Here you can learn from the interaction between experienced businessmen and young entrepreneurs. You are welcome to place your questions related to our business simulation game and get the answers from experienced players
- Try to win contest of managers (COM). You will earn some free points (don't rush to spend it!) and permanent + to your qualifications. Other contest (contest of directors - COD and contest of presidents - COP) even more important, they have huge rewards but they can be tough, especially COP. If you win COP you will get a lot of points and a good size farm which will help you a lot in future. Passing all these challenges will give you a great start and ability to compete for tenders and a basic farm for livestock (leads to goods profits due to low prime cost). You can collect 30-50 points and buy one more farm (there are discounts for new players) and start building your own empire.
Concentrate on winning all 3 contests for new players! There are absolutely essential for a decent start. Don't be afraid to do restart if you feel that you can't win it this time. Many successful players did 1-2 restart to win COM and COD. Use all you have to win these contest. Join corporation, ask people for advice and learn fast.
- You have to get 10 management qualification before 1st contest ends. If you have problems improving your management qualification and you feel that you can't make it on time, spend 1-2 points (You can get it for free for regular game visits) on it.
- If someone is very committed to the contest and he wants to win all nominations try to convince him to leave you just one nomination for some reward (like 1-5 virts) (yes, i am saying - bribe him). He won't get additional points for winning all nominations, it is enough to win just one to get prize points.
- Tenders can be hard but they are always interesting and anyone can try to win. This is a great way to get some virts and points for free. After few years of active playing some players get points regularly (3-7 per mount). You might want to find a rich friend (sponsor) to help you with tenders with high quality products and advises. Now with a stock exchange you can sell one virt for 10-50 billion depending on realm.
- To get max profits in tenders train your employees and turn off advertising just before results going to be counted. Do the same with goods purchases. It is a huge expense, so buy products / consumables before the day when results are calculated.
- In this game it is impossible to succeed (if you not planning to donate a lot) without good connections and relations with other players. So give gifts to people who helped you, help them when they ask. Build long term contracts and you will be amazed how much more profitable your company can be when you play in a team. Other players can teach you and tell some interesting tricks. Forum is full of knowledge but it can be hard to find everything here.
- A corporation is a great tool for cooperation, unfortunately many people playing this game passively and don't take full advantage of it. If you can gather a group of active people (even 3-5) you can help each other with goods and became a strong power on a realm. Even old rich oligarchs can't compete with a mob of active wolfs
"Vitronomics is not a game about economics, it is a game about qualification" - unknown player
- Qualifications are like skills of your "hero" in different games, it mostly determines maximum volume (by volume i meant number of workers in this particular business area) at which your company can operate but also it has influence on maximum profitability. Having high qualification does not guarantee you to have high total revenue but without it you will face some restrictions. That being said, there are a lot of examples when players with relatively low qualification (20-30) made an impressive money just because they knew what to do.
So: learn everything about how qualifications and efficiency works and concentrate on improving it from the start. It grows naturally if you doing everything smart. Use XiozZe script
- It is advised to all new players first year or two (yeah, people playing this game for years...) to concentrate on improving your qualification, instead of making a lot of money because time to make money will come, but without qualification you will not be able to do so. For 1-2 years you can get around 30-60 of each qualification and it is suggested to improve them all together until you reach a point when you have to get rid of the qualification grow penalty (at the level of 28, 38). Then you have to pick a few qualification to improve and invest some points. It is smart to improve management, one production (manufacturing or livestock, or both) and one retail (commerce or restaurant or medicine or auto services).
- Good time to get rid of qualification penalty is on 18th, 28th, 38th etc. levels because on 19th you'd have to spend 1 more point. Make a notebook (or text file) where you write last time you spent points and on what because now there is no tools to know that in game. Like: "i invested 3 points on 28th of manufacturing, do the same on 38th". If you not gonna get rid of this penalty for 10 or more levels (like from 25 to 35) your grow will be around 4% slower (approximate) so if you could have +8% every day you will get just +4% and to get +1 qualification it will take twice more time (days!)
- How qualification penalty works? Well to get a new level of qualification you have to get certain # of experience points which you see as a %, but they in fact real numbers. Imagine that to get management 10 you need 1000 experience points and every day you get 100 points (+10%). You will rich 9=>10 for 10 days. Qualification penalty add 5% to required experience every level. So if you need to improve qualification from 19-20 you will need, let's say, 5000 points of experience (without penalty), and every day you ll get 500 (+10% per day) with 100% load of TOP1 and TOP3. On level 19 you ll have 18th levels of penalty, if you never get rid of it, which means you need like 12,600 exp points (if formula some like that: EXP_NEEDED*(1.05^PEN)) instead of 5000. So with 18th levels of penalty daylily grow will be not +10% but around +3.9% (500/12,600). With penalty you v lost grow of 6.1% and to get +1 qualification you have to wait more then 2x time (can be 2 month instead of 1 for example). Sure it's sounds bad but in fact you will always have some growth. If you get rid of penalty on 28th and let's say on 48-58, the you can reach very hight Q anyway (after 1-2 years), but to grow fast you should get rid of it every 10th level (28, 38 etc) at least. On higher levels to get rid of penalty you have to spend like 5-10 points which is a lot and getting a new level of Q is matter of months (like +1% with P and +4% without it). So TOP players prefer to buy some "awards" and medals with + to qualifications instead of investing in Q directly.
- Some "items" can give you + to your qualification and they are great, especially for high level players. Think about it. If you get just +1 to all Q and you have Q of 30-50 it is much, much more cheap to have this medal (head, boots, what ever) with +1 for like 10-15 points when to get +1 for each Q you have to spend around 4-6 points (if you have Q of 30-50). Getting just +1 to each Q it is equal to +14 in total. Also + to Q allows to load your TOP more heavily and grow faster. Let's say that you have Q of 10 + 10. You can load your TOP 3 (total # of workers) like you have 20, but required exp is = to lvl 10. That's why getting some rare medals, awards and stuff like that with + to Q is very cool and useful.
Most tricky, most profitable and most important sphere in the game. Without stores all economy would collapse. In the game trade mechanic is pretty complicated and very realistic.
- More than 2 stores with same assortiment controlled by one player will have a negative impact on each others sales (Sales in each will decrease)
- If your store has an elite status, a lot of customers and high popularity it can sell even more volume of goods than city's maximum (exceeds market volume capacity) because people from nearby cities will come to ur store as well
- Qualification of sales workers determine status of your store (elite, very popular etc) and the status has huge influence on over all sales. Status determined by comparing qualifications of employees with other stores in the city and region/country/world. Therefore there is no need to have workers with super high qualification if you already have an elite status, it is better to hire more of them.
- Number of workers is very important. It determine how many goods can be sold for current price. For example with 100 salesman you will sell 1000 fruits for price of $5. With 200 you can have sales of 1500-2000 and more for $5. In addition to that, a lot of sales people will allow you to sell goods for higher price. WIth previous example of 100 workers you would sell, let's say 500 fruits for $10, but with 200 people you d sell 1000 units for $10. That's why high commerce qualification allows not only sell more but also sell more for higher price
Nope. It doesn't work this way. Required # of workers depends on # of visitors and all you have to do is ti make sure that you have more workers then required number. You don't need 2000 people if required number is 1000. It would't help.
- It rarely effective to train your workers if you don't have max # of them for your size of the store. With max size you can start training with 2000 - 3000 employees. Whenever you hire new people, old people became less trained. This rule apply on all employees
- When a player captures huge market share (30-99%) AI starts decreasing prices and increasing city's quality. So if you want to stay long in the city selling same quality and for the same price you should keep your market share low (10-25%).
- Brand has a huge impact on sales in trendy neighborhood and much smaller impact in city center. It has almost no impact in other areas of a city. Basically what it does is that brand allow you to set higher price. You have to think before you spending money on brand, for example if you will get a brand of 3 by spending 5 million every day, you have to raise price the way you will make at least 5 more millions from your sells to compensate spendings on brand. Improving brand often make sense only in trendy neighborhood in huge city with high commerce qualification and for goods with high quality.
- If you order goods from different suppliers this goods will be sold better then if you ordered them just from one supplier, even if on your warehouse these 2 or more goods will be shown as one after delivery. For example if you ordered 500 fruits from a guy X and 500 fruits from a guy Y with slightly different price and quality, on your warehouse you will receive 1000 fruits and see it as a one good with mixed price and quality but that way you can sell more if you would just order 1000 units from guy X.
- Some goods are seasonable, that means that you can sell much more of them in specific time of virtonomic year (For example ice cream sells much better in summer)
Wealth modifier for different areas
Trendy neighborhood - 196%
City center - 140%
Residential area - 100%
Outskirts - 71%
Suburb - 51%
- You can ask mayor of a city to boost markets for goods you are selling. Such action will have a permanent effect on market size and will benefit all players in the city. Also market size determined by city's population which a mayor can increase on 3-5% every 52 steps. Immigrants might have a positive effect on market size but that is not proven and hasn't been tested
- All goods in the store should be from one department (only food, or only cars) to have 100% of possible sales. You can open more than 1 department without losing customers only if you have a huge store
- As more assortiment you have as more chance that a particular customer will buy each good. For example if you have only one good, the will eather buy it or not, but if you also have a cheaper good from similar area (like a car and a motor oil) they might buy another one anyway. It can be said that huge assortiment have a cumulative (synergy) effect on salles of each good
- In trendy neighborhood people pay attention on brand and quality when in poor areas they pay attention only on price. Although trendy neighborhood has a limited market size. Sometimes if you opened a restaurant (or a store) there, you might have a very small sells. Then you either should increase price (if you have a good quality and brand) or open in city center.
- It almost always better to sell more units for lower price then sell less units for higher(as long as price higher then prime cost) because for most of goods elasticity is more (less?) than -1 (-1.5, -2), however there are few exceptions. First exception is trendy neighborhood, second exception is limited supply (then you might want to get best price) and the last exception is if you don't want to exceed market share (15% in case you want to stay there for a long time).
- To improve commerce you have to have a positive profit in you stores. If you have problems with it you might order x10-x100 units of your daily needs and thet way your supply expenses will be very low and you definitely will have a profit. With such strategy there is a risk that you wouldn't be able so sell all your supplies fast or exceed your warehouse space, so be careful
The 2nd most important game area and sometimes even more interesting in terms of game play.
- Manifacturing usually bacaming profitable with factories of maximum size (with ma # of worker) because in that case cost per unit is the lowest. Total profit = (#of units produced * gross margin per unit ) - fixed costs
Fixed costs are - salary, enery and such things
Variable costs are supplyes
With factory of max size share of fixed costs will be minimum (of total costs) and cost per unit will go down. Technology has simular effect on that phenomena - Economies of scalehttp://en.wikipedia.org/wiki/Economies_of_scale
Because with tech = like 10 you will produce about 150% of units than u would produce with tech = 1 but fixed costs will stay the same
- Training you emplyees in factories is key to low cost per unit (decreasing fixed costs) and that espetially true for high technologies. Let's say that you have 5000 workers with salary of $100. After proper tranining (about 16 game weeks) salary would be around $75.
If you prodcusing 100 000 units (tech1)your break-even price (prime cost) per unit would be
0=(100,000*P) - (500,000 + other fixed costs) = 500,000/100,000 = $5
If you prodcusing 150 000 units (tech10) your break-even price (prime cost) would be
0=(100,000*P) - (500,000 + other fixed costs) = 500,000/150,000 = $3.3 We can see how high tech decreases prime cost
If you prodcusing 100 000 units (tech1) and with trained workers your break-even price (prime cost) would be
0=(100,000*P) - (375,000 + other fixed costs) = 375,000/100,000 = $3.75
If you prodcusing 150 000 units (tech10) and with trained workers your break-even price (prime cost) would be
0=(100,000*P) - (375,000 + other fixed costs) = 375,000/150,000 = $2.5 The lowest prime cost and highest profit you'd have when you have high tech and trained ur workers
These formulas are not 100% accurate, but they showing an effect of Economies of scale with increasing volume and decreasing fixed expenses
- Some factories might have high share of salary and management expenses in total cost, some less ( from 25 to 80%) but training is always effective tool to decrease cost per unit. For factories with high share of labour you should choose city very careful and find the one with lowest salary (and decent education). For example National clothes manufactory has about 80% of labour expenses and Stocks and stockings factory has labour expenses about 10-15% of total costs. For those with high reliance on labour you must train workers and pick a place for a factory more carefully. For others you should pick suppliers more carefully and get the lowest prices.
- To figure out what city is the best for production you can use a formula
X = (education * 100) / salary
For example New York (8.28 * 100) / 1463 = 0.57
Philadelphia (8.28 * 100) / 1360 = 0.60 (A bit better...)
Abidjan (Cote d`Ivoire) (2.69 * 100) / 119 = 2.26 (Much better...)
Best city on Mary seems to be East London (South Africa) and Andijon (Uzbekistan)
- Taxes are very important and you don't wanna pay them, do you? To avoid taxes you can make total profits of you factories near to 0 by selling to your warehouses for the price near to prime cost. Although sometimes it is better to get all profits from factories rather than get them from stores, it depend where taxes are lower. So in case in the country where you selling you goods taxes are 40% and in the country where you producing them taxes are 10% you d better to sell goods from factories for a high price (get all profits in a country with 10% taxes) and set all profits in your stores around 0 (but more than 0 cuz you need a positive profits to improve commerce qualification). You can even use 3rd place for "money laundry" (Mali or Uzbekistan on Mary) and get all profits of a chain from warehouses there but in that case you might over pay for transportation and dues.
- Speaking of transportation and dies sometimes it is smart to set up production in the same country where you planning to sell all this but to determine what is more effective you have to test a route yourself and compare 2 options (either cheap country but high transport and dues or low dues but rich country)
- If you have a Villa make sure to activate a bonuses there which going to save your equipment (less time for repairing) and give a bonus to final quality. Also you may wanna build all production in a place with a villa, or buy a villa in a place of all production.
- To get maximum growth of qualification after you reach 20 you have to produce goods with quality higher than realm's average. Buy good supplies, get the best technology possible and choose a specialization very carefully.
- Another tricky thing about improving your manufacturing qualification is that you should have top1 loaded 100% (or 80% in case you loaded top3 120%). TOP1 - $ of workers in a particular subdivision. TOP3 - total # of workers. For example sometimes you may just increase qualification of workers even under required according to the technology as long as efficiency states 100% and then you ll get faster grow of qualification but a bit higher cost per unit. This is a common case with new goods when you highers tech on a reals is like 5-10 but you can carry tech of 15-20. Or in a case of Mill and factories with small sizes.
- Learn to use warehouses, they can save you a lot of personal time. Open one warehouse for supplies, one for final goods and open 5-10 and more factories in a one city. Then you have to set up everything only ones and it can literally work for months without needing your attention. The only person you trust (to not break a supply contract is yourself)
- CTIE is the minimum expected profit margin you make from selling a good. This means that, even if you are selling at a margin below the CTIE, you still pay tax as you were making the CTIE margin. The margin is calculating by multiplying 1 + CTIE % * prime cost. [Thx to Pyrex]
- It is almost always (99%) cheaper and better to buy a licence instead of a technology
Medicine (hospitals), restaurants, fitness center, hairdressing salon, laundry and autorepairstores called service sector because they all working the similar way in terms of game mechanic even though efficiency of each area depends on a specific qualification. So when administration speaks about service sector it can mean 2 things. 1 - Actual service setor (fitness center, hairdressing salon, laundry) or 2 - all types of subdivisions which sell "services" instead of selling goods.
- Market size and share working not like in stores where you can see total market size as a market volume. For service sector you see current market volume taken by players, instead of maximum volume when you using Analytics=>Market analysis
- The way markets work is that by default (without players in the city) market volume = 0 or close to 0 which may confuse some people because of goods markets never empty, they are taken by Local suppliers. There is no Local suppliers in service sector at all, so nobody going to serve virto-people of players not going to.
- Don't be afraid to open your service subdivision (including restourants and hospitals etc) in a city with 0 market volume. Next day volume will change and market going to "expand"
- There is a certain maximum volume for service sector which is hard to figure out exactly. It depends on city size and how developed markets of each supply of certain area are (like market of ice-creams restaurants depends on size of retail market of ice-creams). [This information is not 100% proven but some people tested it long time ago and they confirmed it]
- Also maximum sales of ur subdivision depends on quality of equipment (Especially for fitness center, hairdressing salon and laundry) and current sales depends on location, price, quality of supplies, competition and #of employees. Same as for stores, qualification of your workers determine service level of a subdivision which is relative to other players in the city.
- Very important thing about service sector is that with efficiency <100% (even 99%) your service level with drop down to normal, even if you have very good workers. Therefore it is very important to regularly repair equipment there because it will not only decrease salles but also it will slow down your manager's qualification growth (to get 100% you should have high service in each subdivision)
- Another important thing is quality of your supplies. It works similar to level of service (compare to other players) and will good supplies you will get more sales than a competitor providing the same service as you. Usually as "the average" quality we understand the lowers quality. For example if your restaurant sells 4 goods 3 of which have quality of 25 but one has quality of just 5 all other goods became useless because total quality of supplies will be 5. You can go to page "Consumables" and see total quality there "Notes. Maximum sales: 15 385; Quality: 3.72"
Rent rates for different areas
Trendy neighborhood - 225%
City center - 150%
Residential area - 100%
Outskirts - 66%
Suburb - 44%
- Rent is ridiculously low for restaurants, quite high for hospitals, fitnesses and auto-repair. For fitnesses sometimes rent (placment) is critical in terms of total revenue and you might want to open in residential area. Sells will not drop that bad but you will save about 33% on rent
- Total profits for restaurants and other subdivision with high sell volume (40 000 units) are highly determined by prime cost of supplies. To make your chaine profitable you want to have a farm for points (to have low prime cost), you own livestock farms and your own factories. Also you might open all that in a country where you have your restaurant because the difference in total profit can be very big if you have to pay dues. For example if you have a coffe place which consume 80k units of coffe and you deliver these coffee over seas it might cost you 25-75% per unit just because of dues and transport and because total profit highly depends on that, even if you sell for much higher price it might be more efficient to avoid working in a country far prom production line.
- Advertising is a tricky thing. The basic rule #1 is to cover 300% of the city population with your # of contracts (usually by TV because it is cheaper price per contract) to get a populatity around 500. The other rule is that spending on advertising you should compare with potential benefits (increase in profits). This works for popularity and for brand the same way. Let's say now we spend $1,000,000 on advertising and we have around 500 of popularity (or brand = 4). This popularity allow us to sell for a price of $1000. We selling 10,000 units. Total profits are $10,000,000 when your spendings on ads are $1,000,000. Now, knowing that it is hard to increase popularity and brand after 500/4 (more expensive) let's say we double our budget to $2,000,000 per day. After few days we have got popularity and brand 600/4.8 (+20%). This means that now we can raise our price around 20% up to $1,200 and we will make already $12,000,000 by spending $2,000,000 (10m difference and it use to be 9m). So doubling our budget paid off. Next doubling of ad budget migh give you only +10% increase of popularity/brand which not going to pay off. So there is always an optimum budget which hard to determine exactly and a player should just try many different setups and sometimes increase in advertising will increase total profits, sometimes it won't.
- Advertising is efficient as long as number of contracts is less than x30 (3000%) of city's population. For example if a city has 900 000 people your maximum number of contracts is 900 000 *30 = 27 000 000. You can do more advertising than that, but there will be a penalty. The optimal advertising is TV with x3 (300%) number of contracts of city's population.
- Open your service subdivisions in cities with high population (500,000 - 1,000,000 people +). That way you can make sure that you can sell all 40k (or any # of units for maximum size) for reasonable price. In small city you will face a competitors more likely and then you have to decrease price to sell the same # of units.
- A common mistake is to open a business in trendy neighborhood and expect huge sales. Trendy neighborhood can give you higher margin, bot not higher sales (and a decrease in price will not help to increase volume as much as in other areas [there is lower elasticity]). Often even in huge cities in trendy neighborhood you can't get max sales for max size so consider to open smaller size there or move it to city center. Trendy neighborhood mostly for stores, not for service sector.
- You can build power plants which produce energy and require supplies (Except Incinerator). Power Plants are big and expensive buildings and it takes a long time to build one of the max size (up to 100 days). In addition to that is is hard to make power plants profitable due to high cost of supplies, high expenses and low energy prices. We do not recommend deal with energy and power plants if you are a new player.
- Power plants producing fixed amount of energy depending on # of equipment. Technology will not increase production of energy (but low quality fuel as low total efficiency will...), instead high technology does 3 things:
1 - decrease in required # of supplies like fuel and coal (0.95^tech)
2 - increase in required quality of supplies
3 - increase level of ecological safety (needed if a mayor or governor activate certain projects)
For Incinerators technology will:
1 - Decrease "general production expenses" [We tested that, it works]
2 - Increase level of ecological safety (+0.5 per tech now)
- You can sell energy to 5 different places
1 - World market (price change every virto-year)
2 - Regional market
3 - City market [Incinerators can sell energy only there]
4 - To corporation
5 - To yourself (Your factories etc)
- Usually the best price you can get is from Regional market so you have to check all regions to find out where energy price is higher, but also check if nobody selling energy there cuz in that case you may need to drop your price.
- For Incinerators you don't have a choice and you have to sell energy to the city, usually you can have profitable incinerator in a city with energy price 60-70+. High tech, big size end educated workers can help to decrease prime cost of energy
- For Coal-fired power plant required quality of coal is higher then the one you can get cheap from independent supplier, so you have to have your own coal mine or buy some coal from market and mix it. Usually Coal-fired power plant profitable only with 1st technology because coal cost quite a lot but in far future with developed tech (like 20-25) and high mining qualification (and some fixes from administration which they already did once by decreasing required quality of coal) we may see hi-tech Coal-fired power plant which going to need just 25-35% of coal, comparing to tech 1.
- Power plants are very powerful political tool which allows you to get a lot of votes and now many people using energy for their elections. It is not a game bug, it meant to be that way so if you are a politician make sure to build power plants in a region where you need votes. To get enough votes you should use coal/oil power plants cuz they give most of energy. It is not confirmed that Incinerators give votes [test needed]. If they do, they ll give votes as a % of energy consumed by cities
- One things which may be "fixed" in future is that as Governor cost of points of "environmental standard 100" depends on energy price in the region. Environmental standard 100 is super important project which allows you to research technologies much faster with high cost of game points. You see where i am getting at? You can drop energy price in a region to $0.1-1 by selling a lot of energy you can activate this project for cost of 1-5 points, instead of 20-50. Some people abusing that for a long time and administration aware of that and they might close it off any day. Although we don't think that this is a bug.
- Every city and a region has certain energy recruiter. For a region it depends on players subdivisions which are located in the region, for a city it is not clear what has influence on that but we assume that it is a population and something else. Cities buy energy from a region or from people's Incinerators if they sell cheaper than a region. Mayors and governors can block purchasing from power plants with low eco-level which you might use to force people instaine higher tech or to kick some competitors out. Competition applies on power plats as well and regions/cities buy cheapest energy available. In places with high competition (many power plants) you going to have to drop prices time to time to sell all energy, otherwise it will be sold to world market for cheaper price. Competition force people to train workers and install-develop higher tech to get lowers prime cost.
- Energy is relatively new game area (game is 8 years old now...) and it takes time to develop everything (tech, raise energy prices, etc), so we have to wait a bit when this game area will rise and because something different that it is now, anyway now you can manage to have a profitable Incinerators, you can get a huge political advantage by selling energy and became a governor and you as a governor you can raise prices and activate eco projects time to time to boost development of the energy game area.
- Now it is not very effective to sell energy to your own factories or to corporation but in future and depending on server it might be. it fairly easy to calculate, you can go to income statement (financial report) of the factory and see how much energy a subdivision consumes. It looks like that "Energy costs/ 1 351 MWh x $30.00" where $30 is a price in region (prices in region differ for different types of subdivisions). If energy cost just like %1-2 of total cost it is not effective to consume your own energy, but if you have like a palace (+10% of quality to goods produces) as a big corporation, if all your production (like 2000-4000 factories) in like a Germany with energy price of like $280, it might have much more sense to set up some corp power plants to get lower prime cost. This is not a hypothetical case, this is Vera ;)
subs / sub - subdivision # - a number ha - hectares COM (CM) - Contest of managers COD (CD) - Contest of directors COP (CP) - Contest of presidents COT (CT) - Contest of tycoons Q - has many meanings depending on the context: qualification of top manager, employee qualification, product quality, basic quality of a subdivision aka fertility (farm, plantation, sawmill, mine, etc) 1000-1 - Size and basic quality of a subdivision. For example Corn 1000-1 means 1000 hectares and 1st quality. Eff - total efficiency of a subdivision (should be 100%) top1 - number of workers and their qualification in a particular subdivision top3 - total number of workers in a business area (for example top3 retail = 1000, means that you have total of 1000 workers in all stores). Top1 and Top3 determines qualification growth speed Load - can mean 2 things. 1st - office load. Means how many and which subs an office can handle. Determined by # of workers and equipment in the office. 2nd meaning is top3 and top1 load, it is about how many workers and with which qualification you can possibly hire to get 100% load. For example commerce qualification 10th allows you to have 1000 workers in total (top3), you have more your efficiency would drop down. So load top1 and top3 100% means that you have max # of workers. pm - private message m, b, t - million, billion, trillion PP - many meanings: power plants , point property, political party, political platform TM - trade mark product. P - Points V - Virts BB - Business booster AD (ADV) - advertising Devs - developers CTIE - a special tax EQ - equipment PC - prime cost (sometimes called CC or C/C) T (tech) - technology IP - indicative price Locals - AI controlled retailers IS - independent supplier, AI controlled supplier
If you have some useful links or ready to write a good guide, let me know and i will add it here. If you have any question, feel free to ask in this topic
Wouldn't it be faster to "pester" the Support Team to get a direct answer? It's hard to know how many seats is one getting and due to what reason right now. Some details about that would be quite nice.
mihero - i should test that but people on Vera said:
Incinerators give votes to the Governor’s Council but just as a proportion of "electric power for cities" part
For example if a region consume 10 million MWh, 5 of which are consumption of cities and you supply all cities of the region with incinerators 100% then you ll get 50% of the votes for energy
Test needed tho, r u sure they don't give any seats?
I will check as I have ,on the same city, an incinerator and an oil plant. It takes too long to increase the size and I couldn't get any seats so far.
Anyway if you want to have a power plant for politics it would make sense to have an oil plant/coal plant as you will have a bigger market, therefore you can have more seats.
Wouldn't it be faster to "pester" the Support Team to get a direct answer?
No
Anyway if you want to have a power plant for politics it would make sense to have an oil plant/coal plant as you will have a bigger market, therefore you can have more seats.
Sure. Even if incinerators give votes they dont give a lot. Although coal/oil power plants require, well, coal and oil
I made small change in the guide about votes from incinerators and that u should build coal/oil plants. Thx
20.06.2015, 11:31. Subject: One of the Tricky Part
If qualification means everything in Virtonomics then it will be the basic tricky part for new players (like me)
I read from another thread that new players are advisable to buy goods that is similar to the market demand for price and quality but oftenly I always find products with high quality but lower price, if not low quality but even more expensive, most of them does not have goods available. In the end, I bought things high in quality and price. If I tried to increase my price of the dress, example, it does not sell well.
I end up getting myself a factory for clothes, however same situation happens, I need materials like fabric to produce clothes but the first page normally have 0 available stocks even though they are cheap. In the end, I get something expensive again. I played for five days, five weeks in the game, I just bought one sheep farm -.- To get myself raw materials, grain, the cheapest in this game, then feed the sheep to give me wool, one grain 0.29, 2.8 of feed only cost 0.812, two wools give me one normal fabric cost 1.624, 15 of it is 24.36, much much lesser than in the market.
So the tricky part of new players is that we are not able to locate "Independent Ltd" to provide low cost, low quality goods for us so that we can slowly build up our branding, population and stuff.
mihero - i should test that but people on Vera said:
Incinerators give votes to the Governor’s Council but just as a proportion of "electric power for cities" part
For example if a region consume 10 million MWh, 5 of which are consumption of cities and you supply all cities of the region with incinerators 100% then you ll get 50% of the votes for energy
Test needed tho, r u sure they don't give any seats?
I will check as I have ,on the same city, an incinerator and an oil plant. It takes too long to increase the size and I couldn't get any seats so far.
Anyway if you want to have a power plant for politics it would make sense to have an oil plant/coal plant as you will have a bigger market, therefore you can have more seats.
I can confirm( I tested) that an Incinerator would give you seats on the Governor's Council but as it has lower capacity to produce energy it is not the best option if you want to get some seats.
Few new things
1 - links to old and outdated topics. (There were too many attached topics)
2 -
Rent rates for different areas
Trendy neighborhood - 225%
City center - 150%
Residential area - 100%
Outskirts - 66%
Suburb - 44%
3 -
Wealth modifier for different areas
Trendy neighborhood - 196%
City center - 140%
Residential area - 100%
Outskirts - 71%
Suburb - 51%
4 - Advertising is efficient as long as number of contracts is less than x30 (3000%) of city's population. For example if a city has 900 000 people your maximum number of contracts is 900 000 *30 = 27 000 000. You can do more advertising than that, but there will be a penalty. The optimal advertising is TV with x3 (300%) number of contracts of city's population.
Also i found a lot of useful stuff but i have to translate it from Russian first
- When a player captures more than 15% of the market share AI start decreasing prices and increasing city's quality. So if you want to stay long in the city selling same quality and for the same price you should keep your market share <15%
jeka, if 3 players each have 10% of market (so all together more than 15%), does that trigger the AI price decline, quality increase (if they don't individually have more than 15%)?
I would like to know that, I find the prices going down before I get 15%. Sometimes they don't seem to adjust when I have 100%. Does quantity have any bearing? For instance if there is only 100 of an item up for sale does it really kick in at 15?
I did answer to G_Money33 on that in PM but forgot to update my topic
I was wrong before. There is no "15% rule" in the game
Big (80-90%) share of locals will increase price (to infinity) and decrease quality (to 1) over time. Local sellers (AI sellers) share of 80-90% seem to work this way but share of 50-75% already working opposite way. Therefore if you are only one player who selling a product in this city and you have 10-15% share, local price and quality will be quite stable. Although if 5 players have 10% of market share each, total locals share will be only 50% and price will go down, and quality will go up.
Hello, I have a question regarding Office efficiency. Not sure how to elevate it. Seems to be stuck at 0.00%.. So if someone could explain to me the factors that goes into office efficiency that would be great! ;)
Also when it comes to Hiring employees should I just hire the max or stick to the required amount? Right now I have 1 employee more then the require amount for my store and Office. Seems to have it at 100% staff efficiency but cant seem to boost Office efficiency.
Last but not least what is all the factors that contributes to a stores "top managers efficiency and "Work efficiency"?
Thanks in advance to anyone willing to answer my questions. I looked on the form but cant seem to find these specific questions.
Hello, I have a question regarding Office efficiency. Not sure how to elevate it. Seems to be stuck at 0.00%.. So if someone could explain to me the factors that goes into office efficiency that would be great! ;)
Also when it comes to Hiring employees should I just hire the max or stick to the required amount? Right now I have 1 employee more then the require amount for my store and Office. Seems to have it at 100% staff efficiency but cant seem to boost Office efficiency.
Last but not least what is all the factors that contributes to a stores "top managers efficiency and "Work efficiency"?
Thanks in advance to anyone willing to answer my questions. I looked on the form but cant seem to find these specific questions.
Have you bought computers for your office ? Every office staff member should have one.
I have 10 computers, 2 employes (required 6) but my qualification level is only 1, I kept it at that because i thought it would be better? Idk any advice on this would be greatly appreciated
I have 10 computers, 2 employes (required 6) but my qualification level is only 1, I kept it at that because i thought it would be better? Idk any advice on this would be greatly appreciated
You should always at least meet the requirements. In this case, having 6 or even 7 employees. And it's not useful to have more computers than employees.