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If Dev makes it so 16 cans of soup now fit -he has to jiggle everything to make all the Concepts still balance.
As for size of shelf space, that should really only affect restocking, as you wont have to stock it as often. Should be simply a matter of doubling the number of slots for a second row. That would allow you to go longer before restocking and potentially save on staff costs.
Pricing - Now I'm drifting into macro Econ territory and some guesswork. Not disagreeing with the premise - i agree that the buy/sell price is out of whack for me - personally. But what most Americans fail to consider is that our basic staple foods have Govt price guarantees on them (Just don't call it socialism /s) . Had a chap from New Zealand visit us in Calif when I was a senior in HS (17). He couldn't stop buying milk every time he went to a gas station or store. Milk in USA (even SoCal) cost less than 1/3 of what he normally paid. Most other Govt's around the world now have similar price guarantees - But we do it on steroids to make sure Big Agro stays in biz (like oil subsidies). Not saying right or wrong - Whens the last time you couldn't find eggs or milk immediately? Food Stamps helped power us out of the Great Depression. Just that food prices swing very wildly even just across national borders. Add to that Game Balance. Dev could price everything very accurately for each individual user group/currency/Market Area. But then have to re-balance the three concepts to each other every time.
For me, that sets the premise for all $ ratios. I assume even tho $20/hour is outrageous for a cashier where I live, Labor Cost seems to be balanced okay overall to what my Gross Profit margin is. I've known plenty of Store Managers in my life. Not a single one ever got anywhere near 10% of the Net profit for their store. It's always just a meager few grand a quarter in bonuses if you hit certain %.
I treat it as an adaptation of a great Board Game that I've never managed to play and can't find the rules for :) Numbers are what they are for game balance. So far it works so I'll play along.
But the most unrealistic thing I'd say is the profit on grocery prodcut. If my boss would make 50% to 80% profit on grocery products he would be a multi billionaire....
1) Insurance - Insuring Computers vs Broccoli
2) Part of the increased cost % (in comparison) for Clothes and Electronics are in Dealer/Licensing fee's
If the Concepts were not balanced, the base purchase price would be the simplest way to rebalance. So I expect some fluidity there as updates come in and effect game balance. Especially if the requests for fresh concepts is in the works.
As an example - Dev could say "Insurance" is why Elect seems lower than Groceries (in comparison to RL) Not as a reason to lower it further.
It's for Balance and Gameplay. So much is not being captured on our Income Statements & Balance Sheets that is in RL, yes? I finally learned to stop looking for a Depreciation Expense lol. So 'Reality' has far less of a hold on me compared to game balance.
Does a 20,000 sq ft Clothing store have the same utilities cost of a similar sized Grocery Store? I can't say for sure, but I would assume all those coolers and freezers have to be a significant additional cost that is not being captured accurately here. (this would move the needle in the wrong way for this issue, but is an example of the 'ish part of the game)
We can literally have 100 Employees that all work 2 hour shifts one day a week for zero HR costs.
The GPM is the easiest variable Dev can manipulate to balance the concepts, without mucking up the code with different upstream Income Statements types for every Concept.
The Net PM comparison between the three Concepts is what matters. If Dev changed the GPM in Groceries to be more realistic without taking time to completely redo the Groceries Concept as a separate code from the other concepts to keep it in balance, everyone would ♥♥♥♥♥ about Groceries being impossible.
Normally people are expected to buy like 50 items when doing their groceries. So a (successful) grocery store should require many cash registers, a very large storeroom and many many copies of the same item because you only make 15% profit on each item but sell many per customers instead of 1 item at 60% profit.
Right now there is no different feeling from running any of the 3 types of store other than the base price of items. Groceries are cheap so you can have many in stock but customer don't really buy more of them. Clothings are a middle ground and electronics are the most expensive but bring in the most profit with a little help from advertising. So right now the only option to make money fast is to go for electronics.
Edit. Grocery SHOULD be impossible without a starting cash of at least 250 000$ to 500 000$ to have an appropriate inventory, space, shelves and make agressive advertisement to get people in. You do not start a grocery chain with 10 000$... With that cash you make a small family convenience store at best. But the game is built around making a mega corp with the HQ...
what I dont find appealing about Traders Life is having to manually stock each item. I perfer how this game does that.
What I like about Traders Life that this game does not have is having your apartment and some life outside of the immediate store.
That said, with no question I find this one more appealing the Traders Life