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Store Renovation I

Category
Store
Official description
Wild will hire contractors to make modest renovations to the Store, improving its base attractiveness by 150 points.
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How it works

Attractiveness 250→400. No extra normal customers yet (the next step is 500), but customers with a budget get +10%, and Display Case customers are always at least second tier whatever you display. With garbage bags out front you still keep 2 normal customers. The step toward Store Renovation II.

What it does

Raises your base Store Attractiveness; each Store Renovation adds to the last.

Rating

AStrong choice

Adds 150 base attractiveness, reaching 400 in an otherwise unmodified clean shop. This improves budgeted customers and Display Case customer tiers, but the next normal customer count threshold is 500, so this tier alone does not add that normal customer.

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 when saleable goods are held back by small customer budgets or weak Display Case customers; still confirm the customers accept those goods.

When production falls shortDelay if every finished item already sells. Fix production or procurement before raising the budget of customers who find empty shelves.

Ratings by specialization

  • ApprenticeARecommended time to buy: Mid game
    Rating
    Adds 150 base attractiveness, reaching 400 in an otherwise unmodified clean shop. This improves budgeted customers and Display Case customer tiers, but the next normal customer count threshold is 500, so this tier alone does not add that normal customer.
  • Water MerchantARecommended time to buy: Mid game
    Rating
    Adds 150 base attractiveness, reaching 400 in an otherwise unmodified clean shop. This improves budgeted customers and Display Case customer tiers, but the next normal customer count threshold is 500, so this tier alone does not add that normal customer.
  • FenceARecommended time to buy: Mid game
    Rating
    Adds 150 base attractiveness, reaching 400 in an otherwise unmodified clean shop. This improves budgeted customers and Display Case customer tiers, but the next normal customer count threshold is 500, so this tier alone does not add that normal customer.
  • Rock BottomBRecommended time to buy: Mid game
    Rating
    Recover a functioning retail business before putting scarce cash into attractiveness. It improves stocked trade rather than creating opening goods.
  • Hydroponic FarmerARecommended time to buy: Mid game
    Rating
    Adds 150 base attractiveness, reaching 400 in an otherwise unmodified clean shop. This improves budgeted customers and Display Case customer tiers, but the next normal customer count threshold is 500, so this tier alone does not add that normal customer.
  • GunsmithBRecommended time to buy: Mid game
    Rating
    A later help for ordinary stock sales. Larger customer budgets are not a blanket increase to fixed order rewards, so parts and funded orders come first.
  • ChemistBRecommended time to buy: Mid game
    Rating
    Only after contract inputs and crime control are funded. Better retail budgets cannot repair a short or impure delivery.
  • Rat WranglerARecommended time to buy: Mid game
    Rating
    Adds 150 base attractiveness, reaching 400 in an otherwise unmodified clean shop. This improves budgeted customers and Display Case customer tiers, but the next normal customer count threshold is 500, so this tier alone does not add that normal customer.
  • AquafarmerBRecommended time to buy: Mid game
    Rating
    Buy after water, food and power keep fish alive and harvests can be sold. Attractiveness does not stabilize a failing tank.

Recommended time to buy

Mid game

Undiscounted unlock price on Mark Up: 500. Buy after ordinary trade or harvests cover the operating cycle. It works without waiting for a new crop, but needs customers, usable stock and cleanliness to earn the cost back.

Upgrades and perks that work well with it

  • Store Renovation II

    The next renovation can cross the 500 normal customer threshold when cleanliness is maintained.

Price

  • No perk

    Price Gouge
    500
    Mark Up
    500
    Thin Margins
    750
    Red Ink
    1,000
  • Wild's Favorite

    Price Gouge
    450
    Mark Up
    450
    Thin Margins
    675
    Red Ink
    900
  • On Wild's Bad Side

    Price Gouge
    550
    Mark Up
    550
    Thin Margins
    825
    Red Ink
    1,100
  • Pillar of the Lower Levels

    Price Gouge
    425
    Mark Up
    425
    Thin Margins
    638
    Red Ink
    850
  • Wild's Favorite + Pillar of the Lower Levels

    Price Gouge
    382
    Mark Up
    382
    Thin Margins
    574
    Red Ink
    765
  • On Wild's Bad Side + Pillar of the Lower Levels

    Price Gouge
    468
    Mark Up
    468
    Thin Margins
    701
    Red Ink
    935

Favor pays first; the rest is cash.

Requirements and unlocks

Requires
None
Unlocks

Attractiveness and customer budgets

Attractiveness by garbage
  • No renovation

    Nothing to clean
    250 (2 normal customers)
    Garbage bags
    200 (1 normal customer)
    So much garbage and junk
    150–175 (0 normal customers)
    A complete mess
    125 (0 normal customers)
  • Store Renovation I

    Nothing to clean
    400 (2 normal customers)
    Garbage bags
    320 (2 normal customers)
    So much garbage and junk
    240–280 (1–2 normal customers)
    A complete mess
    200 (1 normal customer)
  • Store Renovation II

    Nothing to clean
    550 (3 normal customers)
    Garbage bags
    440 (2 normal customers)
    So much garbage and junk
    330–385 (2 normal customers)
    A complete mess
    275 (2 normal customers)
  • Store Renovation III

    Nothing to clean
    700 (3 normal customers)
    Garbage bags
    560 (3 normal customers)
    So much garbage and junk
    420–490 (2 normal customers)
    A complete mess
    350 (2 normal customers)

Columns: what the Nightly Report says about the storefront on nights without the Janitorial Service. Garbage piles up each night you skip it; using it clears it.

Price per 1% of customer budget (Mark Up)
  • Store Renovation I

    Price
    500
    Budget
    +10%
    Per 1%
    50
  • Store Renovation II

    Price
    750
    Budget
    +15%
    Per 1%
    50
  • Wild's Endorsement I

    Price
    2,500
    Budget
    +25%
    Per 1%
    100
  • Wild's Endorsement II

    Price
    5,000
    Budget
    +25%
    Per 1%
    200
  • Wild's Endorsement III

    Price
    10,000
    Budget
    +25%
    Per 1%
    400

Store Renovation III isn't in this table: it also raises budgets, through a step the Calendar's Status tab doesn't list.

Store Renovation I + Store Renovation II (1,250, one more normal customer a day): 32.1 per extra customer if owned by day 10, 43.1 by day 20, before the budget bonus.