Showing posts with label profit. Show all posts
Showing posts with label profit. Show all posts

Wednesday, December 19, 2012

Executives

Sometimes, quests give you executives.

Rank 23, Company Upgrade
Goal: The company level reaches 24
Rewards:150 Tokens, 4 000 000 G, 1 x Executive

These executives come with three benefits.
1) They are level 10 - handy to raise shop perks
2) They have an assortment of skills, in particular this is suited to various landmarks
3) They are cheap for their skillsets

See below!














Have fun,
ST

Friday, December 14, 2012

Employees (Part Two)

So we've covered Talent and Discernment.

Once hired, you can deploy your employee to different shops as you see fit. You can also invest money and tokens into employees to make them better, that is to help you turn a bigger profit.

The things to take into consideration into this is the concept of Level and Traits.

A new employee starts life at Level 0. Each employee also comes with three attributes, called Traits:
1) Experience
2) Adaptability
3) Loyalty

These start out with values of 12.

Let's discuss these: Levels and Traits.

Levels
------
An employee starts out at Level 0 and reaches maximum at Level 10.

To gain levels, the employee must undergo Cultivation, which is a (tedious) increase in Traits. Once all the three Traits reach a certain Level, the employee can be Upgraded to that Level. Eg. a Level 2 Employee with Level 4 Experience, Level 7 Adaptability, and Level 5 Loyalty can be upgraded to Level 3 and then Level 4.

Trait LevelPoints Required to Next Level
Level 121
Level 236
Level 363
Level 4110
Level 5192
Level 6336
Level 7588
Level 81029
Level 91800
Level 10-

The value of adding Levels is an increase in Perks for the shop the employee is hired at. This is measured as 'Professionalism' which has a separate score and then converted into a Perk score.

Employee LevelProfessionalism ScoreProfessionalism Perk
Level 181.67
Level 2173.33
Level 3255.00
Level 4336.66
Level 5428.33
Level 65010.00
Level 75811.66
Level 86713.33
Level 97514.99
Level 108316.66

Another benefit of Levelling an employee is to try for Skills. This will be discussed in the next section.

There are many ins and outs into determining whether this is a worthwhile endeavour, but there are several points to make here for the junior player:
1) Managers and simple employees have different ways of contribution to shop profit. Levelling a manager is more profitable.
2) Higher 'Talent' employees are more likely to have skills, but become too costly!
3) At an early stage, it is perhaps better to hire 'Primary Talent' or 'Secondary Talent' for the majority of your employees.

Have fun,
ST

Monday, December 10, 2012

Jobs Smhobs

A common question asked is, how can I increase the number of employees I have? I build all these shops, and I can't employ people!

As far as I know, you can only increase the number of employees in 2 ways:
1) Reaching certain levels.
2) Buying a Headquarters, found under the Corporate Facilities tab when building Landmarks

For number 1, I think you get a cap of 330 Jobs at level 20, 460 Jobs at level 22, and 700 Jobs at level 24.

Will update this as I find out more.

Have fun,
ST

Friday, December 7, 2012

50:50

Another quick note,

There is a Daily Quest that tells you to engage in Futures 50 times.

Now, if you're anything like me, you'll not buy futures at a high price and you'll want to buy the most profitable commodity!

The trick is, buy 500 contracts of a cheap commodity, and sell them 1 contract at a time.

That way, you'll finish the quest as fast as possible, and be able to move on to the next Daily Quest, while not compromising your acquisition of cheap high yield contracts.

Have fun,
ST

Thursday, December 6, 2012

Back to BASICS

There are THREE important things to know in running your company.
     1) Demo
     2) Profit
     3) Perks

Demo
----
This is a difficult but important concept to grasp. Demo is the larger of GPC and CHC. These are ‘Geographical and Population Coverage’ (GPC) and ‘Customer Handling Capacity’ (CHC)respectively. The way to remember their relationship is this:
     If you don’t have GPC, all the CHC in the world is useless. 
     If you don’t have CHC, you're wasting GPC.

If you’re mathematically inclined, it looks like this:
     If GPC > CHC, Demo = CHC
     If CHC > GPC, Demo = GPC

Demo is very important because, all else being equal, it is the single most important determinant in your profit. The more Demo, the more profit.

GPC is governed by three things: 1) Land Population, 2) Landmark Bonus and 3) Shop Level. Land Population increases as you migrate from District A to District B and from District B to District C and so on. Landmark Bonus comes from landmarks that you build and staff. In summary, the higher the District, and the more the landmarks, the more money you make. Shop Level increases GPC by expanding the area of influence of the specific shop. A Three-Star Shop covers 9 squares. A Five-Star Shop covers 49 squares.

CHC is governed by three things: 1) Shop Floors, 2) Shop Size and 3) Interior Design.

In summary,
   
     More DEMO, more profit
     More GPC, more DEMO (if enough CHC to cope)
     More CHC, more DEMO (if enough GPC to fill)
       
          Higher DISTRICT, more GPC
          More LANDMARK, more GPC
          Higher SHOP LEVEL, more GPC
          More SHOP FLOORS, more CHC
          Bigger SHOP, more CHC
          More INTERIOR DESIGN, more CHC
     

Profit
------
Profit is governed by three things: 1) Shop Type, 2) Pricing Skill and 3) Chancellor Bonus.

Essentially, profit is what’s left over after buying and selling something.
Do not confuse profit with Receivable.

Receivable = what you get paid for selling something.
Profit = what you get paid MINUS what you paid for it first.

Therefore,
     ARPD = what you get paid
     CoGS% = percent of ARPD you pay in the first place.

For example:
     Shop Type: Cafe
     ARPD  = 44
     CoGS% = 61%
     Profit = 44 MINUS 61% x 44
            = 44 MINUS 26.84
            = 17.16

     This means that for each product sold, you Profit 17.16 Cash. You earn 44 Cash, but you paid 26.84 Cash earlier. 

Compare this to a different type of shop:
     Shop Type: Watch
     ARPD  = 58
     CoGS% = 82%
     Profit = 58 MINUS 82% x 58
            = 58 MINUS 47.56
            = 10.44

     This means that for each product sold, you Profit 10.44 Cash. You earn 58 Cash, but you paid 47.56 Cash earlier. 

At the surface level, earning 58 Cash is better than earning 44 Cash. But if you count the actual Profit, earning that 44 Cash is better. Almost two times better.

Perks
-----
Perks are governed by a lot of things. The most important thing to know about perks is this: you sell things faster.

     More PERK, FASTER selling

If you can master these three concepts, you’re well on your way to becoming
a successful player in Biz Tycoon HD.

ST

Monday, December 3, 2012

Sailors

Sailors? In a business game?

Yes, you send handbags half way around the world and get paid for it.

You can also appoint 'sailors' or 'crew' if you like that increase the capacity of the boat.

Unfortunately, the requirements for the crew is inordinately high, so it may take a while to fill it in.

As it stands, I have only appointed 1 crew member - the added benefit was 100 extra goods. If it scales linearly, then a full crew will double the load. If it scales exponentially, who knows!

If you have more information, please let me know! I will update this as I appoint more crew members.

Have fun,
ST

NB: When I wrote this, I did not know if increasing the number of sailors improves cargo. In fact, it does! That is, the next employee increases the cargo capacity by a larger amount.

The second employee adds 200 cargo, the third 300 cargo. If one could extrapolate this, a full ship complement would result in 6500 cargo. That said, it is hard to fill the skillset required.

Monday, November 26, 2012

The Barrier

At a certain point in time, you will hit 'The Barrier'. This is when your shops sell so fast that you're re-stocking every 30 minutes or so! This happens early on when your shops have tiny capacities and you can only stock 10k goods.

The solution to this is the Just In Time skill, acquired when you reach the Roadshow phase. This lets you expand your Capacity or SFR as its known. My little piddly 10k shop now stocks 37k items. Whew!

Note, however, that it is okay to run empty! As long as you turn a profit each day.

Have fun,
ST

Formula and Datapoints

My apologies.

The formula I released last time is incorrect. As it stands now I cannot give a reasonably accurate formula. That initial formula worked for 15 footprint shops, that is 3 x 5 only. It doesn't work for 5 x 6, nor does it work for some other unknown variable.

I am certain you could work out your own formula if you collected enough data.

As it stands right now, my own formula for 5 x 6 shops is estimated by:

119.88 x Inventory x Employees / (Total Perks x Demo)

I could not extend it to Kate Media's shops;

If you could send me your data points, I will be happy to try and work out a general formula,
I will upload my own data at some point;

The things that I think are particularly pertinent are:

(Assuming 100% GPCD and max employees) Shop footprint, Floors, Inventory, Perk, Demo and JIT level.

Whether CEO level, company level, or CHC affect SFR is unknown (to me at least). It would be useful if you included that in your data!

The reason for trying to work out a formula are two fold - it can help you plan your sourcing cycles by estimating the time to run down for any broad increases in floors/size of the shops (i.e. you expand all your shops by 1 floor); the second use would be to plan ahead to see how much of an increase in TR you could gain by selling smaller shops and opening larger ones.

Have fun,
ST

Friday, November 23, 2012

Why, hello there!

Firstly I would like to apologize for not having written anything in the last two weeks! It has been a busy time! This absenteeism stems from my improper time budgeting - that is playing Biz Tycoon before study! As I mentioned before, Prior Planning and Preparation Prevents P*ss Poor Performance. I should listen to my own advice...

At any rate, I am back! There are so many things to talk about, but they'll trickle through as usual.

Have fun,
ST

Monday, November 12, 2012

Quota!

A quick note,

Losing in PvE does not reduce your quota at time of writing.

Handy tip: When you get the Daily Quest of 3 x PvE, enter an arena you expect to lose. You'll get the Daily Quest and still be able to help out guild members later.

Have fun,
ST

Corrected Formula

As I reached the Roadshow phase, I got access to the skill Just-In-Time. This allows me to stockpile more goods. However, it invalidated the formula I just posted. I have a new approximation which includes JIT.

122.644 * Capacity * Inventory

---------------------------------

Employees * Demo * TPerk * 60 (seconds/min) * TJIT


where TPerk is Perk / 100 + 1, eg. 800 % Perk, TPerk = 9.00
where TJIT = 100 / (JIT bonus + 100), eg. 100/350

As a worked example, I'll take my Jewelry store.

122.644 * 36979 * 16569 * 100
----------------------------------
15 * 3602 * 9.8867 * 60 * 350

= 669.87 minutes
= 11.16 hours = 11 hours 10 mins which approximates 11:09:58 given by the game.

Have fun,
ST

Saturday, November 10, 2012

Lucky Star images!

Found in the game files under Lucky Star! Some might find this interesting.



Just some of the images, no sig different ones.
LuckyStar.strings show:
"Playing Lucky Star costs 100 000 Cash each time. If the points are greater than the last time, you can get the higher reward.";
"50% of the Cash players use to play Lucky Star will be put into the Jackpot, the upper limit of Jackpot is 2 billion."

There appears to be four levels of winning - Grand, First, Second, Consolation (80%, 15%, 5% and 50k Cash respectively). I couldn't locate where they would insert this however, but yes, very interesting.

Have fun,
ST

*all images copyright Hui Liu, Biz Tycoon HD

Friday, November 9, 2012

Be Smart

Remember that in Biz Tycoon HD and life, the glory goes to the winners. And winners get where they get by working day in day out, rain or shine, always hustling for that extra edge.

But anyone can work hard without achieving much. So to be the best you can be, you have to plan ahead.

That is,

Prior Planning and Preparation Prevent P*** Poor Performance.

Have fun, ST

Wednesday, November 7, 2012

Tricky Trade

The Daily Quest can often take the shape of "Complete 2x International Trade".

Unfortunately, this can be a roadblock in getting all five Daily Quests simply because the minimum time for an International Trade is 1 hour.

To shorten this, I often plan to have an international trade arrive just around the refresh mark. For me, this means my ship arrives at its destination around 1800h. Even if it arrived earlier and I pay a late sales tax, this strategy lets me finish this Daily Quest quicker than otherwise possible.

Have fun, ST

Go Hard or Go Home

Don't forget that friendship is a two-way street.

Trim your friendship list every so often.



















I usually get rid of people who haven't showed up for 5 to > 7 days.

"The truth is, everyone is going to hurt you. You just got to find the ones worth suffering for." Bob Marley

Have fun, ST

Monday, November 5, 2012

Token Spoken

There may be a time when you PvE with your guild members but have to do other things after your individual win.

When the guild wins the PvE, your Token count may often not be updated. To correct this, close your app and login again - this should show an updated Token count.

Have fun, ST

The Law of Diminishing Returns

I think Hui Liu mentions this in the FAQ.

The Law of Diminishing Returns, also known as the Law of Marginal Utility, means that the benefit (Y) of doing something (X) decreases with additions.

That is, for example,

X * function = Y
2X * function = 2Y
3X * function = 3Y
4X * function = 3.75Y
5X * function = 4.5Y
6X * function = 5Y

This can be graphed by














That is, the more you put out, the less you get back.

From my calculations, it may take over a million tokens to increase the Pricing skill by one level around the Pricing Level 45 mark.

Have fun, ST

*images from Wikipedia.

Friday, November 2, 2012

Be Specific





Great advice.

Don't ask, how can I make my TR go up. Ask with conditions, for example, given I have 7 x 5 star shops, 5x3x5floors, avg Perk ard 500% in Dis C, how can I improve my receivables?

It can seem pedantic but it helps! The person asking will have to think about where he/she can improve, while the person being asked can give adviced tailored to your situation.

This is true in Biz Tycoon and in life.

Have fun, ST

PvE

PvE is a technical term for Player versus Environment. It essentially means you (the player) against an AI (the environment).

In Biz Tycoon HD, PvE is available to members of guilds. It is run in terms of maps of 5 headquarters.


In each of these 'headquarters', there are 9 AI. You, as the player, can challenge one of them by clicking on their face.











Your ability to win against this AI is given by the metric 'Biz Sense'. This can be found circled in red in the first picture.

Biz sense is related to 'company level, CEO skills and cars.'

Before entering the competition, there are some important stats given in the right column, circled in green. Talent gives you a guideline for how much Biz Sense is required to win. This can vary up and down by a bit (not sure exactly how much). For example, in the picture, the minimum Biz Sense would be 210. Required gives you the number of Wins you need to claim the Prize (Token). Guild Fund tells you how much is paid to your guild on winning.


The higher up you go, the bigger the prizes.

Quota tells you how many times you can Win in the 24 hour window.

Finally, the Token prizes gets paid to each contestant (even if they lost) when the guild wins. The Guild Fund gets paid to the guild once. Therefore, it makes sense to coordinate with your guild members. For example, Darksoil Voicecom, requires 5 winners with a minimum of 425 Biz Sense. If you had,

Player A Biz Sense 455
Player B Biz Sense 480
Player C Biz Sense 490
Player D Biz Sense 600
Player E Biz Sense 800
Player F Biz Sense 190
Player G Biz Sense 255
Player H Biz Sense 300

Obviously, players A to E could easily win Darksoil Voicecom. However, it will be worth organizing it like this:

Player A - B - C - D then Player F - G - H, then lastly Player E to grab the win.

In this manner, Player F, G and H also get 45 tokens each, which they otherwise would not have been able to gain. The only detractor is that if they had won at a lower league, they would have contributed cash to the guild. In my mind however, this is insufficient to warrant them earning lower tokens.

Have fun, ST

Wednesday, October 31, 2012

Curious

The Senator seat, at least the Chancellor seat grants +9% to ARPD.

However, it is interesting to note that this bonus is applied after/before the Pricing perk for cost.

That is,

Cost of Goods = ARPD * Pricing bonus * Senator Perk * CoGS

eg. 58 ARPD * 1.24 * 1.09 * 0.82 = 64.28 per unit

instead of,

Cost of Goods = ARPD * (Pricing bonus + Senator Perk) * CoGS

eg. 58 ARPD * 1.33 * 0.82 = 63.25 per unit

This increases the effectiveness of the Pricing bonus in terms of cost of goods, I have not done specific observations for ARPD but I would assume it is the same.

Have fun, ST