Re: 'Drugs' Product Class/Building Inconsistency
Posted: Sun Apr 25, 2021 10:44 am
Awesome, yes very clear! Thank you!
Could this information be added to the Official Site under the ''Retail Simulation Enhancement'' subsection?
Link: https://www.capitalismlab.com/new-conte ... hancement/
This should make it easier for players to understand the mechanics more in depths and provides an easy location for access of the information.

I'll ask for one last clarification, does total product classes include internet and software classes? What about semi-products as a non-expertise class for example? There are also a few classes in the .dbf files such as livestock and raw resources that don't show up in the manufacturing guide, are these counted towards the total?
There are 22 normal product classes, 1 semi-product class and 1 software megaclass in the manufacturing guide. I suspect it only counts the normal product classes? so 22. There are also 7 software classes and 12 internet classes, I suspect these are added as well?
This would bring us to 42 classes in a vanilla game. 42 x 10 = 420
supermarket has 7 product classes = 7
420 / 7 = 60 - 10 = 50 demand bonus for supermarket
I exclude the internet classes = 420 -120 = 300
(300 / 7) -10 = 32 demand bonus for the supermarket.
I suspect it probably doesn't count internet companies as classes as they aren't even listed in the modkit as classes but as companies instead.

Another possible calculation is by going from the .dbf files itself.
Then there are 29 classes (minus software, otherwise 30) + 7 actual software classes = 36 or 37
36 x 10 = 360 / 7 = 51 - 10 = 41
I'm inclined to believe it's the last calculation I made that is the correct one.
An official word on this would be convenient

Boy I feel like a little nuisance sometimes asking so many questions
