Store Renovation II
- Category
- Store
- Official description
- Wild will hire contractors to make substantial renovations to the Store, improving its base attractiveness by another 150 points.
On this page
How it works
At 550 attractiveness: one more normal customer daily (2→3) and +25% budgets. Together with Store Renovation I it costs 1,250; owned by day 10, it pays off at about 32 credits per extra customer, before the budget bonus. With garbage bags out front you drop below 500, which can cost you up to one normal customer, so use the Janitorial Service nightly (4–7 credits).
What it does
Raises your base Store Attractiveness; each Store Renovation adds to the last.
Rating
With the first renovation, an otherwise unmodified clean shop reaches 550 attractiveness: enough for another normal customer and the 25% base-budget tier. Dirt can take away the normal customer threshold, so the benefit needs maintenance.
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 upTake it when customer budgets and the number of normal customers cap your sales, and you have the stock to meet the extra demand.
When production falls shortWait while shelves empty or production stalls; pay to restart the actual supply first.
Ratings by specialization
- ApprenticeARecommended time to buy: Mid game
- Rating
- With the first renovation, an otherwise unmodified clean shop reaches 550 attractiveness: enough for another normal customer and the 25% base-budget tier. Dirt can take away the normal customer threshold, so the benefit needs maintenance.
- Water MerchantARecommended time to buy: Mid game
- Rating
- With the first renovation, an otherwise unmodified clean shop reaches 550 attractiveness: enough for another normal customer and the 25% base-budget tier. Dirt can take away the normal customer threshold, so the benefit needs maintenance.
- FenceARecommended time to buy: Mid game
- Rating
- With the first renovation, an otherwise unmodified clean shop reaches 550 attractiveness: enough for another normal customer and the 25% base-budget tier. Dirt can take away the normal customer threshold, so the benefit needs maintenance.
- Rock BottomBRecommended time to buy: Late game
- Rating
- Useful once basic survival or the main order/delivery route is funded and saleable retail surplus can serve more demand. It does not bypass the production cycle or increase every contractual payment.
- Hydroponic FarmerARecommended time to buy: Mid game
- Rating
- With the first renovation, an otherwise unmodified clean shop reaches 550 attractiveness: enough for another normal customer and the 25% base-budget tier. Dirt can take away the normal customer threshold, so the benefit needs maintenance.
- GunsmithBRecommended time to buy: Late game
- Rating
- Useful once basic survival or the main order/delivery route is funded and saleable retail surplus can serve more demand. It does not bypass the production cycle or increase every contractual payment.
- Rating
- Useful once basic survival or the main order/delivery route is funded and saleable retail surplus can serve more demand. It does not bypass the production cycle or increase every contractual payment.
- Rat WranglerARecommended time to buy: Late game
- Rating
- With the first renovation, an otherwise unmodified clean shop reaches 550 attractiveness: enough for another normal customer and the 25% base-budget tier. Dirt can take away the normal customer threshold, so the benefit needs maintenance.
- AquafarmerBRecommended time to buy: Mid game
- Rating
- Useful once basic survival or the main order/delivery route is funded and saleable retail surplus can serve more demand. It does not bypass the production cycle or increase every contractual payment.
| Specialization | Rating |
|---|---|
| Apprentice | ARecommended time to buy: Mid game With the first renovation, an otherwise unmodified clean shop reaches 550 attractiveness: enough for another normal customer and the 25% base-budget tier. Dirt can take away the normal customer threshold, so the benefit needs maintenance. |
| Water Merchant | ARecommended time to buy: Mid game With the first renovation, an otherwise unmodified clean shop reaches 550 attractiveness: enough for another normal customer and the 25% base-budget tier. Dirt can take away the normal customer threshold, so the benefit needs maintenance. |
| Fence | ARecommended time to buy: Mid game With the first renovation, an otherwise unmodified clean shop reaches 550 attractiveness: enough for another normal customer and the 25% base-budget tier. Dirt can take away the normal customer threshold, so the benefit needs maintenance. |
| Rock Bottom | BRecommended time to buy: Late game Useful once basic survival or the main order/delivery route is funded and saleable retail surplus can serve more demand. It does not bypass the production cycle or increase every contractual payment. |
| Hydroponic Farmer | ARecommended time to buy: Mid game With the first renovation, an otherwise unmodified clean shop reaches 550 attractiveness: enough for another normal customer and the 25% base-budget tier. Dirt can take away the normal customer threshold, so the benefit needs maintenance. |
| Gunsmith | BRecommended time to buy: Late game Useful once basic survival or the main order/delivery route is funded and saleable retail surplus can serve more demand. It does not bypass the production cycle or increase every contractual payment. |
| Chemist | B Useful once basic survival or the main order/delivery route is funded and saleable retail surplus can serve more demand. It does not bypass the production cycle or increase every contractual payment. |
| Rat Wrangler | ARecommended time to buy: Late game With the first renovation, an otherwise unmodified clean shop reaches 550 attractiveness: enough for another normal customer and the 25% base-budget tier. Dirt can take away the normal customer threshold, so the benefit needs maintenance. |
| Aquafarmer | BRecommended time to buy: Mid game Useful once basic survival or the main order/delivery route is funded and saleable retail surplus can serve more demand. It does not bypass the production cycle or increase every contractual payment. |
Recommended time to buy
Mid game
Undiscounted unlock price on Mark Up: 750. Buy after Store Renovation I, with recurring cleaning and stock money reserved. Slower production or contract-focused starts should wait until they have real retail surplus.
Upgrades and perks that work well with it
- Store Renovation I
The first tier is required; together they can reach the normal customer threshold in a clean shop.
Price
No perk
- Price Gouge
- 750
- Mark Up
- 750
- Thin Margins
- 1,125
- Red Ink
- 1,500
Wild's Favorite
- Price Gouge
- 675
- Mark Up
- 675
- Thin Margins
- 1,012
- Red Ink
- 1,350
On Wild's Bad Side
- Price Gouge
- 825
- Mark Up
- 825
- Thin Margins
- 1,238
- Red Ink
- 1,650
Pillar of the Lower Levels
- Price Gouge
- 638
- Mark Up
- 638
- Thin Margins
- 956
- Red Ink
- 1,275
Wild's Favorite + Pillar of the Lower Levels
- Price Gouge
- 574
- Mark Up
- 574
- Thin Margins
- 861
- Red Ink
- 1,147
On Wild's Bad Side + Pillar of the Lower Levels
- Price Gouge
- 701
- Mark Up
- 701
- Thin Margins
- 1,052
- Red Ink
- 1,403
| Price Gouge | Mark Up | Thin Margins | Red Ink | |
|---|---|---|---|---|
| No perk | 750 | 750 | 1,125 | 1,500 |
| Wild's Favorite | 675 | 675 | 1,012 | 1,350 |
| On Wild's Bad Side | 825 | 825 | 1,238 | 1,650 |
| Pillar of the Lower Levels | 638 | 638 | 956 | 1,275 |
| Wild's Favorite + Pillar of the Lower Levels | 574 | 574 | 861 | 1,147 |
| On Wild's Bad Side + Pillar of the Lower Levels | 701 | 701 | 1,052 | 1,403 |
Favor pays first; the rest is cash.
Requirements and unlocks
- Requires
- 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.