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Store

Store Attractiveness

A store number that sets how many random customers come each day, how much they can spend and how often poor customers come. The Calendar shows it.

250
Base
+150 each
Store Renovation
+100 or more
Mirage Projector
0 to 6 a day
Random customers

What changes it

Store attractiveness

Base
250
Store Renovation I, II and III
+150 base each
Mirage Projector
+100 or more, the day after a powered night
Garbage
-5% of the base per garbage, from 4 garbage

Each night without the Janitorial Service adds 2 garbage, up to 10. A paid night clears it. The Calendar's meter shows the base, the trash loss and the projector.

Attractiveness at base 250

Clean store250
6 garbage (3 nights unpaid)175
10 garbage (5 nights unpaid)125

Random customers per day

Random customers

Attractiveness 200 or more
+1
Attractiveness 250 or more
+1
Attractiveness 500 or more
+1
Referral (Lower Levels 20 or more)
+1
Poor Reviews (Lower Levels -20 or less)
-1
Prime Real Estate (perk)
+1
Side Street (perk)
-1
Went out after hours last night
-1, not with Short Sleeper
Total
0 to 6

While the store is vandalized, the three attractiveness steps give nothing. A clean store with no perks gets 2 random customers.

With the intro played, days 1 to 13 have no random customers. With it skipped, only day 1 has none.

Neon signs, tokens, permits and other display case visitors take these slots first. A wanted customer due that day takes one of them. A customer comes at most once a day.

Budget and poor customers

By store attractiveness

300 or more
+10% budget
400 or more
The second customer mix
450 or more
+25% budget
600 or more
+50% budget
650 or more
The third customer mix
750 or more
+75% budget
900 or more
+100% budget

The game's attractiveness list leaves out the +50% step at 600. The odds of each customer at each step are on their customer page.

At 400 or more, every display-case buyer comes at the 145-Credit step or higher, whatever the case holds.

Where the points come from

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