Store
Display Case
The case on the left of the shutter door. Merchandise in it brings buyers; neon signs and other special items bring sellers and other visitors.
- 1 to 4
- Buyers a day
- 75%
- Neon sign chance
- 20%
- Per Scavenger's Token
- At opening
- Case counted
Merchandise buyers
When the shutter opens, the case's items are added up by type, by their value. The types with the highest totals each bring one buyer. Items added later count from the next day.
Only these types count: Food, Medical, Material, Household Good, Substance, Weapon, Water, Armor, Tool, Modules and Ammunition. An item with two of them counts for both. Two types that bring the same customer bring them once.
Buyers a day
- Every store
- 1 buyer
- Showcase Expansion I
- +1 buyer
- Showcase Expansion II
- +1 buyer
- Buyer Referral Service (switched on)
- +1 buyer
- While the store is vandalized
- 1 buyer in all
Day 1 has no display-case buyers unless the intro is skipped.
Who each type brings
The type's total value in the case sets the buyer.
Water rations count as Water. The grade the water shows also counts: Pure Water as most of the water's value brings the Water Stockpiler from day 14 at any total, Pure or High-Quality Water brings at least the Spacer.
Total under 145 Credits. One of three at random.
Total under 145 Credits. One of three at random.
Total under 145 Credits. One of three at random.
Total 145 Credits or more, or store attractiveness 400 or more.
Total 350 Credits or more, from day 14.
Tools and Modules bring the Lower Level Inventor even under 145 Credits.
Material under 145 Credits. One of three at random.
Material under 145 Credits. One of three at random.
Material under 145 Credits. One of three at random.
Tool or Modules at any total. Material at 145 Credits or more, or attractiveness 400 or more.
Total 350 Credits or more, from day 14.
Total under 145 Credits. One of three at random.
Total under 145 Credits. One of three at random.
Total under 145 Credits. One of three at random.
Total 145 Credits or more, or store attractiveness 400 or more.
Total 350 Credits or more, from day 14.
Total under 145 Credits. One of three at random.
Total under 145 Credits. One of three at random.
Total under 145 Credits. One of three at random.
Total 145 Credits or more, or store attractiveness 400 or more.
Total 300 Credits or more, from day 14.
Sellers and other visitors
Each special item in the case gives its visitor a chance a day. Each one comes at most once a day.
A Lower Level Citizen, 50%.
A Mercenary, 40%.
An Upper Level Citizen, 35%.
A Scavenger, 20% for each token in the case.
Food Thief 30%, Petty Thief 20% or Thief 10% per lamp, plus half your Black Market reputation. At most 95%.
A water seller, 75%. With Water Trading: a Lower Level Citizen on Mondays and Fridays, a Scav on other days. Without it: a Scav.
A seller, 75%: a Scavenger or a Thief. The Scavenger's weight is Lower Levels reputation + 25, the Thief's is Black Market reputation.
A seller, 75%: a Scavenger or a Thief. The Scavenger's weight is Lower Levels reputation + 25, the Thief's is Black Market reputation.
A seller, 75%: a Scavenger or a Thief. The Scavenger's weight is Lower Levels reputation + 25, the Thief's is Black Market reputation.
A seller, 75%: a Scavenger or a Thief. The Scavenger's weight is Lower Levels reputation + 25, the Thief's is Black Market reputation.
Any Appraisal Board certificate: a Scavenger with items to appraise, 33%, 42%, 48% or 55% by your rank.
A gun seller, 40%: a Lower Level Citizen (53%) or a Mercenary (47%).
An Upper Level Citizen selling guns, 25%.
Who these items bring
Class I Weapon Permit, Water Neon Sign, Firearm Neon Sign.
Class II Weapon Permit, Firearm Neon Sign.
Class III Weapon Permit, Heavy Firearm Neon Sign.
Scavenger's Token, the four goods signs, certificates.
Water Neon Sign.
Black Lamp, the four goods signs.
Black Lamp.
Black Lamp.
These visitors take the day's random-customer slots first, in the order above. When the slots are full, the rest stay away. The number of slots is on Store attractiveness.
Weapon permits and certificates gain chance on every day their visitor does not come. A Class I Weapon Permit's 50% becomes 75% after one such day and 100% after two. A Junior rank's 33% becomes 49%, then 66%. The weapon market raises or lowers the permit chances.
A Black Lamp is double-clicked to switch who it signals: Food Thief, Petty Thief or Thief.
Discerning Shopper
Contraband in the case
Any contraband in the case, or a stolen item in it that is recognised, brings a Security inspection that day. A recognised item's heat goes to 100.
Clientele screen
The Clientele screen beside the shutter shows the next opening as the case stands now.
- Expected Buyers From Displayed Merchandise
- Buyer (type) for each counted type; the Discerning Shopper's chance or cooldown
- Expected Normal Customers
- The number of random customers, then each special item with its visitor and chance
- * after a chance
- Raised by days without the visitor, or by the weapon market
Random customers per day and their budget
What each type means for who buys it
Upgrades, referrals and Showcase Expansions
Weapon permits and the gun buyers they bring
Certificates, ranks and appraisal customers
Inspections, burglary and insurance
Heat, recognised items and fencing
Every customer, what they buy and their budget
The order of a day and the night log











