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.
On this page
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
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.
| Specialization | Rating |
|---|---|
| Apprentice | ARecommended time to buy: Mid game 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 Merchant | ARecommended time to buy: Mid game 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. |
| Fence | ARecommended time to buy: Mid game 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 Bottom | BRecommended time to buy: Mid game Recover a functioning retail business before putting scarce cash into attractiveness. It improves stocked trade rather than creating opening goods. |
| Hydroponic Farmer | ARecommended time to buy: Mid game 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. |
| Gunsmith | BRecommended time to buy: Mid game 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. |
| Chemist | BRecommended time to buy: Mid game Only after contract inputs and crime control are funded. Better retail budgets cannot repair a short or impure delivery. |
| Rat Wrangler | ARecommended time to buy: Mid game 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. |
| Aquafarmer | BRecommended time to buy: Mid game 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
| Price Gouge | Mark Up | Thin Margins | Red Ink | |
|---|---|---|---|---|
| No perk | 500 | 500 | 750 | 1,000 |
| Wild's Favorite | 450 | 450 | 675 | 900 |
| On Wild's Bad Side | 550 | 550 | 825 | 1,100 |
| Pillar of the Lower Levels | 425 | 425 | 638 | 850 |
| Wild's Favorite + Pillar of the Lower Levels | 382 | 382 | 574 | 765 |
| On Wild's Bad Side + Pillar of the Lower Levels | 468 | 468 | 701 | 935 |
Favor pays first; the rest is cash.
Requirements and unlocks
- Requires
- None
- Unlocks
Attractiveness and customer budgets
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)
| Nothing to clean | Garbage bags | So much garbage and junk | A complete mess | |
|---|---|---|---|---|
| No renovation | 250 (2 normal customers) | 200 (1 normal customer) | 150–175 (0 normal customers) | 125 (0 normal customers) |
| Store Renovation I | 400 (2 normal customers) | 320 (2 normal customers) | 240–280 (1–2 normal customers) | 200 (1 normal customer) |
| Store Renovation II | 550 (3 normal customers) | 440 (2 normal customers) | 330–385 (2 normal customers) | 275 (2 normal customers) |
| Store Renovation III | 700 (3 normal customers) | 560 (3 normal customers) | 420–490 (2 normal customers) | 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.
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
| Price | Budget | Per 1% | |
|---|---|---|---|
| Store Renovation I | 500 | +10% | 50 |
| Store Renovation II | 750 | +15% | 50 |
| Wild's Endorsement I | 2,500 | +25% | 100 |
| Wild's Endorsement II | 5,000 | +25% | 200 |
| Wild's Endorsement III | 10,000 | +25% | 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.