQty * ( ShopValue / 100 ) * ( 1 + n * 0.05 )
Right?
As far as QL goes, unless your intention is to set yourself up for next round, it's not worth the cost and effort. It simply cost too much to be pay back within the round that it is being utilized.
Yeah, QL is for future rounds, and is essential. Unless recent changes affect strategy, must make LMC to be competitive. Anybody disagree? So must research to level 45, and probably to level 50 (citycars) to maintain car dealers.
You need path from research level 0 to level 50. Research QL to 100 for every product along path. For instance, everybody still do ice box, right? Or is some other path from level 8 to level 26 (fridge)?
Hadn't seen wiki. Jik access help page from game screen by Portal, Products, Luxury motor-car (in drop down menu), which show
Product Database
Find production plant and needed raw materials
Luxury motor-car
Production plant: Car industry
Product type: Sale possible
Research level: 45
Required upgrade level of research facility
to improve QL: 9
Raw Material: 1x Engines
1x Luxury-car body
1x Tires
Maximum sales in shop @ Level 0
@ Shopping value 100: 2
Url is
http://en.industrie-tycoon.de/index.php?seite=products
although must then select in menu.
Question is should car dealer level 0 with SW 100 sell 1 LMC or 2? In game, only sell 1, not just at SW 100, but all way up to SW 149. Only at SW 150 sell 2.
Product help database show for luxury motor car:
Maximum sales in shop @ Level 0
@ Shopping value 100: 2
But even at SW 149, level 0 car dealer have max sales 1. At SW 150, can sell 2.
Household shops, level 0, SW 150, were selling 5 QL 100 ice box at full price of 36607. Add 1 more shop and get SW to 150, but sell only 3 ice box. Change price to 36600 (for new shop only) and now sell 5 ice box, while other shops still sell 5 (at 36607). Doesn't seem right.
A space game with technology research permit designate next topic while current topic researched. Then no missed transition.
Takes time to increase QL. This round, when can afford, build research facilities and research products for start of next round, like steel and level 0 products of your start industry.
Jik buy low QL lumber, but still sell crank more than 29k, because everything else QL 100. Fabrics too expensive for new player, but QL guys can make summer clothes and furry pets at profit. Every round, you improve QL. Start with level 0 finished goods of start industry, then steel (and lumber, if make), then iron ore, then ice box, crank, fridge, ...
Easier to ask forum than read manual. Should also message top players in game. Shop value go up 5 points for each product which sell full amount for season. Go down 2 points for each product which not sell at all. For intermediate sales, get intermediate effects, but most products contribute +5 or -2 points to shop value.
For example, say some shop have 14 products. If you get shop value to 150, can keep there by sell full amount of 4 products, since 4 * (+5) just offsets 10 * (-2). This is how run hardware shop if not research beyond level 48. Sell glass, cutlery, ice box, fridge and tissues to get shop value to 150, then can stay there even if tissues not available.
Okay, sound like design decision already considered and made.
Newspaper screen have section for donate (sell) some particular finished product. For example:
================================================
This year's Superstars come from Greenland!!!
Radio stations are playing their titles day and night, the young idols have become famous way beyond the borders of Greenland.
Already the youngest citizens are dreaming of a musical career. BFA eV will be pleased to accept deliveries of Guitar.
================================================
Apparently this feature affect Overall-highscore, so Jik want to donate regularly. Would like to know when offer expire, so can schedule efficiently.
Yeah, and 2 of same raw material count double. Ice box made from 2 steel, so QL 100 ice box made from QL 0 steel come out QL 33.
ZitatOriginally posted by John SmytheIt's also clear to me now that your secret lies in the speed at which you climb levels, boosted by quality. It will not be easy for others to follow the same path more slowly, especially if everyone tries to go the same route.
Where do you go from here? I presume luxury and then city cars?
Jik miss first 20 hours last round and fall behind by 5 days at level 34, because products always stale. (Also carelessly research level 13 too soon, so needed more household shops. Could only sell 4 ice box per shop, since not enough glass available in market to keep shops at SW 150.)
Jik only research level 48, so no longer do city cars. Car dealer and household shop easier to manage if not add last product.
ZitatOriginally posted by Quaser
It's not a good idea to upgrade shops. Best shops are shops at level 0. Just leave one shop at level 0 and you'll see what i mean
Had private communication with Quaser. Jik still prefer level 9 car dealer, but level 0 have some advantages that can't be published in forum.
ZitatOriginally posted by ikea7788
Do you upgrade any of your buildings (raw, factories, shops)?
Before level 34 (cars), don't upgrade shops. Upgrade everything else at least once. Upgrade more if keep building after level 34, like iron mines, some steel mills, ...
At level 34, convert almost totally to cars and upgrade everything to 9 or 10 (depending on whether 10 give more output than 9 for item building will make), including car dealers (to 9), but not non-car shops.
Produce ice box and crank from level 9 to 25, fridge from 26 to 33, then cars. (Also make radio from 24 to 25.) Sell only in own shops. Make copper ore, iron ore, copper wire, steel, electronic components, electric engines. Buy lumber and plastic in market. Make 3.2M profit a tick at level 9, decline to about 2.5M as price for ice box go down. Then back to 3M at level 24 and 7.5M at level 26. Save about 400M money before research level 13 (tissues), so household shops easier to manage.
Max QL 100 for everything but radio. Guys with lower QL can buy raw materials in market and make higher quantities of finished goods, but profit will be lower. Maybe 2M a tick from level 9 to 25, and 5M from 26 to 33.
Buy level 34 research 3/43. Will complete 1/45. Best start ever for Jik. Made 75 QL100 ice box, 55 QL66 crank, 122 QL75 fridge (QL72 after buy copper ore from market).
ZitatOriginally posted by John Smythe
Well, Jik and you implied I must do more trading so I...overdid it perhaps?
During initial buildup, not even need extra shops. Just sell occasional batch of goods from market in shops for your own goods. Jik avoid make own lumber. Since lumber can be sold in shops, suspect that when use as raw material, Vendor score is hurt. Not sure, though.
By level 34 (cars), need many shops to offset big Manufacturing output. Last round, though, Jik bought so many cars in market that made mostly motorcycle and luxury cars, and only had 3 electronics shops (make colour TV and resell other stuff), and later also grocery and household shop.
ZitatOriginally posted by John Smythe
7. Is this how it works? If so it's a little strange but not totally implausible.
Yeah, that's it. Once Vendor and Manufacturing both positive, you get good Overall score. To compete with top players, must also improve Eventmanager by donations and/or contracts on Newspaper page. Score method mystery to Jik, though.