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Showcase Expansion I

Category
Store
Official description
Your showcase will be expanded to allow more items to be displayed. 1 more customers will be visiting to buy items from the Display Case per day.
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How it works

Enlarges the Display Case and brings one more Display Case customer every day (1→2 types draw a buyer), on top of normal customers. If you play the intro, no random normal customers come until day 14, so this nearly doubles your early buyers. That customer only comes if you display a second type of goods. Bought on day 7, it pays off at about 5 credits of profit per extra customer.

What it does

Expands the Display Case, and 1 more customer comes for it each day while your store is not vandalized.

Rating

AStrong choice

A cheap permanent way to add Display Case space and one category visitor slot. It helps any business with a second distinct saleable category, but duplicated stock in one category cannot fill the extra slot.

A clear effect that is worth the price. Buy it early once rent and the materials for your route are covered.

When stock is piling upPrioritize if a second saleable category is waiting; adding more of the same category does not satisfy that condition.

When production falls shortWait if all finished output sells or only one category is available; fund the missing goods or production inputs first.

Ratings by specialization

  • ApprenticeSRecommended time to buy: Early game
    Rating
    The starting retail stock spans useful categories. Delaying the inexpensive extra category slot leaves a central early sales opportunity unused, especially during the intro's restricted normal customer traffic.
  • Water MerchantARecommended time to buy: Early game
    Rating
    A cheap permanent way to add Display Case space and one category visitor slot. It helps any business with a second distinct saleable category, but duplicated stock in one category cannot fill the extra slot.
  • FenceARecommended time to buy: Early game
    Rating
    A cheap permanent way to add Display Case space and one category visitor slot. It helps any business with a second distinct saleable category, but duplicated stock in one category cannot fill the extra slot.
  • Rock BottomBRecommended time to buy: Mid game
    Rating
    First recover stock and rent cash. Expansion matters once there are two saleable categories; the zero-stock opening cannot use it.
  • Hydroponic FarmerARecommended time to buy: Early game
    Rating
    A cheap permanent way to add Display Case space and one category visitor slot. It helps any business with a second distinct saleable category, but duplicated stock in one category cannot fill the extra slot.
  • Rating
    Extra Display Case room helps alongside the existing permit, but another category slot does not itself add gun orders. Protect order and rent funding first.
  • ChemistBRecommended time to buy: Mid game
    Rating
    Useful for genuine retail surplus only after the next contract delivery is reserved. Purity, delivery and crime control take priority over another category slot.
  • Rat WranglerBRecommended time to buy: Late game
    Rating
    The Display Case only draws as many customers as the categories you display. Raw Meat (Standard) counts only as food there (Luxury Item is not a Display Case category), so while you display only meat the extra slot stays empty. The base Display Case already holds three or more units of Raw Meat (Standard), enough for the Upper Level Private Chef at normal market value.
  • AquafarmerBRecommended time to buy: Late game
    Rating
    Buy after tanks survive reliably and harvested goods actually wait for sale. Most fish output alone does not create another distinct category.

Recommended time to buy

Early game

Undiscounted unlock price on Mark Up: 200. Buy once rent is secured and a second useful category is available. The effect is available without waiting for a production cycle; avoid buying an empty visitor slot.

Upgrades and perks that work well with it

  • Buyer Referral Service

    Referral can add another distinct category slot and a stock-matched buyer opportunity when surplus is sufficient.

Price

  • No perk

    Price Gouge
    200
    Mark Up
    200
    Thin Margins
    300
    Red Ink
    400
  • Wild's Favorite

    Price Gouge
    180
    Mark Up
    180
    Thin Margins
    270
    Red Ink
    360
  • On Wild's Bad Side

    Price Gouge
    220
    Mark Up
    220
    Thin Margins
    330
    Red Ink
    440
  • Pillar of the Lower Levels

    Price Gouge
    170
    Mark Up
    170
    Thin Margins
    255
    Red Ink
    340
  • Wild's Favorite + Pillar of the Lower Levels

    Price Gouge
    153
    Mark Up
    153
    Thin Margins
    230
    Red Ink
    306
  • On Wild's Bad Side + Pillar of the Lower Levels

    Price Gouge
    187
    Mark Up
    187
    Thin Margins
    281
    Red Ink
    374

Favor pays first; the rest is cash.

Requirements and unlocks

Requires
None
Unlocks

Extra buyers and break-even

Buyers a day on days 8–13 (intro played)
  • No upgrades

    Display Case customers
    1
    Referred shopper
    0
    Total
    1
  • Showcase Expansion I

    Display Case customers
    2
    Referred shopper
    0
    Total
    2
  • Buyer Referral Service

    Display Case customers
    2
    Referred shopper
    1
    Total
    3
  • Showcase Expansion I + Buyer Referral Service

    Display Case customers
    3
    Referred shopper
    1
    Total
    4
  • Showcase Expansion I + Showcase Expansion II + Buyer Referral Service

    Display Case customers
    4
    Referred shopper
    1
    Total
    5

Display Case customers need that many categories on display.

Profit per extra customer to break even (Mark Up, until night 48)
  • Showcase Expansion I

    Bought on day 7
    4.8
    Day 15
    5.9
    Day 30
    10.5
  • Showcase Expansion II

    Bought on day 7
    11.9
    Day 15
    14.7
    Day 30
    26.3
  • Buyer Referral Service

    Bought on day 7
    7.4
    Day 15
    7.9
    Day 30
    10.3