Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I would like the game to randomize customer traits on each playthrough, and have a system that rewarded meeting those traits. That would make the "best mix" less cookie cutter, I'm getting tired of the same old OIl-Cuke-Pearcetemal-Gas-Cuke-Battery-Semen-Bean mix for every drug on every playthrough.
Not really. There is already a mod that does this exact thing. I would just prefer it in the base game.
That shouldn't be possible simply because you don't have enough customers with enough money available no matter how much product you have. I've sold to nearly every customer I have at that point and it was just a few thousand, no where near the $25k you need. Without actually checking, I'd guess you have no more than 36 customers at the max (which would be closer to possible if you'd unlocked the third area which would mean you were quite far along), and if every one of them spent $500, which they won't, you would only get $18k. No matter how expensive the product is, the customer only has a finite amount to spend. The real issue is you suggest buying the bungalow allows buying the barn the very next day. Hogwash. Only if you'd gathered tons of money over many days. Are you playing with mods or something unusual like an exploit of some kind?