I'd like to see an overhaul of the dividend stock payouts.
Currently the dividend stocks pay a random amount infrequently. I'm proposing something more along the lines of a quarterly dividend, that is based on the underlying bank interest rate.
TC Clothing (TCC) - 3 monthly dividends (same rate as 3 monthly bank rate) Grain (GRN) - 3 monthly dividends (same rate as bank rate + 2 merits) Insured On Us (IOU) - 3 monthly dividends (bank rate + 4 merits) TC Music Inductries (TMI) - 3 monthly dividends (bank rate + 7 merits) Torn City and Shanghi Banking Corporation (TCSB) - 3 monthly dividends (bank rate + 10 merits)
The dividend paid would be calculated on the average share price ( multiplied by the number of shares) over the previous 3 months.
The advantage of this approach is that it makes it much more clearer what kind of a return you'd get for these stocks and it provides a simple method of wealth accumulation after you've got $2 billion in the bank.
Due to the load times I am experiencing for Items I would like to suggest a Small Items Bag that could be used to carry the items that you regularly use eg Drugs/Candy etc.
After the Small Items bag is equipped it could be filled with a small number of items and then accessed directly from the main menu. I would expect that load times would be reduced because of the small number of things in it. The Small Items Bag could be refilled from the Items menu
My faves are Clothing Store (would be a good one to start with as a noob), Farm (for anyone looking for extra e), and Nightclub (for the avowed druggies out there)
Clothing store has 3 passive specials and I'd be tempted to change the armour bonus to purchase or upgrade some kind of armour for points
Clothing Store 1 star Fashion Show + Experience (1 job points) 3 star Nine to five + 100 endurance (10 job points) 5 star Activewear + 25% passive dexterity (Passive) 7 star Tailoring + 25% armor bonus (Passive) 10 star Secret pockets - 75% enemy mug amount (Passive)
Farm 1 star Fullfillment + 50 happiness (1 job points) 3 star Animal Instinct + 15% hunting reward (Passive) 5 star Special K + Ketamine drug (5 job points) 7 star Fertilizer + Small explosive device (100 job points) 10 star Early Riser + 7 energy (1 job points)
Nightclub 1 star Criminal Connections + Experience (1 job points) 3 star Target Market + 25% illicit services success rate and skill gain (Passive) 5 star Suppression - Drug addiction (1 job points) 7 star Tolerance - 50% drug overdose chance (Passive) 10 star Restraint Education is unaffected by drug addiction (Passive)
I'd like to see an overhaul of the dividend stock payouts.
Currently the dividend stocks pay a random amount infrequently. I'm proposing something more along the lines of a quarterly dividend, that is based on the underlying bank interest rate.
TC Clothing (TCC) - 3 monthly dividends (same rate as 3 monthly bank rate) Grain (GRN) - 3 monthly dividends (same rate as bank rate + 2 merits) Insured On Us (IOU) - 3 monthly dividends (bank rate + 4 merits) TC Music Inductries (TMI) - 3 monthly dividends (bank rate + 7 merits) Torn City and Shanghi Banking Corporation (TCSB) - 3 monthly dividends (bank rate + 10 merits)
The dividend paid would be calculated on the average share price ( multiplied by the number of shares) over the previous 3 months.
The advantage of this approach is that it makes it much more clearer what kind of a return you'd get for these stocks and it provides a simple method of wealth accumulation after you've got $2 billion in the bank.
All stats capped, used FHC, so started with Happy at 5500
Dexterity - 1 train at Total Rebound (50e) 139,732.2826 gain Strength - 1 train at Frontline Fitness (25e) 65,482.2045 gain Defence - 1 train at Georges (10e) 25,491.5564 gain Speed - 1 train at Georges (10e) 25,489.9693 gain
that's over 20% increase in gains gains have gone up over 23%
Could it just be that no-one has yet cracked the best mix of employees to maximise farm revenue? The best farm makes less than $10 million a week whereas the best furniture makes over $16 million. Furniture costs less to set up than farms and therefore you would assume that there's more revenue to be made with a farm.
Maybe revenue vs set up costs comes into the equation for experience and therefore farms are accumulating experience slower.
I note that most farms only have one retailer, maybe the answer is higher prices and more retailers....
The star ranking could depend on how close to the top revenue your company is. Rather than an arbitrary 10% of the Companies get a 10 star rating it could depend on what % of the best Companies revenue the other Companies have. I've looked at farms and the star ratings could be like this:
Twenty First $7,285,174 10* Xanax 10 12 $4,460,611 7* Z3us's Farm $4,412,217 7* Daily Active Hunter no Ta $3,812,268 6* 2mill for One Month 30/36 $3,789,293 6* Green House $3,693,195 6* Lucky Acres Farm $3,183,997 5* 11111 $3,153,085 5* Daily Farm Hiring $3,015,658 5* Heart Farm $2,987,524 5* Golden Era $2,969,830 5* Accept only Active Player $2,674,870 4* Black_D3m0ns Farm $2,262,349 4* SuperHunters...Full $2,240,783 4* Animal Farm $1,985,966 3* Hiring 4 spots open $1,960,054 3* farmerxs Farm $1,924,588 3* Fairy Tail Join for free $1,846,301 3* ShweMyanmar $1,800,527 3* LadyPoes Farm $1,599,838 3* Countryside Farmers $1,318,447 2* FARM RIO join for hunting $1,073,002 2* Pans Foe $987,927 2* HiringHunters-4spotsFree $940,555 2* HIRING 2.0 $901,213 2* -Full- $727,980 1* For Active Hunters Full $352,347 1* MY Farm $237,320 1* Yangtze Farm Hiring $223,600 1* Chaos FARM. Hiring 1 Mil $0 0* SmallVille Farm $0 0* Gigantic Balls $0 0* Hunting Skill $0 0* rexxar farm $0 0* For_sale_200mil $0 0* FarmingLo $0 0* BayDarLays Farm $0 0* ROFLCOPTERs Farm hiring $0 0* Regenerati0ns Farm $0 0* Welcome warmely Farm $0 0* MzMischiefs Farm $0 0*
The top Company has way more revenue than the next and therefore only 1 Company gets 10 stars, no-one get 9 or even 8 stars and the remainder get 7 stars or less.
My faves are Clothing Store (would be a good one to start with as a noob), Farm (for anyone looking for extra e), and Nightclub (for the avowed druggies out there)
Clothing store has 3 passive specials and I'd be tempted to change the armour bonus to purchase or upgrade some kind of armour for points
Clothing Store 1 star Fashion Show + Experience (1 job points) 3 star Nine to five + 100 endurance (10 job points) 5 star Activewear + 25% passive dexterity (Passive) 7 star Tailoring + 25% armor bonus (Passive) 10 star Secret pockets - 75% enemy mug amount (Passive)
Farm 1 star Fullfillment + 50 happiness (1 job points) 3 star Animal Instinct + 15% hunting reward (Passive) 5 star Special K + Ketamine drug (5 job points) 7 star Fertilizer + Small explosive device (100 job points) 10 star Early Riser + 7 energy (1 job points)
Nightclub 1 star Criminal Connections + Experience (1 job points) 3 star Target Market + 25% illicit services success rate and skill gain (Passive) 5 star Suppression - Drug addiction (1 job points) 7 star Tolerance - 50% drug overdose chance (Passive) 10 star Restraint Education is unaffected by drug addiction (Passive)
Due to the load times I am experiencing for Items I would like to suggest a Small Items Bag that could be used to carry the items that you regularly use eg Drugs/Candy etc.
After the Small Items bag is equipped it could be filled with a small number of items and then accessed directly from the main menu. I would expect that load times would be reduced because of the small number of things in it. The Small Items Bag could be refilled from the Items menu