New industry: Real estate
May 2, 2021 11:03:03 GMT
via mobile
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Post by CMACEndeavours on May 2, 2021 11:03:03 GMT
My idea is to make a real estate industry by building off the current construction industry. The main things I tried to do were to make it as easy as possible to implement, 1 or 2 new buildings and a few new features and you got it, and also bring the quality element into construction.
What is the principle: An alternative end industry that makes somewhat similar/ better profits than AS
New buildings: Real estate office (retail), and a new construction building to “assemble houses”
New products: Things such as:
Rancher
Economy house
Luxury house
Condo
Luxury condo
Retail cost mechanics: Start order, x wages per hour paid until you find a customer. Each level of real estate office increases your chance of finding an order by x% (each % increase decreasing slightly as you reach higher lvl s up). It would not be fixed though, you would still have a different search time for each order because in my mind it would be (to a point) based on luck. Also,economy-based luck could be implemented. i.e recession X% decrease in sale probability, % Boom X% increase, normal X% base rate. The average wait time for level 1 in normal would be approximately 20hr. Every hour or two you can check your offices to see if you got an order
Retail order mechanics: Order comes in, and you have X house being bought. There will be Q bonuses and also (in a way) customer bonuses. For example, if you have a farmer coming in and offering to buy a “rancher” and you have a banker offering to a “luxury house” The banker will most likely give you more profits due to higher assumed income, thus a better offer.
Pricing and supply possibilities:
Order: Banker buying a luxury condo @380k + 5% per Q bonus
Luxury condo inputs
40x CU- 89k
10x window- 1k
250x tools- 43k
100x RC-16k
8k Cement- 44k
203k+wages on ___=218k+transport (10k)= Sourcing cost *221k*
*Assuming the house is Q2*
Player retailing with the real estate office buys a house for 310k
Takes the order, sells the house at 418k (Q2 bonus) Makes a profit of 118k-17k(wages)=101k profit
Supplier makes a profit of 90k
Scenario 2
Farmer buying rancher at 190k+3% Q bonus
15x CU 33k
4x window 500
3k bricks- 7k
100x tools- 17k
100x RC -17k
5k planks-40k
=104k+ wages = 123k+transport(10k) 3k=126k Sourcing cost
*Assuming house is Q3*
Player retailing buys the house for 168k
Sells house at 207k making 40k-20k(wages)=20k profit
Producer makes 45k profit
Final scenario:
Farmer buying rancher at 150k+2% Q bonus
15x CU 33k
4x window 500
3k bricks- 7k
100x tools- 17k
100x RC -17k
5k planks-40k
=104k+ wages from___= 123k+transport(10k) 3k=126k Sourcing cost
*Assuming house is Q2*
Player retailing COULD buy the house for 165k
COULD Sell house at 156k making -10k-18k(wages) profit=-28k
(This is where declining an offer comes in)
Supplier makes 30k profit
Of course after the main ideas, this is all speculation and possible features I had made up. Just remember my main idea, and principle are the most important things. After that it’s just a little fun I had. *those house orders are just examples. Not meant to be actual possibilities*
What is the principle: An alternative end industry that makes somewhat similar/ better profits than AS
New buildings: Real estate office (retail), and a new construction building to “assemble houses”
New products: Things such as:
Rancher
Economy house
Luxury house
Condo
Luxury condo
Retail cost mechanics: Start order, x wages per hour paid until you find a customer. Each level of real estate office increases your chance of finding an order by x% (each % increase decreasing slightly as you reach higher lvl s up). It would not be fixed though, you would still have a different search time for each order because in my mind it would be (to a point) based on luck. Also,economy-based luck could be implemented. i.e recession X% decrease in sale probability, % Boom X% increase, normal X% base rate. The average wait time for level 1 in normal would be approximately 20hr. Every hour or two you can check your offices to see if you got an order
Retail order mechanics: Order comes in, and you have X house being bought. There will be Q bonuses and also (in a way) customer bonuses. For example, if you have a farmer coming in and offering to buy a “rancher” and you have a banker offering to a “luxury house” The banker will most likely give you more profits due to higher assumed income, thus a better offer.
Pricing and supply possibilities:
Order: Banker buying a luxury condo @380k + 5% per Q bonus
Luxury condo inputs
40x CU- 89k
10x window- 1k
250x tools- 43k
100x RC-16k
8k Cement- 44k
203k+wages on ___=218k+transport (10k)= Sourcing cost *221k*
*Assuming the house is Q2*
Player retailing with the real estate office buys a house for 310k
Takes the order, sells the house at 418k (Q2 bonus) Makes a profit of 118k-17k(wages)=101k profit
Supplier makes a profit of 90k
Scenario 2
Farmer buying rancher at 190k+3% Q bonus
15x CU 33k
4x window 500
3k bricks- 7k
100x tools- 17k
100x RC -17k
5k planks-40k
=104k+ wages = 123k+transport(10k) 3k=126k Sourcing cost
*Assuming house is Q3*
Player retailing buys the house for 168k
Sells house at 207k making 40k-20k(wages)=20k profit
Producer makes 45k profit
Final scenario:
Farmer buying rancher at 150k+2% Q bonus
15x CU 33k
4x window 500
3k bricks- 7k
100x tools- 17k
100x RC -17k
5k planks-40k
=104k+ wages from___= 123k+transport(10k) 3k=126k Sourcing cost
*Assuming house is Q2*
Player retailing COULD buy the house for 165k
COULD Sell house at 156k making -10k-18k(wages) profit=-28k
(This is where declining an offer comes in)
Supplier makes 30k profit
Of course after the main ideas, this is all speculation and possible features I had made up. Just remember my main idea, and principle are the most important things. After that it’s just a little fun I had. *those house orders are just examples. Not meant to be actual possibilities*