Well, you can't say that this forum isn't passionate about this game
I agree that the shops could use some improvements in the simulation of the costs, but in what way I first like to break down what I believe are running costs for a shop in reality (whether it is in a park or not).
Overall, there are only a few major expenditures:
- Staff
- Rent
- Maintenance
- Products
- (Rent/ ground tax) shall be ignored due to the nature of a shop in a theme park
Staff
Obviously this is the cost for the people behind the counter, in the back or anywhere else in the shop. It is a fixed number.
Maintenance
This is an interesting field as it can be seperated in two sections:
- non-product related maintenance
Is the maintenance of the shop. The daily cleaning, the replacing of equipment such as light fixtures etc. It is a fixed number.
- product related maintenance
This is maintance of products used to produce the goods, but are not sold directly. The blades in a smoothy store blender for instance wear down the more smoothies are blended. So do the pans in which pasta is cooked. The more they're used, the more they run down and the higher the higher the costs. Therefore, this is not fixed. However, it can be calculated in the cost price of a product.
Products
These costs consist of the direct materials to make the product. This can sometimes be the finished product (i.e. a plushe toy), but also the sum of various components (i.e. the contents of a burger)
The exact costs of these products however differ. Buying in large bulks often allows a better deal to be made, creating a lower price. But having too much in storage could cause products to become too old to use. In reality there is a whole stocking system in place to reduce this as much as possible. Daily stock feedback and deliveries etc. Still, a part can still go to waste.
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Now the problem I've seen in this thread so far is that the game mixes both product and maintenance in a single variable that assumes a certain amount of sales (thus a certain amount of goods bought in) making it feel like it's cutting corners where it shouldn't (expressed with the variable price from Themepark sim). It is something I agree with should be improved, but without removing the fixed maintenance. The price/guest is a solution, though it may be an a-instictive solution. Personally, I would suggest the following alterations in the shop system.
1) Keep the monthly maintenance, but lower it so the current costs for products are removed
2) Add a monthly product costs tab. This is calculated based on the amount of goods sold. For instance the following formula can be used:
$$ = N[SUB]sold[/SUB] * (P[SUB]t[/SUB] - (P[SUB]l[/SUB] / N[SUB]l[/SUB]) * Math.Min(N[SUB]bought[/SUB], N[SUB]low[/SUB]
where:
N[SUB]sold[/SUB] = the amount of products sold in the shop
N[SUB]bought[/SUB] = the amount of products bought for the park
P[SUB]t[/SUB] = The highest price a good can be bought from the producer
P[SUB]l[/SUB] = The lowest price a good can be bought
N[SUB]l[/SUB] = The amount of goods that need to be bought to get the lowest price
(I've assumed a linear relation for the lowering of the price, this formula is merely a suggestion)
An interesting side-effect of this can be when placing multiple of the same shop type. It increases the amount of goods bought, so lowers the price, but can also lower the peep-satisfaction if there isn't a lot of shop variety.
3) Add a monthly waste costs tab. The costs of this tab can fluctuate depending on:
- The fluctuancy in retail based on the previous month (i.e. a drop in sales results in a higher waste)
- The efficiency of the staff. A higher trained staff member leeds to less waste as the inventory is used better/ older products first etc.
I do not know what kind of formula would be useful here, but this addition might create more managment decisions, especially since there is an extra motivation to train staff.
What I haven't discussed yet are customisations. The given formula for instance only takes the total price into account. Some balance needs to be made based on the additions, but I suggest that as these are what they are: additions, to merely treat them as fixed costs/product depending on the amount used.
So yeah... enjoy the rest of your day
