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CORP: rework (#428)
* corp overhaul: Corp production quality now depends on materials * corp overhaul: Product price can be set separately for each city * corp overhaul: export uses relatives * corp overhaul: ignore energy in quality * corp overhaul: getProduct() is city dependant * corp overhaul: bulkbuy available from start * corp overhaul: add multibuy for leveled upgrads * corp overhaul: changes to UI * corp overhaul: base quality 1, reqmat changes * corp overhaul: puchased material quality is 1 * corp overhaul: get rid of the text box from ta2 * corp overhaul: sold shares limitations * corp overhaul: coffee -> tea, training -> intern * corp overhaul: smartsupply has multiple options * corp overhaul: restart, literature, investore, ui * corp overhaul: nerf advertising * corp overhaul: bunch of stuff
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@@ -24,7 +24,8 @@ export const stateNames: CorpStateName[] = ["START", "PURCHASE", "PRODUCTION", "
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/** Names of all materials */
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materialNames: CorpMaterialName[] = [
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"Water",
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"Energy",
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"Ore",
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"Minerals",
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"Food",
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"Plants",
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"Metal",
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@@ -73,7 +74,6 @@ export const stateNames: CorpStateName[] = ["START", "PURCHASE", "PRODUCTION", "
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"Go-Juice",
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"HRBuddy-Recruitment",
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"HRBuddy-Training",
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"JoyWire",
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"Market-TA.I",
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"Market-TA.II",
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"Overclock",
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@@ -96,7 +96,7 @@ export const stateNames: CorpStateName[] = ["START", "PURCHASE", "PRODUCTION", "
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issueNewSharesCooldown = 216e3,
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/** Cooldown for selling shares in game cycles. 1 hour. */
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sellSharesCooldown = 18e3,
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coffeeCostPerEmployee = 500e3,
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teaCostPerEmployee = 500e3,
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gameCyclesPerMarketCycle = 50,
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gameCyclesPerCorpStateCycle = gameCyclesPerMarketCycle / stateNames.length,
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secondsPerMarketCycle = (gameCyclesPerMarketCycle * CONSTANTS.MilliPerCycle) / 1000,
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@@ -117,7 +117,25 @@ export const stateNames: CorpStateName[] = ["START", "PURCHASE", "PRODUCTION", "
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/** Max products for a division without upgrades */
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maxProductsBase = 3,
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fundingRoundShares = [0.1, 0.35, 0.25, 0.2],
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fundingRoundMultiplier = [4, 3, 3, 2.5],
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valuationLength = 5,
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/** Minimum decay value for employee morale/happiness/energy */
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minEmployeeDecay = 10;
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fundingRoundMultiplier = [3, 2, 2, 1.5],
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valuationLength = 10,
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/** Minimum decay value for employee morale/energy */
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minEmployeeDecay = 10,
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/**smart supply ot */
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smartSupplyUseOptions = ["leftovers", "imports", "none"],
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PurchaseMultipliers: {
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[key: string]: number | "MAX" | undefined;
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x1: number;
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x5: number;
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x10: number;
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x50: number;
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x100: number;
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MAX: "MAX";
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} = {
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x1: 1,
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x5: 5,
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x10: 10,
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x50: 50,
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x100: 100,
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MAX: "MAX",
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};
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