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http://steamcommunity.com/sharedfiles/filedetails/?id=921485888
i have 4 cashiers to try to meet demand and not lose any customers to long queues.
Next to it is a wine store which is basically the same thing but with Wine as the main product.
Satisfying all 3 tiers of beverages
http://steamcommunity.com/sharedfiles/filedetails/?id=921485907
Maybe they will surprise me and ramp up later on as population grows. It's just disappointing as Liquor was a large unsatisfied demand according to the needs view so I thought it would earn a lot more than it does currently.
"A store that focuses on one single product (specialty store) will satisfy demand for all 3 quality tiers for this product."
Update: I added one more bus stop and had the store open from 13 to 24 and I set a record for profit at 34% with 5 days in a row now over 20%.... Not the best and it seems liquor needs a bit of tweaking.
@DannyBoy I was able to set manual profit margins of 200% for wine and liquor but I left the other beverages at auto margins.
I have 2 cashiers in my wine store and I was losing customers due to queuing. It made $98 profit.
I have 4 cashiers in my liquor store and I didn't lose any customers. It made $56 loss.
From what I can see I had less customers go through the wine store than the liquor store (from the needs window 31 sales of wine vs 48 sales of liquor yesterday). Now I guess that doesn't include the soda, juices etc but the hourly sales charts shows the liquor store was more popular with customers.
It just doesn't add up....
Is there any downside to setting 200% profit at this stage?
Next time I'll raise the stocking load level and see what it does to the maintenance cost.
Also, I found that once you open the road connections, everything makes a decent profit (except the bowling alley).
The problem with this is when they bring in factors to keep you from putting proftis on max. This is why I leave the defauts and try to make it work.