![]() Shops have their own warehouses with a maximum capacity of 30 units of each type of goods sold. When you do an efficiency upgrade, both the current and base efficiency are bumped up by 20 percentage points. New efficiency = previous effeciency - (building age * 0.0002 * base efficiency) The game does a calculation each day based on the previous day's efficiency. Please note the efficiency will be effected by upgrades. For instance, an employee with a skill of 60 working in a shop with 50% efficiency will generate a minimum of 30 (60 skill x 0.5) and a maximum of 60 production points per ten minutes. The efficiency rating decides the minimum points that can be generated in a building. You cannot stop this deterioration at some point it will be better to knock down and rebuild. As a building gets older, its efficiency will start to decline, your shop starts to look old and people buy from the newer one round the corner. This percentage is not fixed buildings deteriorate over time. If there are spare sale points in the shop after points are converted into sales, these are saved for the next hour of business.Īll buildings have an efficiency percentage that is set for each type of building. Shops will not generates sale points if they have no goods to sell. For every 100 sale points converted into sales, a grocery store sells both one unit of bread and one unit of frozen fish. For instance, the grocery store sells both bread and frozen fish. Some shops sell two types of merchandise. ![]() 100 sale points are required to sell 1 unit of goods, and every shop can have a maximum of 2 employees assigned to it. A shop generates some points on its own, but depends mostly on sale points generated by staff assigned to it. Shops generate sale points which are converted into actual sales every hour. This includes factories, shops and offices. The maximum number of buildings that can be built in Tycoon Online is 25. If you place two builders with a total of 110 production points in your shop, the time to completion is a little over 9 hours. Time in hours = (shop construction points/production point total of employees)/6įor example, a clothes shop has 6 000 construction points. Each zone requires 2 000 construction points. The number of construction points required to build the shop depends on how many zones it occupies. ![]() When you assign staff to a new shop, the staff will generate construction points until enough points have been assembled to finish the shop. welcome, this is shopping simulator! my newest project! i will be updating this here and there.Before shops can sell their merchandise, they have to be constructed. ![]()
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