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	<id>http://virtonomica.ru/help/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=DarkRyu</id>
	<title>virtonomics - Вклад участника [ru]</title>
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	<updated>2026-05-14T05:01:34Z</updated>
	<subtitle>Вклад участника</subtitle>
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	<entry>
		<id>http://virtonomica.ru/help/index.php?title=General_questions/en&amp;diff=555</id>
		<title>General questions/en</title>
		<link rel="alternate" type="text/html" href="http://virtonomica.ru/help/index.php?title=General_questions/en&amp;diff=555"/>
		<updated>2020-08-07T14:38:25Z</updated>

		<summary type="html">&lt;p&gt;DarkRyu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==='''Do you have a guide for beginners?'''===&lt;br /&gt;
If you have questions about the game, please refer to our game guide: 		&lt;br /&gt;
&lt;br /&gt;
==='''Can I transfer money from one player to another player?'''===&lt;br /&gt;
Until the banking system is implemented, there are no legal instruments to complete this operation.&lt;br /&gt;
&lt;br /&gt;
==='''My friend started playing Virtonomics too. If I help him by buying his products at overly increased price, will that be considered a violation?'''===&lt;br /&gt;
Yes, of course. But if you write a letter to the administration, and explain the essence of the operation, and they will allow it - then everything will be legal.&lt;br /&gt;
&lt;br /&gt;
==='''How do I restart the game?'''===&lt;br /&gt;
In order to Restart go to '''Settings''' (gray icon in the upper right corner) / '''My data''' / '''Restart'''. This operation can be performed only once a day.&lt;br /&gt;
&lt;br /&gt;
==='''How can I continue the game-play? I don't understand how I can proceed to the next day.'''===&lt;br /&gt;
You cannot do it yourself. The next game week will come after the recalculation on the server. You can find out about the time before the start of the recalculation in the upper right corner of the screen.&lt;br /&gt;
&lt;br /&gt;
==='''How long does it take in the game in one real day?'''===&lt;br /&gt;
One real day is equal to one virtual game week.&lt;br /&gt;
&lt;br /&gt;
==='''How to speed up time?'''===&lt;br /&gt;
Time in the game flows the same way for all players. It cannot be accelerated.&lt;br /&gt;
&lt;br /&gt;
==='''How long does recalculation last?'''===&lt;br /&gt;
Approximately 2 hours.&lt;br /&gt;
&lt;br /&gt;
==='''Is there a client program for your game?'''===&lt;br /&gt;
There is no client program for the game and there are no development plans in near future. The use of third-party client programs is prohibited.&lt;br /&gt;
&lt;br /&gt;
==='''How does the game calculate the cost of goods produced?'''===&lt;br /&gt;
The cost of production is calculated as follows: ('''cost of raw materials''' + '''wages to workers''' + '''fuel and energy costs''' + '''waste and losses''' + '''general production costs''' + '''administrative costs''') '''/''' '''the amount of products produced'''.&lt;br /&gt;
&lt;br /&gt;
==='''How to estimate transportation costs? Relatively speaking, there is a unit of goods worth X; how much will it cost to transport it from point A to point B, taking into account transport, customs and other costs?'''===&lt;br /&gt;
Use the report, which is located on the &amp;quot;Transport&amp;quot; tab of the Analytics -&amp;gt; Macroeconomic indicators page.&lt;br /&gt;
&lt;br /&gt;
==='''How to buy a production unit?'''===&lt;br /&gt;
Enter the game menu and select the menu item '''My company / Markets / Enterprise market'''. There you will see all the companies for sale and you can buy a suitable one.}}&lt;br /&gt;
&lt;br /&gt;
==='''How to buy a store from a bankrupt company? I can't do it.'''===&lt;br /&gt;
If you cannot buy a store, it means that it is worthless - it has no fame, there are no goods in its warehouse. You can open such store yourself.&lt;br /&gt;
&lt;br /&gt;
==='''I want to organize production. What is the best thing to produce and how much money will it take?'''===&lt;br /&gt;
More or less efficient production requires at least 2-3 million to start. To create efficient production without any problems, you will need about 100 million and 3-4 experience points. Agriculture is not that expensive.&lt;br /&gt;
&lt;br /&gt;
==='''What is a license? How buying a license differs from buying technology?'''===&lt;br /&gt;
Unlike a technology purchase that is company-wide, a license is limited to one specific business unit. The advantage of using licenses is their price, which is lower than the cost of purchasing technology (example: a mill of technology level 10 - technology will cost 36 million, while license will cost 50 thousand). Therefore, the purchase of licenses is recommended for beginners.&lt;br /&gt;
&lt;br /&gt;
==='''I want to purchase a license for an enterprise, how can I find out exactly how much this or that license costs?'''===&lt;br /&gt;
You can see the exact amount by following the path &amp;quot;Analytics&amp;quot; -&amp;gt; &amp;quot;Market analysis&amp;quot; -&amp;gt; &amp;quot;Technologies&amp;quot;.&lt;br /&gt;
There, you can select the specialization and technology level you need and click on &amp;quot;Results of the past day&amp;quot;.&lt;br /&gt;
As you can see the words '''Demand''' and '''Supply''' are links. By clicking on them, you will see the exact amounts at which players are selling or looking for licenses. Pay attention - these are just yesterday's completed totals.&lt;br /&gt;
&lt;br /&gt;
==='''How do Skills grow?'''===&lt;br /&gt;
The growth of Skills depends on how well you perform in the given field of the Skill.&lt;br /&gt;
&lt;br /&gt;
==='''How can I hire employees?'''===&lt;br /&gt;
Open the required department and click on the link '''Employees and salary'''. In following window, set the required number of employees and determine their salary.&lt;br /&gt;
&lt;br /&gt;
==='''Is it possible to sell products to different companies at different prices?'''===&lt;br /&gt;
There is a rule: one company - one shipping price. You can organize a discounted shipping option for a specific customer. This is done in the following way: in the enterprise set the sale mode as ''&amp;quot;for certain companies&amp;quot;'', set a discount price and indicate the buying company, which will receive production at discounted price. After that, you can build a warehouse, and ship the leftovers. In the warehouse you can sell your production at &amp;quot;standard&amp;quot; price for all other buyers. You can also do the opposite: from the enterprise sell '''for everyone''', and from the warehouse - '''for a specific company'''.&lt;br /&gt;
&lt;br /&gt;
==='''Does the supplier have the right to refuse delivery of goods without giving any reason?'''===&lt;br /&gt;
Yes, the supplier has that right.&lt;br /&gt;
&lt;br /&gt;
==='''How long will it take for the product to arrive after order is placed?'''===&lt;br /&gt;
The next day, after the recalculation. Provided that you have enough money to pay for the delivery and if the supplier has enough production. Equipment is an exception. All types of equipment (including animals) are bought instantly.&lt;br /&gt;
&lt;br /&gt;
==='''Does it make sense to order products from suppliers if they have' 0 'in the '''Free''' column?'''===&lt;br /&gt;
This action has no special meaning. Zero means that the supplier currently has no resources available for order execution. They may appear tomorrow, in the event that someone cancels the order or the supplier expands production. It is also possible that you will receive a higher priority from the supplier - but this is unlikely.&lt;br /&gt;
&lt;br /&gt;
=== '' 'Why when I look in' '' &amp;quot;Reports / Retail in cities&amp;quot; '' '(country, city I indicate everything) - my company is not there?' '' ===&lt;br /&gt;
The point is that this report displays only 10 stores with the highest sales.&lt;br /&gt;
&lt;br /&gt;
=== '' 'How can I see a product brand, cost and quality on average in the city?' '' ===&lt;br /&gt;
This information can be seen in the marketing report under '' '' Trade in cities '' ''.&lt;br /&gt;
&lt;br /&gt;
=== '' 'The game displays the following message: &amp;quot;The office is not working, the efficiency of the new office employees requires additional evaluation.&amp;quot; What to do? '' '===&lt;br /&gt;
Office efficiency data will be updated only after recalculation. Then the real efficiency of the office will be shown. Until we have to wait.&lt;br /&gt;
&lt;br /&gt;
=== '' 'Why are the products in stock not displayed in the list of suppliers in the' '' 'my' '' 'tab when I set the option' '' sell only to my company '' '? The product appears only after specifying the sales price from the warehouse. It seems to me that it is not entirely correct to sell goods to yourself. '' '===&lt;br /&gt;
An enterprise in Virtonomics is an independent economic unit. The supplier enterprise can sell the goods to the customer enterprise at a clearly defined price. If the price is not determined, the trade cannot take place.&lt;br /&gt;
&lt;br /&gt;
=== '' 'How do I get a job with another member?' '' ===&lt;br /&gt;
At the moment, the labor market in the game is not implemented.&lt;br /&gt;
&lt;br /&gt;
=== '' 'Are employees working during training?' '' ===&lt;br /&gt;
Yes, they do.&lt;br /&gt;
&lt;br /&gt;
=== '' 'Why are warehouses needed? How are they beneficial? '' '===&lt;br /&gt;
Warehouses help to organize deliveries to a chain of stores or to groups of similar enterprises. You can set up deliveries from the warehouse once, and then only change the volume of purchases - this saves time. Warehouses also allow you to create a buffer stock of raw materials and goods.&lt;br /&gt;
&lt;br /&gt;
In addition, warehouses, in fact, are a mechanism that makes it possible to release the same products at different prices. For example, if you want to supply products from your factory to your own stores a little higher than the cost price, &amp;quot;throwing out&amp;quot; the surplus on the market at a higher price, then this can be done only through warehouses.&lt;br /&gt;
&lt;br /&gt;
=== '' 'What is an Independent Vendor? Why is he on the list of suppliers? What function does it have? '' '===&lt;br /&gt;
Without independent suppliers, initial development would be very difficult. They now perform the function of regulating the market.&lt;br /&gt;
&lt;br /&gt;
=== '' 'Is it possible to buy high-end tech immediately? Or first you buy the 2nd, then the 3rd and so on ... '' '===&lt;br /&gt;
You can buy any available technology level. But the higher the technology, the higher the requirements for the qualifications of workers, equipment and, accordingly, for the qualifications of a manager. In addition, if you yourself are going to engage in technological development, you should be aware that &amp;quot;skipped&amp;quot; levels negatively affect the speed of new technologies discovery.&lt;br /&gt;
&lt;br /&gt;
=== '' 'What is the benefit of a franchise? Indeed, it does not affect the quality and volume of products. '' '===&lt;br /&gt;
The franchise gives a bonus to the product brand in all cities.&lt;br /&gt;
&lt;br /&gt;
=== '' 'Does the game have such a thing as &amp;quot;investment&amp;quot;? Can I buy shares of any company? '' '===&lt;br /&gt;
An investment in the game is the construction of units and the purchase of equipment. There is no stock market in the game yet.&lt;br /&gt;
&lt;br /&gt;
=== '' 'How can I move the produced cows from the additional pens to the main one, bypassing the buy / sell operation?' '' ===&lt;br /&gt;
No way. This is the only way.&lt;br /&gt;
&lt;br /&gt;
=== '' 'If you start to increase the size of the plant, does it stop working during the restructuring?' '' ===&lt;br /&gt;
Doesn't stop. The expansion proceeds in parallel with the operation of the plant.&lt;br /&gt;
&lt;br /&gt;
=== '' 'If I cancel the construction of an enterprise, will I get the money spent on it?' '' ===&lt;br /&gt;
Funds already spent on construction will not be returned.&lt;br /&gt;
&lt;br /&gt;
=== '' 'Why is my business put up for sale as &amp;quot;BANKROT COMPANY&amp;quot; if I have $ 14979127.13 on my account?' '' ===&lt;br /&gt;
If you transferred funds to the company's account today, then it will come out of the state of '' 'bankruptcy' '' only after recalculation.&lt;/div&gt;</summary>
		<author><name>DarkRyu</name></author>
		
	</entry>
	<entry>
		<id>http://virtonomica.ru/help/index.php?title=General_questions/en&amp;diff=554</id>
		<title>General questions/en</title>
		<link rel="alternate" type="text/html" href="http://virtonomica.ru/help/index.php?title=General_questions/en&amp;diff=554"/>
		<updated>2020-08-07T13:05:58Z</updated>

		<summary type="html">&lt;p&gt;DarkRyu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==='''Do you have a guide for beginners?'''===&lt;br /&gt;
If you have questions about the game, please refer to our game guide: 		&lt;br /&gt;
&lt;br /&gt;
==='''Can I transfer money from one player to another player?'''===&lt;br /&gt;
Until the banking system is implemented, there are no legal instruments to complete this operation.&lt;br /&gt;
&lt;br /&gt;
==='''My friend started playing Virtonomics too. If I help him by buying his products at overly increased price, will that be considered a violation?'''===&lt;br /&gt;
Yes, of course. But if you write a letter to the administration, and explain the essence of the operation, and they will allow it - then everything will be legal.&lt;br /&gt;
&lt;br /&gt;
==='''How do I restart the game?'''===&lt;br /&gt;
In order to Restart go to '''Settings''' (gray icon in the upper right corner) / '''My data''' / '''Restart'''. This operation can be performed only once a day.&lt;br /&gt;
&lt;br /&gt;
==='''How can I continue the game-play? I don't understand how I can proceed to the next day.'''===&lt;br /&gt;
You cannot do it yourself. The next game week will come after the recalculation on the server. You can find out about the time before the start of the recalculation in the upper right corner of the screen.&lt;br /&gt;
&lt;br /&gt;
==='''How long does it take in the game in one real day?'''===&lt;br /&gt;
One real day is equal to one virtual game week.&lt;br /&gt;
&lt;br /&gt;
==='''How to speed up time?'''===&lt;br /&gt;
Time in the game flows the same way for all players. It cannot be accelerated.&lt;br /&gt;
&lt;br /&gt;
==='''How long does recalculation last?'''===&lt;br /&gt;
Approximately 2 hours.&lt;br /&gt;
&lt;br /&gt;
==='''Is there a client program for your game?'''===&lt;br /&gt;
There is no client program for the game and there are no development plans in near future. The use of third-party client programs is prohibited.&lt;br /&gt;
&lt;br /&gt;
==='''How does the game calculate the cost of goods produced?'''===&lt;br /&gt;
The cost of production is calculated as follows: ('''cost of raw materials''' + '''wages to workers''' + '''fuel and energy costs''' + '''waste and losses''' + '''general production costs''' + '''administrative costs''') '''/''' '''the amount of products produced'''.&lt;br /&gt;
&lt;br /&gt;
==='''How to estimate transportation costs? Relatively speaking, there is a unit of goods worth X; how much will it cost to transport it from point A to point B, taking into account transport, customs and other costs?'''===&lt;br /&gt;
Use the report, which is located on the &amp;quot;Transport&amp;quot; tab of the Analytics -&amp;gt; Macroeconomic indicators page.&lt;br /&gt;
&lt;br /&gt;
==='''How to buy a production unit?'''===&lt;br /&gt;
Enter the game menu and select the menu item '''My company / Markets / Enterprise market'''. There you will see all the companies for sale and you can buy a suitable one.}}&lt;br /&gt;
&lt;br /&gt;
==='''How to buy a store from a bankrupt company? I can't do it.'''===&lt;br /&gt;
If you cannot buy a store, it means that it is worthless - it has no fame, there are no goods in its warehouse. You can open such store yourself.&lt;br /&gt;
&lt;br /&gt;
==='''I want to organize production. What is the best thing to produce and how much money will it take?'''===&lt;br /&gt;
More or less efficient production requires at least 2-3 million to start. To create efficient production without any problems, you will need about 100 million and 3-4 experience points. Agriculture is not that expensive.&lt;br /&gt;
&lt;br /&gt;
==='''What is a license? How buying a license differs from buying technology?'''===&lt;br /&gt;
Unlike a technology purchase that is company-wide, a license is limited to one specific business unit. The advantage of using licenses is their price, which is lower than the cost of purchasing technology (example: a mill of technology level 10 - technology will cost 36 million, while license will cost 50 thousand). Therefore, the purchase of licenses is recommended for beginners.&lt;br /&gt;
&lt;br /&gt;
==='''I want to purchase a license for an enterprise, how can I find out exactly how much this or that license costs?'''===&lt;br /&gt;
You can see the exact amount by following the path &amp;quot;Analytics&amp;quot; -&amp;gt; &amp;quot;Market analysis&amp;quot; -&amp;gt; &amp;quot;Technologies&amp;quot;.&lt;br /&gt;
There, you can select the specialization and technology level you need and click on &amp;quot;Results of the past day&amp;quot;.&lt;br /&gt;
As you can see the words '''Demand''' and '''Supply''' are links. By clicking on them, you will see the exact amounts at which players are selling or looking for licenses. Pay attention - these are just yesterday's completed totals.&lt;br /&gt;
&lt;br /&gt;
==='''How do Skills grow?'''===&lt;br /&gt;
The growth of Skills depends on how closely you use the qualification in the given field.&lt;br /&gt;
&lt;br /&gt;
=== '' 'How to hire employees?' '' ===&lt;br /&gt;
Open the required department and click on the link '' '' Employees and salary '' ''. In the window that opens, set the required number of employees and determine their salary.&lt;br /&gt;
&lt;br /&gt;
=== '' 'Is it possible to sell products to different companies at different prices?' '' ===&lt;br /&gt;
There is a rule: one company - one shipping price. You can organize a discounted shipping option for a specific customer. This is done in the following way: the enterprise sets the sale mode &amp;quot;'&amp;quot; for certain companies &amp;quot;' ', sets a discount price and indicates in the buyers the company for which it will be necessary to ship at this price. After that, you can build a warehouse and ship the leftovers there for sale at a &amp;quot;standard&amp;quot; price for all other buyers. You can do the opposite: from the enterprise to sell '' 'for everyone' '', and from the warehouse - '' 'for a specific company' ''.&lt;br /&gt;
&lt;br /&gt;
=== '' 'Does the supplier have the right to refuse delivery of goods without giving any reason?' '' ===&lt;br /&gt;
Yes, it has.&lt;br /&gt;
&lt;br /&gt;
=== '' 'How long will it take for the product to arrive after ordering?' '' ===&lt;br /&gt;
The next day, after the recount. Provided that you have enough money to pay for the delivery and if the supplier does not let you down. Equipment is an exception. All its species (including animals) are bought instantly&lt;br /&gt;
&lt;br /&gt;
=== '' 'Does it make sense to order products from suppliers if they have' 0 'in the' '' Free '' 'column?' '' ===&lt;br /&gt;
This action has no special meaning. Zero means that the supplier currently has no resources available for order execution. They may appear tomorrow, in the event that someone cancels the order or the supplier expands production. It is also possible that you will receive a higher priority from the supplier - but this is unlikely.&lt;br /&gt;
&lt;br /&gt;
=== '' 'Why when I look in' '' &amp;quot;Reports / Retail in cities&amp;quot; '' '(country, city I indicate everything) - my company is not there?' '' ===&lt;br /&gt;
The point is that this report displays only 10 stores with the highest sales.&lt;br /&gt;
&lt;br /&gt;
=== '' 'How can I see a product brand, cost and quality on average in the city?' '' ===&lt;br /&gt;
This information can be seen in the marketing report under '' '' Trade in cities '' ''.&lt;br /&gt;
&lt;br /&gt;
=== '' 'The game displays the following message: &amp;quot;The office is not working, the efficiency of the new office employees requires additional evaluation.&amp;quot; What to do? '' '===&lt;br /&gt;
Office efficiency data will be updated only after recalculation. Then the real efficiency of the office will be shown. Until we have to wait.&lt;br /&gt;
&lt;br /&gt;
=== '' 'Why are the products in stock not displayed in the list of suppliers in the' '' 'my' '' 'tab when I set the option' '' sell only to my company '' '? The product appears only after specifying the sales price from the warehouse. It seems to me that it is not entirely correct to sell goods to yourself. '' '===&lt;br /&gt;
An enterprise in Virtonomics is an independent economic unit. The supplier enterprise can sell the goods to the customer enterprise at a clearly defined price. If the price is not determined, the trade cannot take place.&lt;br /&gt;
&lt;br /&gt;
=== '' 'How do I get a job with another member?' '' ===&lt;br /&gt;
At the moment, the labor market in the game is not implemented.&lt;br /&gt;
&lt;br /&gt;
=== '' 'Are employees working during training?' '' ===&lt;br /&gt;
Yes, they do.&lt;br /&gt;
&lt;br /&gt;
=== '' 'Why are warehouses needed? How are they beneficial? '' '===&lt;br /&gt;
Warehouses help to organize deliveries to a chain of stores or to groups of similar enterprises. You can set up deliveries from the warehouse once, and then only change the volume of purchases - this saves time. Warehouses also allow you to create a buffer stock of raw materials and goods.&lt;br /&gt;
&lt;br /&gt;
In addition, warehouses, in fact, are a mechanism that makes it possible to release the same products at different prices. For example, if you want to supply products from your factory to your own stores a little higher than the cost price, &amp;quot;throwing out&amp;quot; the surplus on the market at a higher price, then this can be done only through warehouses.&lt;br /&gt;
&lt;br /&gt;
=== '' 'What is an Independent Vendor? Why is he on the list of suppliers? What function does it have? '' '===&lt;br /&gt;
Without independent suppliers, initial development would be very difficult. They now perform the function of regulating the market.&lt;br /&gt;
&lt;br /&gt;
=== '' 'Is it possible to buy high-end tech immediately? Or first you buy the 2nd, then the 3rd and so on ... '' '===&lt;br /&gt;
You can buy any available technology level. But the higher the technology, the higher the requirements for the qualifications of workers, equipment and, accordingly, for the qualifications of a manager. In addition, if you yourself are going to engage in technological development, you should be aware that &amp;quot;skipped&amp;quot; levels negatively affect the speed of new technologies discovery.&lt;br /&gt;
&lt;br /&gt;
=== '' 'What is the benefit of a franchise? Indeed, it does not affect the quality and volume of products. '' '===&lt;br /&gt;
The franchise gives a bonus to the product brand in all cities.&lt;br /&gt;
&lt;br /&gt;
=== '' 'Does the game have such a thing as &amp;quot;investment&amp;quot;? Can I buy shares of any company? '' '===&lt;br /&gt;
An investment in the game is the construction of units and the purchase of equipment. There is no stock market in the game yet.&lt;br /&gt;
&lt;br /&gt;
=== '' 'How can I move the produced cows from the additional pens to the main one, bypassing the buy / sell operation?' '' ===&lt;br /&gt;
No way. This is the only way.&lt;br /&gt;
&lt;br /&gt;
=== '' 'If you start to increase the size of the plant, does it stop working during the restructuring?' '' ===&lt;br /&gt;
Doesn't stop. The expansion proceeds in parallel with the operation of the plant.&lt;br /&gt;
&lt;br /&gt;
=== '' 'If I cancel the construction of an enterprise, will I get the money spent on it?' '' ===&lt;br /&gt;
Funds already spent on construction will not be returned.&lt;br /&gt;
&lt;br /&gt;
=== '' 'Why is my business put up for sale as &amp;quot;BANKROT COMPANY&amp;quot; if I have $ 14979127.13 on my account?' '' ===&lt;br /&gt;
If you transferred funds to the company's account today, then it will come out of the state of '' 'bankruptcy' '' only after recalculation.&lt;/div&gt;</summary>
		<author><name>DarkRyu</name></author>
		
	</entry>
	<entry>
		<id>http://virtonomica.ru/help/index.php?title=General_questions/en&amp;diff=553</id>
		<title>General questions/en</title>
		<link rel="alternate" type="text/html" href="http://virtonomica.ru/help/index.php?title=General_questions/en&amp;diff=553"/>
		<updated>2020-08-07T13:00:33Z</updated>

		<summary type="html">&lt;p&gt;DarkRyu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==='''Do you have a guide for beginners?'''===&lt;br /&gt;
If you have questions about the game, please refer to our game guide: 		&lt;br /&gt;
&lt;br /&gt;
==='''Can I transfer money from one player to another player?'''===&lt;br /&gt;
Until the banking system is implemented, there are no legal instruments to complete this operation.&lt;br /&gt;
&lt;br /&gt;
==='''My friend started playing Virtonomics too. If I help him by buying his products at overly increased price, will that be considered a violation?'''===&lt;br /&gt;
Yes, of course. But if you write a letter to the administration, and explain the essence of the operation, and they will allow it - then everything will be legal.&lt;br /&gt;
&lt;br /&gt;
==='''How do I restart the game?'''===&lt;br /&gt;
In order to Restart go to '''Settings''' (gray icon in the upper right corner) / '''My data''' / '''Restart'''. This operation can be performed only once a day.&lt;br /&gt;
&lt;br /&gt;
==='''How can I continue the game-play? I don't understand how I can proceed to the next day.'''===&lt;br /&gt;
You cannot do it yourself. The next game week will come after the recalculation on the server. You can find out about the time before the start of the recalculation in the upper right corner of the screen.&lt;br /&gt;
&lt;br /&gt;
==='''How long does it take in the game in one real day?'''===&lt;br /&gt;
One real day is equal to one virtual game week.&lt;br /&gt;
&lt;br /&gt;
==='''How to speed up time?'''===&lt;br /&gt;
Time in the game flows the same way for all players. It cannot be accelerated.&lt;br /&gt;
&lt;br /&gt;
==='''How long does recalculation last?'''===&lt;br /&gt;
Approximately 2 hours.&lt;br /&gt;
&lt;br /&gt;
==='''Is there a client program for your game?'''===&lt;br /&gt;
There is no client program for the game and there are no development plans in near future. The use of third-party client programs is prohibited.&lt;br /&gt;
&lt;br /&gt;
==='''How does the game calculate the cost of goods produced?'''===&lt;br /&gt;
The cost of production is calculated as follows: ('''cost of raw materials''' + '''wages to workers''' + '''fuel and energy costs''' + '''waste and losses''' + '''general production costs''' + '''administrative costs''') '''/''' '''the amount of products produced'''.&lt;br /&gt;
&lt;br /&gt;
==='''How to estimate transportation costs? Relatively speaking, there is a unit of goods worth X; how much will it cost to transport it from point A to point B, taking into account transport, customs and other costs?'''===&lt;br /&gt;
Use the report, which is located on the &amp;quot;Transport&amp;quot; tab of the Analytics -&amp;gt; Macroeconomic indicators page.&lt;br /&gt;
&lt;br /&gt;
==='''How to buy a production unit?'''===&lt;br /&gt;
Enter the game menu and select the menu item '''My company / Markets / Enterprise market'''. There you will see all the companies for sale and you can buy a suitable one.}}&lt;br /&gt;
&lt;br /&gt;
==='''How to buy a store from a bankrupt company? I can't do it.'''===&lt;br /&gt;
If you cannot buy a store, it means that it is worthless - it has no fame, there are no goods in its warehouse. You can open such store yourself.&lt;br /&gt;
&lt;br /&gt;
==='''I want to organize production. What is the best thing to produce and how much money will it take?'''===&lt;br /&gt;
More or less efficient production requires at least 2-3 million to start. To create efficient production without any problems, you will need about 100 million and 3-4 experience points. Agriculture is not that expensive.&lt;br /&gt;
&lt;br /&gt;
==='''What is a license? How buying a license differs from buying technology?'''===&lt;br /&gt;
Unlike a technology purchase that is company-wide, a license is limited to one specific business unit. The advantage of using licenses is their price, which is lower than the cost of purchasing technology (example: a mill of technology level 10 - technology will cost 36 million, while license will cost 50 thousand). Therefore, the purchase of licenses is recommended for beginners.&lt;br /&gt;
&lt;br /&gt;
==='''I want to purchase a license for an enterprise, how can I find out exactly how much this or that license costs?'''===&lt;br /&gt;
You can see the exact amount by following the path &amp;quot;Analytics&amp;quot; -&amp;gt; &amp;quot;Market analysis&amp;quot; -&amp;gt; &amp;quot;Technologies&amp;quot;.&lt;br /&gt;
There, you can select the specialization and technology level you need and click on &amp;quot;Results of the past day&amp;quot;.&lt;br /&gt;
As you can see the words '''Demand''' and '''Supply''' are links. By clicking on them, you will see the exact amounts at which players are selling or looking for licenses. Pay attention - these are just yesterday's completed totals}}&lt;br /&gt;
&lt;br /&gt;
=== '' 'How are qualifications growing?' '' ===&lt;br /&gt;
The qualification grows depending on how closely you use the qualification in the given field.&lt;br /&gt;
&lt;br /&gt;
=== '' 'How to hire employees?' '' ===&lt;br /&gt;
Open the required department and click on the link '' '' Employees and salary '' ''. In the window that opens, set the required number of employees and determine their salary.&lt;br /&gt;
&lt;br /&gt;
=== '' 'Is it possible to sell products to different companies at different prices?' '' ===&lt;br /&gt;
There is a rule: one company - one shipping price. You can organize a discounted shipping option for a specific customer. This is done in the following way: the enterprise sets the sale mode &amp;quot;'&amp;quot; for certain companies &amp;quot;' ', sets a discount price and indicates in the buyers the company for which it will be necessary to ship at this price. After that, you can build a warehouse and ship the leftovers there for sale at a &amp;quot;standard&amp;quot; price for all other buyers. You can do the opposite: from the enterprise to sell '' 'for everyone' '', and from the warehouse - '' 'for a specific company' ''.&lt;br /&gt;
&lt;br /&gt;
=== '' 'Does the supplier have the right to refuse delivery of goods without giving any reason?' '' ===&lt;br /&gt;
Yes, it has.&lt;br /&gt;
&lt;br /&gt;
=== '' 'How long will it take for the product to arrive after ordering?' '' ===&lt;br /&gt;
The next day, after the recount. Provided that you have enough money to pay for the delivery and if the supplier does not let you down. Equipment is an exception. All its species (including animals) are bought instantly&lt;br /&gt;
&lt;br /&gt;
=== '' 'Does it make sense to order products from suppliers if they have' 0 'in the' '' Free '' 'column?' '' ===&lt;br /&gt;
This action has no special meaning. Zero means that the supplier currently has no resources available for order execution. They may appear tomorrow, in the event that someone cancels the order or the supplier expands production. It is also possible that you will receive a higher priority from the supplier - but this is unlikely.&lt;br /&gt;
&lt;br /&gt;
=== '' 'Why when I look in' '' &amp;quot;Reports / Retail in cities&amp;quot; '' '(country, city I indicate everything) - my company is not there?' '' ===&lt;br /&gt;
The point is that this report displays only 10 stores with the highest sales.&lt;br /&gt;
&lt;br /&gt;
=== '' 'How can I see a product brand, cost and quality on average in the city?' '' ===&lt;br /&gt;
This information can be seen in the marketing report under '' '' Trade in cities '' ''.&lt;br /&gt;
&lt;br /&gt;
=== '' 'The game displays the following message: &amp;quot;The office is not working, the efficiency of the new office employees requires additional evaluation.&amp;quot; What to do? '' '===&lt;br /&gt;
Office efficiency data will be updated only after recalculation. Then the real efficiency of the office will be shown. Until we have to wait.&lt;br /&gt;
&lt;br /&gt;
=== '' 'Why are the products in stock not displayed in the list of suppliers in the' '' 'my' '' 'tab when I set the option' '' sell only to my company '' '? The product appears only after specifying the sales price from the warehouse. It seems to me that it is not entirely correct to sell goods to yourself. '' '===&lt;br /&gt;
An enterprise in Virtonomics is an independent economic unit. The supplier enterprise can sell the goods to the customer enterprise at a clearly defined price. If the price is not determined, the trade cannot take place.&lt;br /&gt;
&lt;br /&gt;
=== '' 'How do I get a job with another member?' '' ===&lt;br /&gt;
At the moment, the labor market in the game is not implemented.&lt;br /&gt;
&lt;br /&gt;
=== '' 'Are employees working during training?' '' ===&lt;br /&gt;
Yes, they do.&lt;br /&gt;
&lt;br /&gt;
=== '' 'Why are warehouses needed? How are they beneficial? '' '===&lt;br /&gt;
Warehouses help to organize deliveries to a chain of stores or to groups of similar enterprises. You can set up deliveries from the warehouse once, and then only change the volume of purchases - this saves time. Warehouses also allow you to create a buffer stock of raw materials and goods.&lt;br /&gt;
&lt;br /&gt;
In addition, warehouses, in fact, are a mechanism that makes it possible to release the same products at different prices. For example, if you want to supply products from your factory to your own stores a little higher than the cost price, &amp;quot;throwing out&amp;quot; the surplus on the market at a higher price, then this can be done only through warehouses.&lt;br /&gt;
&lt;br /&gt;
=== '' 'What is an Independent Vendor? Why is he on the list of suppliers? What function does it have? '' '===&lt;br /&gt;
Without independent suppliers, initial development would be very difficult. They now perform the function of regulating the market.&lt;br /&gt;
&lt;br /&gt;
=== '' 'Is it possible to buy high-end tech immediately? Or first you buy the 2nd, then the 3rd and so on ... '' '===&lt;br /&gt;
You can buy any available technology level. But the higher the technology, the higher the requirements for the qualifications of workers, equipment and, accordingly, for the qualifications of a manager. In addition, if you yourself are going to engage in technological development, you should be aware that &amp;quot;skipped&amp;quot; levels negatively affect the speed of new technologies discovery.&lt;br /&gt;
&lt;br /&gt;
=== '' 'What is the benefit of a franchise? Indeed, it does not affect the quality and volume of products. '' '===&lt;br /&gt;
The franchise gives a bonus to the product brand in all cities.&lt;br /&gt;
&lt;br /&gt;
=== '' 'Does the game have such a thing as &amp;quot;investment&amp;quot;? Can I buy shares of any company? '' '===&lt;br /&gt;
An investment in the game is the construction of units and the purchase of equipment. There is no stock market in the game yet.&lt;br /&gt;
&lt;br /&gt;
=== '' 'How can I move the produced cows from the additional pens to the main one, bypassing the buy / sell operation?' '' ===&lt;br /&gt;
No way. This is the only way.&lt;br /&gt;
&lt;br /&gt;
=== '' 'If you start to increase the size of the plant, does it stop working during the restructuring?' '' ===&lt;br /&gt;
Doesn't stop. The expansion proceeds in parallel with the operation of the plant.&lt;br /&gt;
&lt;br /&gt;
=== '' 'If I cancel the construction of an enterprise, will I get the money spent on it?' '' ===&lt;br /&gt;
Funds already spent on construction will not be returned.&lt;br /&gt;
&lt;br /&gt;
=== '' 'Why is my business put up for sale as &amp;quot;BANKROT COMPANY&amp;quot; if I have $ 14979127.13 on my account?' '' ===&lt;br /&gt;
If you transferred funds to the company's account today, then it will come out of the state of '' 'bankruptcy' '' only after recalculation.&lt;/div&gt;</summary>
		<author><name>DarkRyu</name></author>
		
	</entry>
	<entry>
		<id>http://virtonomica.ru/help/index.php?title=General_questions/en&amp;diff=552</id>
		<title>General questions/en</title>
		<link rel="alternate" type="text/html" href="http://virtonomica.ru/help/index.php?title=General_questions/en&amp;diff=552"/>
		<updated>2020-08-07T12:33:30Z</updated>

		<summary type="html">&lt;p&gt;DarkRyu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==='''Do you have a guide for beginners?'''===&lt;br /&gt;
If you have questions about the game, please refer to our game guide: 		&lt;br /&gt;
&lt;br /&gt;
==='''Can I transfer money from one player to another player?'''===&lt;br /&gt;
Until the banking system is implemented, there are no legal instruments to complete this operation.&lt;br /&gt;
&lt;br /&gt;
==='''My friend started playing Virtonomics too. If I help him by buying his products at overly increased price, will that be considered a violation?'''===&lt;br /&gt;
Yes, of course. But if you write a letter to the administration, and explain the essence of the operation, and they will allow it - then everything will be legal.&lt;br /&gt;
&lt;br /&gt;
==='''How do I restart the game?'''===&lt;br /&gt;
In order to Restart go to '''Settings''' (gray icon in the upper right corner) / '''My data''' / '''Restart'''. This operation can be performed only once a day.&lt;br /&gt;
&lt;br /&gt;
==='''How can I continue the game-play? I don't understand how I can proceed to the next day.'''===&lt;br /&gt;
You cannot do it yourself. The next game week will come after the recalculation on the server. You can find out about the time before the start of the recalculation in the upper right corner of the screen.&lt;br /&gt;
&lt;br /&gt;
==='''How long does it take in the game in one real day?'''===&lt;br /&gt;
One real day is equal to one virtual game week.&lt;br /&gt;
&lt;br /&gt;
==='''How to speed up time?'''===&lt;br /&gt;
Time in the game flows the same way for all players. It cannot be accelerated.&lt;br /&gt;
&lt;br /&gt;
==='''How long does recalculation last?'''===&lt;br /&gt;
Approximately 2 hours.&lt;br /&gt;
&lt;br /&gt;
==='''Is there a client program for your game?'''===&lt;br /&gt;
There is no client program for the game and there are no development plans in near future. The use of third-party client programs is prohibited.&lt;br /&gt;
&lt;br /&gt;
==='''How does the game calculate the cost of goods produced?'''===&lt;br /&gt;
The cost of production is calculated as follows: ('''cost of raw materials''' + '''wages to workers''' + '''fuel and energy costs''' + '''waste and losses''' + '''general production costs''' + '''administrative costs''') '''/''' '''the amount of products produced'''.&lt;br /&gt;
&lt;br /&gt;
=== '' 'How to estimate transportation costs? Relatively speaking, there is a unit of goods worth X; how much will it cost to transport it from point A to point B, taking into account transport, customs and other costs? '' '===&lt;br /&gt;
Use the report, which is located on the &amp;quot;Transport&amp;quot; tab of the Analytics -&amp;gt; Macroeconomic indicators page.&lt;br /&gt;
&lt;br /&gt;
=== '' 'How to buy a production?' '' ===&lt;br /&gt;
Enter the game menu and select the menu item '' '' My company / Markets / Enterprise market '' ''. There you will see all the companies for sale and you can buy a suitable one.}}&lt;br /&gt;
&lt;br /&gt;
=== '' 'How to buy a store from a bankrupt? I can't do it. '' '===&lt;br /&gt;
If you cannot buy a store, it means that it is worthless: it has no fame, there are no goods in warehouses. You can create such a store yourself.&lt;br /&gt;
&lt;br /&gt;
=== '' 'I want to organize production. What is the best thing to do and how much money will it take? '' '===&lt;br /&gt;
To create more or less efficient production requires at least 2-3 million. To create efficient production without any problems, you will need about 100 million and 3-4 experience points. Farming is not that expensive.&lt;br /&gt;
&lt;br /&gt;
=== '' 'What is a license? How is buying it different from buying technology? '' '===&lt;br /&gt;
Unlike a technology purchase that is company-wide, a license is limited to one specific business. The advantage of using licenses is their price, which is an order of magnitude lower than the cost of purchasing technology (Example, mill 10 technology: technology cost 36 million, license cost 50 thousand). Therefore, the purchase of licenses is recommended for beginners.&lt;br /&gt;
&lt;br /&gt;
=== '' 'I want to purchase a license for an enterprise, how can I find out exactly how much this or that license costs?' '' === You can see the exact amount by following the path &amp;quot;Analytics&amp;quot; - &amp;quot;Market analysis&amp;quot; - &amp;quot;Technologies&amp;quot;.&lt;br /&gt;
There, you can select the specialization and technology level you need and click on &amp;quot;Results of the past day&amp;quot;.&lt;br /&gt;
As you can see the words Demand and Supply. are links. By clicking on them, you will see the exact amounts at which players are selling or looking for licenses. Pay attention - these are just yesterday's completed totals}}&lt;br /&gt;
&lt;br /&gt;
=== '' 'How are qualifications growing?' '' ===&lt;br /&gt;
The qualification grows depending on how closely you use the qualification in the given field.&lt;br /&gt;
&lt;br /&gt;
=== '' 'How to hire employees?' '' ===&lt;br /&gt;
Open the required department and click on the link '' '' Employees and salary '' ''. In the window that opens, set the required number of employees and determine their salary.&lt;br /&gt;
&lt;br /&gt;
=== '' 'Is it possible to sell products to different companies at different prices?' '' ===&lt;br /&gt;
There is a rule: one company - one shipping price. You can organize a discounted shipping option for a specific customer. This is done in the following way: the enterprise sets the sale mode &amp;quot;'&amp;quot; for certain companies &amp;quot;' ', sets a discount price and indicates in the buyers the company for which it will be necessary to ship at this price. After that, you can build a warehouse and ship the leftovers there for sale at a &amp;quot;standard&amp;quot; price for all other buyers. You can do the opposite: from the enterprise to sell '' 'for everyone' '', and from the warehouse - '' 'for a specific company' ''.&lt;br /&gt;
&lt;br /&gt;
=== '' 'Does the supplier have the right to refuse delivery of goods without giving any reason?' '' ===&lt;br /&gt;
Yes, it has.&lt;br /&gt;
&lt;br /&gt;
=== '' 'How long will it take for the product to arrive after ordering?' '' ===&lt;br /&gt;
The next day, after the recount. Provided that you have enough money to pay for the delivery and if the supplier does not let you down. Equipment is an exception. All its species (including animals) are bought instantly&lt;br /&gt;
&lt;br /&gt;
=== '' 'Does it make sense to order products from suppliers if they have' 0 'in the' '' Free '' 'column?' '' ===&lt;br /&gt;
This action has no special meaning. Zero means that the supplier currently has no resources available for order execution. They may appear tomorrow, in the event that someone cancels the order or the supplier expands production. It is also possible that you will receive a higher priority from the supplier - but this is unlikely.&lt;br /&gt;
&lt;br /&gt;
=== '' 'Why when I look in' '' &amp;quot;Reports / Retail in cities&amp;quot; '' '(country, city I indicate everything) - my company is not there?' '' ===&lt;br /&gt;
The point is that this report displays only 10 stores with the highest sales.&lt;br /&gt;
&lt;br /&gt;
=== '' 'How can I see a product brand, cost and quality on average in the city?' '' ===&lt;br /&gt;
This information can be seen in the marketing report under '' '' Trade in cities '' ''.&lt;br /&gt;
&lt;br /&gt;
=== '' 'The game displays the following message: &amp;quot;The office is not working, the efficiency of the new office employees requires additional evaluation.&amp;quot; What to do? '' '===&lt;br /&gt;
Office efficiency data will be updated only after recalculation. Then the real efficiency of the office will be shown. Until we have to wait.&lt;br /&gt;
&lt;br /&gt;
=== '' 'Why are the products in stock not displayed in the list of suppliers in the' '' 'my' '' 'tab when I set the option' '' sell only to my company '' '? The product appears only after specifying the sales price from the warehouse. It seems to me that it is not entirely correct to sell goods to yourself. '' '===&lt;br /&gt;
An enterprise in Virtonomics is an independent economic unit. The supplier enterprise can sell the goods to the customer enterprise at a clearly defined price. If the price is not determined, the trade cannot take place.&lt;br /&gt;
&lt;br /&gt;
=== '' 'How do I get a job with another member?' '' ===&lt;br /&gt;
At the moment, the labor market in the game is not implemented.&lt;br /&gt;
&lt;br /&gt;
=== '' 'Are employees working during training?' '' ===&lt;br /&gt;
Yes, they do.&lt;br /&gt;
&lt;br /&gt;
=== '' 'Why are warehouses needed? How are they beneficial? '' '===&lt;br /&gt;
Warehouses help to organize deliveries to a chain of stores or to groups of similar enterprises. You can set up deliveries from the warehouse once, and then only change the volume of purchases - this saves time. Warehouses also allow you to create a buffer stock of raw materials and goods.&lt;br /&gt;
&lt;br /&gt;
In addition, warehouses, in fact, are a mechanism that makes it possible to release the same products at different prices. For example, if you want to supply products from your factory to your own stores a little higher than the cost price, &amp;quot;throwing out&amp;quot; the surplus on the market at a higher price, then this can be done only through warehouses.&lt;br /&gt;
&lt;br /&gt;
=== '' 'What is an Independent Vendor? Why is he on the list of suppliers? What function does it have? '' '===&lt;br /&gt;
Without independent suppliers, initial development would be very difficult. They now perform the function of regulating the market.&lt;br /&gt;
&lt;br /&gt;
=== '' 'Is it possible to buy high-end tech immediately? Or first you buy the 2nd, then the 3rd and so on ... '' '===&lt;br /&gt;
You can buy any available technology level. But the higher the technology, the higher the requirements for the qualifications of workers, equipment and, accordingly, for the qualifications of a manager. In addition, if you yourself are going to engage in technological development, you should be aware that &amp;quot;skipped&amp;quot; levels negatively affect the speed of new technologies discovery.&lt;br /&gt;
&lt;br /&gt;
=== '' 'What is the benefit of a franchise? Indeed, it does not affect the quality and volume of products. '' '===&lt;br /&gt;
The franchise gives a bonus to the product brand in all cities.&lt;br /&gt;
&lt;br /&gt;
=== '' 'Does the game have such a thing as &amp;quot;investment&amp;quot;? Can I buy shares of any company? '' '===&lt;br /&gt;
An investment in the game is the construction of units and the purchase of equipment. There is no stock market in the game yet.&lt;br /&gt;
&lt;br /&gt;
=== '' 'How can I move the produced cows from the additional pens to the main one, bypassing the buy / sell operation?' '' ===&lt;br /&gt;
No way. This is the only way.&lt;br /&gt;
&lt;br /&gt;
=== '' 'If you start to increase the size of the plant, does it stop working during the restructuring?' '' ===&lt;br /&gt;
Doesn't stop. The expansion proceeds in parallel with the operation of the plant.&lt;br /&gt;
&lt;br /&gt;
=== '' 'If I cancel the construction of an enterprise, will I get the money spent on it?' '' ===&lt;br /&gt;
Funds already spent on construction will not be returned.&lt;br /&gt;
&lt;br /&gt;
=== '' 'Why is my business put up for sale as &amp;quot;BANKROT COMPANY&amp;quot; if I have $ 14979127.13 on my account?' '' ===&lt;br /&gt;
If you transferred funds to the company's account today, then it will come out of the state of '' 'bankruptcy' '' only after recalculation.&lt;/div&gt;</summary>
		<author><name>DarkRyu</name></author>
		
	</entry>
	<entry>
		<id>http://virtonomica.ru/help/index.php?title=General_questions/en&amp;diff=551</id>
		<title>General questions/en</title>
		<link rel="alternate" type="text/html" href="http://virtonomica.ru/help/index.php?title=General_questions/en&amp;diff=551"/>
		<updated>2020-08-06T16:19:08Z</updated>

		<summary type="html">&lt;p&gt;DarkRyu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==='''Do you have a guide for beginners?'''===&lt;br /&gt;
If you have questions about the game, please refer to our game guide: 		&lt;br /&gt;
&lt;br /&gt;
==='''Can I transfer money from one player to another player?'''===&lt;br /&gt;
Until the banking system is implemented, there are no legal instruments to complete this operation.&lt;br /&gt;
&lt;br /&gt;
==='''My friend started playing Virtonomics too. If I help him by buying his products at overly increased price, will that be considered a violation?'''===&lt;br /&gt;
Yes, of course. But if you write a letter to the administration, and explain the essence of the operation, and they will allow it - then everything will be legal.&lt;br /&gt;
&lt;br /&gt;
==='''How do I restart the game?'''===&lt;br /&gt;
In order to Restart go to '''Settings''' (gray icon in the upper right corner) / '''My data''' / '''Restart'''. This operation can be performed only once a day.&lt;br /&gt;
&lt;br /&gt;
==='''How can I continue the game-play? I don't understand how I can proceed to the next day.'''===&lt;br /&gt;
You cannot do it yourself. The next game week will come after the recalculation on the server. You can find out about the time before the start of the recalculation in the upper right corner of the screen.&lt;br /&gt;
&lt;br /&gt;
==='''How long does it take in the game in one real day?'''===&lt;br /&gt;
One real day is equal to one virtual game week.&lt;br /&gt;
&lt;br /&gt;
==='''How to speed up time?'''===&lt;br /&gt;
Time in the game flows the same way for all players. It cannot be accelerated.&lt;br /&gt;
+++&lt;br /&gt;
=== '' 'How long does it take to recalculate the situation?' '' ===&lt;br /&gt;
About 2 hours.&lt;br /&gt;
&lt;br /&gt;
=== '' 'Is there a client program for your game?' '' ===&lt;br /&gt;
There is no client program for the game; its development is not planned in the near future. The use of third-party client programs is prohibited.&lt;br /&gt;
&lt;br /&gt;
=== '' 'How does the game calculate the cost of goods produced?' '' ===&lt;br /&gt;
The cost of production is calculated as follows: ('' 'cost of raw materials' '' '+' 'wages to workers' '' '+' 'fuel and energy costs' '' '+' '' waste and losses '' '' + '' general production costs' '' '+' '' 'administrative costs'' '') '' '' / '' '' '' the amount of products produced '' '.&lt;br /&gt;
&lt;br /&gt;
=== '' 'How to estimate transportation costs? Relatively speaking, there is a unit of goods worth X; how much will it cost to transport it from point A to point B, taking into account transport, customs and other costs? '' '===&lt;br /&gt;
Use the report, which is located on the &amp;quot;Transport&amp;quot; tab of the Analytics -&amp;gt; Macroeconomic indicators page.&lt;br /&gt;
&lt;br /&gt;
=== '' 'How to buy a production?' '' ===&lt;br /&gt;
Enter the game menu and select the menu item '' '' My company / Markets / Enterprise market '' ''. There you will see all the companies for sale and you can buy a suitable one.}}&lt;br /&gt;
&lt;br /&gt;
=== '' 'How to buy a store from a bankrupt? I can't do it. '' '===&lt;br /&gt;
If you cannot buy a store, it means that it is worthless: it has no fame, there are no goods in warehouses. You can create such a store yourself.&lt;br /&gt;
&lt;br /&gt;
=== '' 'I want to organize production. What is the best thing to do and how much money will it take? '' '===&lt;br /&gt;
To create more or less efficient production requires at least 2-3 million. To create efficient production without any problems, you will need about 100 million and 3-4 experience points. Farming is not that expensive.&lt;br /&gt;
&lt;br /&gt;
=== '' 'What is a license? How is buying it different from buying technology? '' '===&lt;br /&gt;
Unlike a technology purchase that is company-wide, a license is limited to one specific business. The advantage of using licenses is their price, which is an order of magnitude lower than the cost of purchasing technology (Example, mill 10 technology: technology cost 36 million, license cost 50 thousand). Therefore, the purchase of licenses is recommended for beginners.&lt;br /&gt;
&lt;br /&gt;
=== '' 'I want to purchase a license for an enterprise, how can I find out exactly how much this or that license costs?' '' === You can see the exact amount by following the path &amp;quot;Analytics&amp;quot; - &amp;quot;Market analysis&amp;quot; - &amp;quot;Technologies&amp;quot;.&lt;br /&gt;
There, you can select the specialization and technology level you need and click on &amp;quot;Results of the past day&amp;quot;.&lt;br /&gt;
As you can see the words Demand and Supply. are links. By clicking on them, you will see the exact amounts at which players are selling or looking for licenses. Pay attention - these are just yesterday's completed totals}}&lt;br /&gt;
&lt;br /&gt;
=== '' 'How are qualifications growing?' '' ===&lt;br /&gt;
The qualification grows depending on how closely you use the qualification in the given field.&lt;br /&gt;
&lt;br /&gt;
=== '' 'How to hire employees?' '' ===&lt;br /&gt;
Open the required department and click on the link '' '' Employees and salary '' ''. In the window that opens, set the required number of employees and determine their salary.&lt;br /&gt;
&lt;br /&gt;
=== '' 'Is it possible to sell products to different companies at different prices?' '' ===&lt;br /&gt;
There is a rule: one company - one shipping price. You can organize a discounted shipping option for a specific customer. This is done in the following way: the enterprise sets the sale mode &amp;quot;'&amp;quot; for certain companies &amp;quot;' ', sets a discount price and indicates in the buyers the company for which it will be necessary to ship at this price. After that, you can build a warehouse and ship the leftovers there for sale at a &amp;quot;standard&amp;quot; price for all other buyers. You can do the opposite: from the enterprise to sell '' 'for everyone' '', and from the warehouse - '' 'for a specific company' ''.&lt;br /&gt;
&lt;br /&gt;
=== '' 'Does the supplier have the right to refuse delivery of goods without giving any reason?' '' ===&lt;br /&gt;
Yes, it has.&lt;br /&gt;
&lt;br /&gt;
=== '' 'How long will it take for the product to arrive after ordering?' '' ===&lt;br /&gt;
The next day, after the recount. Provided that you have enough money to pay for the delivery and if the supplier does not let you down. Equipment is an exception. All its species (including animals) are bought instantly&lt;br /&gt;
&lt;br /&gt;
=== '' 'Does it make sense to order products from suppliers if they have' 0 'in the' '' Free '' 'column?' '' ===&lt;br /&gt;
This action has no special meaning. Zero means that the supplier currently has no resources available for order execution. They may appear tomorrow, in the event that someone cancels the order or the supplier expands production. It is also possible that you will receive a higher priority from the supplier - but this is unlikely.&lt;br /&gt;
&lt;br /&gt;
=== '' 'Why when I look in' '' &amp;quot;Reports / Retail in cities&amp;quot; '' '(country, city I indicate everything) - my company is not there?' '' ===&lt;br /&gt;
The point is that this report displays only 10 stores with the highest sales.&lt;br /&gt;
&lt;br /&gt;
=== '' 'How can I see a product brand, cost and quality on average in the city?' '' ===&lt;br /&gt;
This information can be seen in the marketing report under '' '' Trade in cities '' ''.&lt;br /&gt;
&lt;br /&gt;
=== '' 'The game displays the following message: &amp;quot;The office is not working, the efficiency of the new office employees requires additional evaluation.&amp;quot; What to do? '' '===&lt;br /&gt;
Office efficiency data will be updated only after recalculation. Then the real efficiency of the office will be shown. Until we have to wait.&lt;br /&gt;
&lt;br /&gt;
=== '' 'Why are the products in stock not displayed in the list of suppliers in the' '' 'my' '' 'tab when I set the option' '' sell only to my company '' '? The product appears only after specifying the sales price from the warehouse. It seems to me that it is not entirely correct to sell goods to yourself. '' '===&lt;br /&gt;
An enterprise in Virtonomics is an independent economic unit. The supplier enterprise can sell the goods to the customer enterprise at a clearly defined price. If the price is not determined, the trade cannot take place.&lt;br /&gt;
&lt;br /&gt;
=== '' 'How do I get a job with another member?' '' ===&lt;br /&gt;
At the moment, the labor market in the game is not implemented.&lt;br /&gt;
&lt;br /&gt;
=== '' 'Are employees working during training?' '' ===&lt;br /&gt;
Yes, they do.&lt;br /&gt;
&lt;br /&gt;
=== '' 'Why are warehouses needed? How are they beneficial? '' '===&lt;br /&gt;
Warehouses help to organize deliveries to a chain of stores or to groups of similar enterprises. You can set up deliveries from the warehouse once, and then only change the volume of purchases - this saves time. Warehouses also allow you to create a buffer stock of raw materials and goods.&lt;br /&gt;
&lt;br /&gt;
In addition, warehouses, in fact, are a mechanism that makes it possible to release the same products at different prices. For example, if you want to supply products from your factory to your own stores a little higher than the cost price, &amp;quot;throwing out&amp;quot; the surplus on the market at a higher price, then this can be done only through warehouses.&lt;br /&gt;
&lt;br /&gt;
=== '' 'What is an Independent Vendor? Why is he on the list of suppliers? What function does it have? '' '===&lt;br /&gt;
Without independent suppliers, initial development would be very difficult. They now perform the function of regulating the market.&lt;br /&gt;
&lt;br /&gt;
=== '' 'Is it possible to buy high-end tech immediately? Or first you buy the 2nd, then the 3rd and so on ... '' '===&lt;br /&gt;
You can buy any available technology level. But the higher the technology, the higher the requirements for the qualifications of workers, equipment and, accordingly, for the qualifications of a manager. In addition, if you yourself are going to engage in technological development, you should be aware that &amp;quot;skipped&amp;quot; levels negatively affect the speed of new technologies discovery.&lt;br /&gt;
&lt;br /&gt;
=== '' 'What is the benefit of a franchise? Indeed, it does not affect the quality and volume of products. '' '===&lt;br /&gt;
The franchise gives a bonus to the product brand in all cities.&lt;br /&gt;
&lt;br /&gt;
=== '' 'Does the game have such a thing as &amp;quot;investment&amp;quot;? Can I buy shares of any company? '' '===&lt;br /&gt;
An investment in the game is the construction of units and the purchase of equipment. There is no stock market in the game yet.&lt;br /&gt;
&lt;br /&gt;
=== '' 'How can I move the produced cows from the additional pens to the main one, bypassing the buy / sell operation?' '' ===&lt;br /&gt;
No way. This is the only way.&lt;br /&gt;
&lt;br /&gt;
=== '' 'If you start to increase the size of the plant, does it stop working during the restructuring?' '' ===&lt;br /&gt;
Doesn't stop. The expansion proceeds in parallel with the operation of the plant.&lt;br /&gt;
&lt;br /&gt;
=== '' 'If I cancel the construction of an enterprise, will I get the money spent on it?' '' ===&lt;br /&gt;
Funds already spent on construction will not be returned.&lt;br /&gt;
&lt;br /&gt;
=== '' 'Why is my business put up for sale as &amp;quot;BANKROT COMPANY&amp;quot; if I have $ 14979127.13 on my account?' '' ===&lt;br /&gt;
If you transferred funds to the company's account today, then it will come out of the state of '' 'bankruptcy' '' only after recalculation.&lt;/div&gt;</summary>
		<author><name>DarkRyu</name></author>
		
	</entry>
	<entry>
		<id>http://virtonomica.ru/help/index.php?title=General_questions/en&amp;diff=550</id>
		<title>General questions/en</title>
		<link rel="alternate" type="text/html" href="http://virtonomica.ru/help/index.php?title=General_questions/en&amp;diff=550"/>
		<updated>2020-08-06T15:57:49Z</updated>

		<summary type="html">&lt;p&gt;DarkRyu: /* How do I restart the game? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==='''Do you have a guide for beginners?'''===&lt;br /&gt;
If you have questions about the game, please refer to our game guide: 		&lt;br /&gt;
&lt;br /&gt;
==='''Can I transfer money from one player to another player?'''===&lt;br /&gt;
Until the banking system is implemented, there are no legal instruments to complete this operation.&lt;br /&gt;
&lt;br /&gt;
==='''My friend started playing Virtonomics too. If I help him by buying his products at overly increased price, will that be considered a violation?'''===&lt;br /&gt;
Yes, of course. But if you write a letter to the administration, and explain the essence of the operation, and they will allow it - then everything will be legal.&lt;br /&gt;
&lt;br /&gt;
==='''How do I restart the game?'''===&lt;br /&gt;
In order to Restart go to '''Settings''' (gray icon in the upper right corner) / '''My data''' / '''Restart'''. This operation can be performed only once a day.&lt;br /&gt;
&lt;br /&gt;
==='''Как мне продолжить игровой процесс? Я не понимаю, как мне перейти в следующий день.'''===&lt;br /&gt;
Вы не можете сделать это самостоятельно. Следующая игровая неделя наступит после пересчёта на сервере. Узнать о времени до начала пересчета можно в верхнем правом углу экрана.&lt;br /&gt;
&lt;br /&gt;
==='''Сколько времени проходит в игре за одни реальные сутки?'''===&lt;br /&gt;
Одни реальные сутки равны одной игровой неделе.&lt;br /&gt;
&lt;br /&gt;
==='''Как ускорить время?'''===&lt;br /&gt;
Игровое время течёт одинаково для всех игроков. Ускорить его ускорить нельзя.&lt;br /&gt;
&lt;br /&gt;
==='''Сколько времени длится пересчёт ситуации?'''===&lt;br /&gt;
Около 2 часов.&lt;br /&gt;
&lt;br /&gt;
==='''Есть ли для вашей игры программа-клиент?'''===&lt;br /&gt;
Программы-клиента для игры нет; в ближайшем будущем её разработка не планируется. Использование же сторонних клиентских программ - запрещено.&lt;br /&gt;
&lt;br /&gt;
==='''Как в игре рассчитывается себестоимость произведённой продукции?'''===&lt;br /&gt;
Себестоимость продукции рассчитывается следующим образом: ('''стоимость сырья'''  + '''зарплата рабочим''' + '''расходы на топливо и энергию''' + '''брак и потери''' + '''общепроизводственные расходы''' + '''управленческие расходы''') '''/''' '''количество произведенной продукции'''.&lt;br /&gt;
&lt;br /&gt;
==='''Как прикинуть транспортные расходы? Условно говоря, есть единица товара стоимостью X; сколько будет стоить её перевозка из точки A в точку B с учетом транспортных, таможенных и прочих расходов?'''===&lt;br /&gt;
Воспользуйтесь отчетом, который находится на закладке &amp;quot;Транспорт&amp;quot; страницы Аналитика -&amp;gt; Макроэкономические показатели.&lt;br /&gt;
&lt;br /&gt;
==='''Как купить производство?'''===&lt;br /&gt;
Войдите в игровое меню и выберите пункт меню '''&amp;quot;Моя компания / Рынки / Рынок предприятий&amp;quot;'''. Там вы увидите все выставленные на продажу предприятия и сможете купить подходящее.}}&lt;br /&gt;
&lt;br /&gt;
==='''Как купить магазин у банкрота? У меня не получается.'''===&lt;br /&gt;
Если вы не можете купить магазин, то это значит, что он ничего не стоит: у него нет известности, нет товаров на складах. Вы можете создать такой магазин сами.&lt;br /&gt;
&lt;br /&gt;
==='''Хочу организовать производство. Чем лучше заняться и сколько денежных средств на это потребуется?'''===&lt;br /&gt;
Для создания более-менее эффективного производства требуется не менее 2-3 миллионов. Чтобы эффективное производство создать без особых проблем, понадобится около 100 миллионов и 3-4 очка опыта. Сельское хозяйство не столь затратно.&lt;br /&gt;
&lt;br /&gt;
==='''Что такое лицензия? Чем её покупка отличается от покупки технологии?'''===&lt;br /&gt;
В отличие от покупки технологии, которая распространяется на всю компанию, действие лицензии ограничивается одним конкретным предприятием. Плюсом использования лицензий является их цена, которая на порядок ниже стоимости покупки технологии (Пример, мельница 10 технология: стоимость технологии 36 млн, стоимость лицензии 50 тыс.). Поэтому покупка лицензий рекомендуется для начинающих производственников&lt;br /&gt;
&lt;br /&gt;
==='''Хочу приобрести лицензию на предприятие, как узнать сколько точно стоит та или иная лицензия?'''=== Посмотреть точную сумму можно пройдя по пути «Аналитика» - «Анализ рынков» - «Технологии».&lt;br /&gt;
Там вы можете выбрать нужную вам специализацию и уровень технологии и нажмите «Итоги прошлого дня».&lt;br /&gt;
Как видите слова Спрос и Предл. являются ссылками. Нажав на них, вы увидите точные суммы, по которым игроки продают или ищут лицензии. Обратите внимание – это именно завершившиеся вчерашние итоги}}&lt;br /&gt;
&lt;br /&gt;
==='''Как растёт квалификация?'''===&lt;br /&gt;
Квалификация растет в зависимости от того, насколько плотно Вы используете квалификацию в данной области.&lt;br /&gt;
&lt;br /&gt;
==='''Kaк нанять сотрудников?'''===&lt;br /&gt;
Откройте нужное подразделение и нажмите на ссылку '''&amp;quot;Сотрудники и зарплата&amp;quot;'''. В открывшемся окне установите нужное количество сотрудников и определите им заработную плату. &lt;br /&gt;
&lt;br /&gt;
==='''Можно ли продавать продукцию разным компаниям по разным ценам?'''===&lt;br /&gt;
Есть правило: одно предприятие – одна отгрузочная цена. Можно организовать вариант с отгрузкой со скидкой для определенного покупателя. Делается это так: на предприятии ставится режим продажи ''&amp;quot;для определенных компаний&amp;quot;'', устанавливается цена со скидкой и указывается в покупателях компания, для которой надо будет отгружать по этой цене. После этого можно построить склад и отгружать туда остатки для продажи по &amp;quot;стандартной&amp;quot; цене для всех остальных покупателей. Можно поступить наоборот: с предприятия продавать ''&amp;quot;для всех&amp;quot;'', а со склада – ''&amp;quot;для определенной компании&amp;quot;''.&lt;br /&gt;
&lt;br /&gt;
==='''Имеет ли право поставщик отказать в доставке товара без объяснения причин?'''===&lt;br /&gt;
Да, имеет.&lt;br /&gt;
&lt;br /&gt;
==='''Через какое время придет товар после заказа?'''===&lt;br /&gt;
На следующий день, после пересчёта. При условии, что у вас хватит денег на оплату поставки и если поставщик не подведёт. Исключением является оборудование. Все его виды (включая животных) покупаются мгновенно&lt;br /&gt;
&lt;br /&gt;
==='''Есть ли смысл заказывать продукцию у поставщиков, если в графе ''&amp;quot;Свободно&amp;quot;'' у них стоит &amp;quot;0&amp;quot;?'''===&lt;br /&gt;
Особого смысла это действие не имеет. Ноль означает, что у поставщика сейчас нет свободных для исполнения заказа ресурсов. Они могут появиться завтра, в том случае, если кто-то откажется от заказа или поставщик расширит производство. Возможно также, что вы получите у поставщика более высокий приоритет – но это маловероятно.&lt;br /&gt;
&lt;br /&gt;
==='''Почему когда я смотрю в '''&amp;quot;Отчеты/Розничная торговля в городах &amp;quot;''' (страна, город всё указываю) - там нет моей компании?'''===&lt;br /&gt;
Дело в том, что данном отчете отображаются только 10 магазинов с наибольшими продажами.&lt;br /&gt;
&lt;br /&gt;
==='''Как мне увидеть бренд товара, стоимость и качество в среднем по городу?'''===&lt;br /&gt;
Эту информацию можно увидеть в маркетинговом отчете в разделе '''&amp;quot;Торговля в городах&amp;quot;'''.&lt;br /&gt;
&lt;br /&gt;
==='''Игра выдаёт следующее сообщение: &amp;quot;Офис не работает, Эффективность работы новых сотрудников офиса требует дополнительной оценки&amp;quot;. Что делать?'''===&lt;br /&gt;
Данные по эффективности офиса обновятся только после пересчёта. Тогда же и будет показана реальная эффективность офиса. Пока надо подождать.&lt;br /&gt;
&lt;br /&gt;
==='''Почему не отображаются товары на складе в списке поставщиков во вкладке '''&amp;quot;свои&amp;quot;''', когда я выставляю опцию ''&amp;quot;продажи только своей компании&amp;quot;''? Товар появляется, только после обозначения цены продажи со склада. Как мне кажется, это не совсем правильно – продавать товар самому себе.'''===&lt;br /&gt;
Предприятие в Виртономике – это самостоятельная экономическая единица. Предприятие-поставщик может продать товар предприятию-заказчику по чётко определённой цене. Если цена не определена, сделка произойти не может.&lt;br /&gt;
&lt;br /&gt;
==='''Как мне устроиться на работу к другому участнику?'''===&lt;br /&gt;
В данный момент рынок труда в игре не реализован.&lt;br /&gt;
&lt;br /&gt;
==='''Сотрудники во время обучения работают?'''===&lt;br /&gt;
Да, работают.&lt;br /&gt;
&lt;br /&gt;
==='''Зачем нужны склады? Чем они выгодны?'''===&lt;br /&gt;
Склады помогают упорядочивать поставки в сеть магазинов или в группы однотипных предприятий. Можно единожды настроить поставки со склада, а потом менять лишь объемы закупок – это экономит время. Склады также позволяют создать буферный запас сырья и товаров.&lt;br /&gt;
&lt;br /&gt;
Кроме того, склады, по сути, являются механизмом, который даёт возможность отпускать одну и ту же продукцию по разным ценам. Например, если вы хотите поставлять продукцию со своего завода в свои же магазины чуть выше себестоимости, &amp;quot;выбрасывая&amp;quot; излишки на рынок по более высокой цене, то сделать это можно только через склады.&lt;br /&gt;
&lt;br /&gt;
==='''Кто такой независимый поставщик? Зачем он в списке поставщиков? Какую функцию он несёт?'''===&lt;br /&gt;
Без независимых поставщиков первоначальное развитие было бы весьма затруднительно. Сейчас они выполняют функцию регулирования рынка.&lt;br /&gt;
&lt;br /&gt;
==='''Можно ли купить технологию сразу высокого уровня? Или сначала покупаешь 2-го, потом 3-го и так далее...'''===&lt;br /&gt;
Купить можно любой доступный уровень технологии. Но чем выше технология, тем выше требования к квалификации рабочих, оборудованию и, соответственно, к квалификации менеджера. Кроме того, если вы сами собираетесь заниматься технологическими разработками, то должны знать, что &amp;quot;пропущенные&amp;quot; уровни негативно сказываются на скорости открытия новых технологий.&lt;br /&gt;
&lt;br /&gt;
==='''В чем польза франшизы? Ведь на качество и объём производимой продукции она не влияет.'''===&lt;br /&gt;
Франшиза дает бонус к бренду товара во всех городах.&lt;br /&gt;
&lt;br /&gt;
==='''Есть ли в игре такое понятие как &amp;quot;инвестиции&amp;quot;? Можно ли купить акции какой-либо компании?'''===&lt;br /&gt;
Инвестициями в игре считается строительство подразделений и покупка оборудования. Фондового рынка в игре пока нет.&lt;br /&gt;
&lt;br /&gt;
==='''Как переместить произведённых коров из дополнительных загонов в основной, минуя операцию купли/продажи?'''===&lt;br /&gt;
Никак. Это единственный способ.&lt;br /&gt;
&lt;br /&gt;
==='''Если начать увеличение размеров завода, не перестаёт ли он работать на время перестройки?'''===&lt;br /&gt;
Не перестаёт. Расширение идет параллельно с работой завода.&lt;br /&gt;
&lt;br /&gt;
==='''Если я отменю строительство предприятия, мне вернут потраченные на него деньги?'''===&lt;br /&gt;
Средства, уже затраченные на строительство, не возвращаются.&lt;br /&gt;
&lt;br /&gt;
==='''Почему мое предприятие выставлено на продажу как «КОМПАНИЯ БАНКРОТ», если у меня на счету 14979127.13 долларов?'''===&lt;br /&gt;
Если вы сегодня перечислили средства на счет компании, то она выйдет из состояния ''&amp;quot;банкротства&amp;quot;'' только после пересчета.&lt;/div&gt;</summary>
		<author><name>DarkRyu</name></author>
		
	</entry>
	<entry>
		<id>http://virtonomica.ru/help/index.php?title=General_questions/en&amp;diff=549</id>
		<title>General questions/en</title>
		<link rel="alternate" type="text/html" href="http://virtonomica.ru/help/index.php?title=General_questions/en&amp;diff=549"/>
		<updated>2020-08-06T15:57:02Z</updated>

		<summary type="html">&lt;p&gt;DarkRyu: Created page with &amp;quot;==='''Do you have a guide for beginners?'''=== If you have questions about the game, please refer to our game guide: 		  ==='''Can I transfer money from one player to another...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==='''Do you have a guide for beginners?'''===&lt;br /&gt;
If you have questions about the game, please refer to our game guide: 		&lt;br /&gt;
&lt;br /&gt;
==='''Can I transfer money from one player to another player?'''===&lt;br /&gt;
Until the banking system is implemented, there are no legal instruments to complete this operation.&lt;br /&gt;
&lt;br /&gt;
==='''My friend started playing Virtonomics too. If I help him by buying his products at overly increased price, will that be considered a violation?'''===&lt;br /&gt;
Yes, of course. But if you write a letter to the administration, and explain the essence of the operation, and they will allow it - then everything will be legal.&lt;br /&gt;
&lt;br /&gt;
==='''How do I restart the game?'''===&lt;br /&gt;
In order to Restart go to &amp;quot;Settings&amp;quot; (gray icon in the upper right corner) / &amp;quot;My data&amp;quot; / &amp;quot;Restart&amp;quot;. This operation can be performed only once a day.&lt;br /&gt;
&lt;br /&gt;
==='''Как мне продолжить игровой процесс? Я не понимаю, как мне перейти в следующий день.'''===&lt;br /&gt;
Вы не можете сделать это самостоятельно. Следующая игровая неделя наступит после пересчёта на сервере. Узнать о времени до начала пересчета можно в верхнем правом углу экрана.&lt;br /&gt;
&lt;br /&gt;
==='''Сколько времени проходит в игре за одни реальные сутки?'''===&lt;br /&gt;
Одни реальные сутки равны одной игровой неделе.&lt;br /&gt;
&lt;br /&gt;
==='''Как ускорить время?'''===&lt;br /&gt;
Игровое время течёт одинаково для всех игроков. Ускорить его ускорить нельзя.&lt;br /&gt;
&lt;br /&gt;
==='''Сколько времени длится пересчёт ситуации?'''===&lt;br /&gt;
Около 2 часов.&lt;br /&gt;
&lt;br /&gt;
==='''Есть ли для вашей игры программа-клиент?'''===&lt;br /&gt;
Программы-клиента для игры нет; в ближайшем будущем её разработка не планируется. Использование же сторонних клиентских программ - запрещено.&lt;br /&gt;
&lt;br /&gt;
==='''Как в игре рассчитывается себестоимость произведённой продукции?'''===&lt;br /&gt;
Себестоимость продукции рассчитывается следующим образом: ('''стоимость сырья'''  + '''зарплата рабочим''' + '''расходы на топливо и энергию''' + '''брак и потери''' + '''общепроизводственные расходы''' + '''управленческие расходы''') '''/''' '''количество произведенной продукции'''.&lt;br /&gt;
&lt;br /&gt;
==='''Как прикинуть транспортные расходы? Условно говоря, есть единица товара стоимостью X; сколько будет стоить её перевозка из точки A в точку B с учетом транспортных, таможенных и прочих расходов?'''===&lt;br /&gt;
Воспользуйтесь отчетом, который находится на закладке &amp;quot;Транспорт&amp;quot; страницы Аналитика -&amp;gt; Макроэкономические показатели.&lt;br /&gt;
&lt;br /&gt;
==='''Как купить производство?'''===&lt;br /&gt;
Войдите в игровое меню и выберите пункт меню '''&amp;quot;Моя компания / Рынки / Рынок предприятий&amp;quot;'''. Там вы увидите все выставленные на продажу предприятия и сможете купить подходящее.}}&lt;br /&gt;
&lt;br /&gt;
==='''Как купить магазин у банкрота? У меня не получается.'''===&lt;br /&gt;
Если вы не можете купить магазин, то это значит, что он ничего не стоит: у него нет известности, нет товаров на складах. Вы можете создать такой магазин сами.&lt;br /&gt;
&lt;br /&gt;
==='''Хочу организовать производство. Чем лучше заняться и сколько денежных средств на это потребуется?'''===&lt;br /&gt;
Для создания более-менее эффективного производства требуется не менее 2-3 миллионов. Чтобы эффективное производство создать без особых проблем, понадобится около 100 миллионов и 3-4 очка опыта. Сельское хозяйство не столь затратно.&lt;br /&gt;
&lt;br /&gt;
==='''Что такое лицензия? Чем её покупка отличается от покупки технологии?'''===&lt;br /&gt;
В отличие от покупки технологии, которая распространяется на всю компанию, действие лицензии ограничивается одним конкретным предприятием. Плюсом использования лицензий является их цена, которая на порядок ниже стоимости покупки технологии (Пример, мельница 10 технология: стоимость технологии 36 млн, стоимость лицензии 50 тыс.). Поэтому покупка лицензий рекомендуется для начинающих производственников&lt;br /&gt;
&lt;br /&gt;
==='''Хочу приобрести лицензию на предприятие, как узнать сколько точно стоит та или иная лицензия?'''=== Посмотреть точную сумму можно пройдя по пути «Аналитика» - «Анализ рынков» - «Технологии».&lt;br /&gt;
Там вы можете выбрать нужную вам специализацию и уровень технологии и нажмите «Итоги прошлого дня».&lt;br /&gt;
Как видите слова Спрос и Предл. являются ссылками. Нажав на них, вы увидите точные суммы, по которым игроки продают или ищут лицензии. Обратите внимание – это именно завершившиеся вчерашние итоги}}&lt;br /&gt;
&lt;br /&gt;
==='''Как растёт квалификация?'''===&lt;br /&gt;
Квалификация растет в зависимости от того, насколько плотно Вы используете квалификацию в данной области.&lt;br /&gt;
&lt;br /&gt;
==='''Kaк нанять сотрудников?'''===&lt;br /&gt;
Откройте нужное подразделение и нажмите на ссылку '''&amp;quot;Сотрудники и зарплата&amp;quot;'''. В открывшемся окне установите нужное количество сотрудников и определите им заработную плату. &lt;br /&gt;
&lt;br /&gt;
==='''Можно ли продавать продукцию разным компаниям по разным ценам?'''===&lt;br /&gt;
Есть правило: одно предприятие – одна отгрузочная цена. Можно организовать вариант с отгрузкой со скидкой для определенного покупателя. Делается это так: на предприятии ставится режим продажи ''&amp;quot;для определенных компаний&amp;quot;'', устанавливается цена со скидкой и указывается в покупателях компания, для которой надо будет отгружать по этой цене. После этого можно построить склад и отгружать туда остатки для продажи по &amp;quot;стандартной&amp;quot; цене для всех остальных покупателей. Можно поступить наоборот: с предприятия продавать ''&amp;quot;для всех&amp;quot;'', а со склада – ''&amp;quot;для определенной компании&amp;quot;''.&lt;br /&gt;
&lt;br /&gt;
==='''Имеет ли право поставщик отказать в доставке товара без объяснения причин?'''===&lt;br /&gt;
Да, имеет.&lt;br /&gt;
&lt;br /&gt;
==='''Через какое время придет товар после заказа?'''===&lt;br /&gt;
На следующий день, после пересчёта. При условии, что у вас хватит денег на оплату поставки и если поставщик не подведёт. Исключением является оборудование. Все его виды (включая животных) покупаются мгновенно&lt;br /&gt;
&lt;br /&gt;
==='''Есть ли смысл заказывать продукцию у поставщиков, если в графе ''&amp;quot;Свободно&amp;quot;'' у них стоит &amp;quot;0&amp;quot;?'''===&lt;br /&gt;
Особого смысла это действие не имеет. Ноль означает, что у поставщика сейчас нет свободных для исполнения заказа ресурсов. Они могут появиться завтра, в том случае, если кто-то откажется от заказа или поставщик расширит производство. Возможно также, что вы получите у поставщика более высокий приоритет – но это маловероятно.&lt;br /&gt;
&lt;br /&gt;
==='''Почему когда я смотрю в '''&amp;quot;Отчеты/Розничная торговля в городах &amp;quot;''' (страна, город всё указываю) - там нет моей компании?'''===&lt;br /&gt;
Дело в том, что данном отчете отображаются только 10 магазинов с наибольшими продажами.&lt;br /&gt;
&lt;br /&gt;
==='''Как мне увидеть бренд товара, стоимость и качество в среднем по городу?'''===&lt;br /&gt;
Эту информацию можно увидеть в маркетинговом отчете в разделе '''&amp;quot;Торговля в городах&amp;quot;'''.&lt;br /&gt;
&lt;br /&gt;
==='''Игра выдаёт следующее сообщение: &amp;quot;Офис не работает, Эффективность работы новых сотрудников офиса требует дополнительной оценки&amp;quot;. Что делать?'''===&lt;br /&gt;
Данные по эффективности офиса обновятся только после пересчёта. Тогда же и будет показана реальная эффективность офиса. Пока надо подождать.&lt;br /&gt;
&lt;br /&gt;
==='''Почему не отображаются товары на складе в списке поставщиков во вкладке '''&amp;quot;свои&amp;quot;''', когда я выставляю опцию ''&amp;quot;продажи только своей компании&amp;quot;''? Товар появляется, только после обозначения цены продажи со склада. Как мне кажется, это не совсем правильно – продавать товар самому себе.'''===&lt;br /&gt;
Предприятие в Виртономике – это самостоятельная экономическая единица. Предприятие-поставщик может продать товар предприятию-заказчику по чётко определённой цене. Если цена не определена, сделка произойти не может.&lt;br /&gt;
&lt;br /&gt;
==='''Как мне устроиться на работу к другому участнику?'''===&lt;br /&gt;
В данный момент рынок труда в игре не реализован.&lt;br /&gt;
&lt;br /&gt;
==='''Сотрудники во время обучения работают?'''===&lt;br /&gt;
Да, работают.&lt;br /&gt;
&lt;br /&gt;
==='''Зачем нужны склады? Чем они выгодны?'''===&lt;br /&gt;
Склады помогают упорядочивать поставки в сеть магазинов или в группы однотипных предприятий. Можно единожды настроить поставки со склада, а потом менять лишь объемы закупок – это экономит время. Склады также позволяют создать буферный запас сырья и товаров.&lt;br /&gt;
&lt;br /&gt;
Кроме того, склады, по сути, являются механизмом, который даёт возможность отпускать одну и ту же продукцию по разным ценам. Например, если вы хотите поставлять продукцию со своего завода в свои же магазины чуть выше себестоимости, &amp;quot;выбрасывая&amp;quot; излишки на рынок по более высокой цене, то сделать это можно только через склады.&lt;br /&gt;
&lt;br /&gt;
==='''Кто такой независимый поставщик? Зачем он в списке поставщиков? Какую функцию он несёт?'''===&lt;br /&gt;
Без независимых поставщиков первоначальное развитие было бы весьма затруднительно. Сейчас они выполняют функцию регулирования рынка.&lt;br /&gt;
&lt;br /&gt;
==='''Можно ли купить технологию сразу высокого уровня? Или сначала покупаешь 2-го, потом 3-го и так далее...'''===&lt;br /&gt;
Купить можно любой доступный уровень технологии. Но чем выше технология, тем выше требования к квалификации рабочих, оборудованию и, соответственно, к квалификации менеджера. Кроме того, если вы сами собираетесь заниматься технологическими разработками, то должны знать, что &amp;quot;пропущенные&amp;quot; уровни негативно сказываются на скорости открытия новых технологий.&lt;br /&gt;
&lt;br /&gt;
==='''В чем польза франшизы? Ведь на качество и объём производимой продукции она не влияет.'''===&lt;br /&gt;
Франшиза дает бонус к бренду товара во всех городах.&lt;br /&gt;
&lt;br /&gt;
==='''Есть ли в игре такое понятие как &amp;quot;инвестиции&amp;quot;? Можно ли купить акции какой-либо компании?'''===&lt;br /&gt;
Инвестициями в игре считается строительство подразделений и покупка оборудования. Фондового рынка в игре пока нет.&lt;br /&gt;
&lt;br /&gt;
==='''Как переместить произведённых коров из дополнительных загонов в основной, минуя операцию купли/продажи?'''===&lt;br /&gt;
Никак. Это единственный способ.&lt;br /&gt;
&lt;br /&gt;
==='''Если начать увеличение размеров завода, не перестаёт ли он работать на время перестройки?'''===&lt;br /&gt;
Не перестаёт. Расширение идет параллельно с работой завода.&lt;br /&gt;
&lt;br /&gt;
==='''Если я отменю строительство предприятия, мне вернут потраченные на него деньги?'''===&lt;br /&gt;
Средства, уже затраченные на строительство, не возвращаются.&lt;br /&gt;
&lt;br /&gt;
==='''Почему мое предприятие выставлено на продажу как «КОМПАНИЯ БАНКРОТ», если у меня на счету 14979127.13 долларов?'''===&lt;br /&gt;
Если вы сегодня перечислили средства на счет компании, то она выйдет из состояния ''&amp;quot;банкротства&amp;quot;'' только после пересчета.&lt;/div&gt;</summary>
		<author><name>DarkRyu</name></author>
		
	</entry>
	<entry>
		<id>http://virtonomica.ru/help/index.php?title=Main_Page&amp;diff=548</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://virtonomica.ru/help/index.php?title=Main_Page&amp;diff=548"/>
		<updated>2020-08-06T15:47:46Z</updated>

		<summary type="html">&lt;p&gt;DarkRyu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Business simulation game Virtonomics.png|alt=Play business simulation game Virtonomics|thumb|[https://virtonomics.com/api/?app=adapter_vrt&amp;amp;action=user/redirect Play business simulation game Virtonomics]]]&lt;br /&gt;
&lt;br /&gt;
'''Virtonomics''' is a massively multi-user online business simulation of managing an industrial and trading company. The company can develop in completely different directions - extraction of natural resources and their primary processing, cultivation of agricultural products, production of semi-finished products and finished products, science, sales to end consumers. In each division of a virtual company, key business processes and functions are modeled: HR, production, marketing, sales, logistics, strategic management, finance, procurement, etc.&lt;br /&gt;
&lt;br /&gt;
The unique feature of '''Virtonomics''' is that the development of the game world does not have a predetermined algorithm. Participants in their actions influence markets that are changing and, in turn, again affect the actions of other players. In addition, all participants are connected with each other - some real players act as buyers and sellers of products, equipment, raw materials and materials for other players. All this creates a realistic market environment, which is characterized by risk and uncertainty. All actions in the simulation are processed at regular intervals. This processing is called a recalculation. The time between recalculations is called a turn, during the turn you make decisions on managing virtual companies.&lt;br /&gt;
&lt;br /&gt;
=='''Game units'''==&lt;br /&gt;
&lt;br /&gt;
*'''[[Office/en|Office]]'''&lt;br /&gt;
*'''[[Store/en|Store]]'''&lt;br /&gt;
*'''[[Factory/en|Factory]]'''&lt;br /&gt;
*'''[[Mine/en|Mine]]'''&lt;br /&gt;
*'''[[Agricultural farm/en|Agricultural farm]]'''&lt;br /&gt;
*'''[[Animalfarm/en|Animal farm]]'''&lt;br /&gt;
*'''[[Laboratory/en|Laboratory]]'''&lt;br /&gt;
&lt;br /&gt;
=='''Game algorithms'''==&lt;br /&gt;
&lt;br /&gt;
*'''[[General_information/en|General information]]'''&lt;br /&gt;
*'''[[Qualification_and_Control/en|Qualification and Management]]'''&lt;br /&gt;
*'''[[Commerce/en|Commerce]]'''&lt;br /&gt;
*'''[[Production/en|Production]]'''&lt;br /&gt;
*'''[[Science/en|Science]]'''&lt;br /&gt;
*'''[[Taxes/en|Taxes]]'''&lt;br /&gt;
&lt;br /&gt;
=='''FAQs'''==&lt;br /&gt;
*'''[[General questions/en|General questions]]'''&lt;br /&gt;
*'''[[Questions about advertising and office/en|Questions about advertising and office]]'''&lt;br /&gt;
*'''[[Questions about laboratories/en|Questions about laboratories]]'''&lt;br /&gt;
*'''[[Questions about mines and factories/en|Questions about mines and factories]]'''&lt;br /&gt;
*'''[[Questions about store/en|Questions about store]]'''&lt;br /&gt;
*'''[[Questions about agriculture/en|Questions about agriculture]]'''&lt;br /&gt;
&lt;br /&gt;
=='''Under construction'''==&lt;br /&gt;
&lt;br /&gt;
*'''[[Bonds/en|Bonds]]'''&lt;br /&gt;
*'''[[Corporation/en|Corporation]]'''&lt;br /&gt;
*'''[[Politics/en|Politics]]'''&lt;/div&gt;</summary>
		<author><name>DarkRyu</name></author>
		
	</entry>
	<entry>
		<id>http://virtonomica.ru/help/index.php?title=Main_Page&amp;diff=547</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://virtonomica.ru/help/index.php?title=Main_Page&amp;diff=547"/>
		<updated>2020-08-06T15:44:34Z</updated>

		<summary type="html">&lt;p&gt;DarkRyu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Business simulation game Virtonomics.png|alt=Play business simulation game Virtonomics|thumb|[https://virtonomics.com/api/?app=adapter_vrt&amp;amp;action=user/redirect Play business simulation game Virtonomics]]]&lt;br /&gt;
&lt;br /&gt;
'''Virtonomics''' is a massively multi-user online business simulation of managing an industrial and trading company. The company can develop in completely different directions - extraction of natural resources and their primary processing, cultivation of agricultural products, production of semi-finished products and finished products, science, sales to end consumers. In each division of a virtual company, key business processes and functions are modeled: HR, production, marketing, sales, logistics, strategic management, finance, procurement, etc.&lt;br /&gt;
&lt;br /&gt;
The unique feature of '''Virtonomics''' is that the development of the game world does not have a predetermined algorithm. Participants in their actions influence markets that are changing and, in turn, again affect the actions of other players. In addition, all participants are connected with each other - some real players act as buyers and sellers of products, equipment, raw materials and materials for other players. All this creates a realistic market environment, which is characterized by risk and uncertainty. All actions in the simulation are processed at regular intervals. This processing is called a recalculation. The time between recalculations is called a turn, during the turn you make decisions on managing virtual companies.&lt;br /&gt;
&lt;br /&gt;
=='''Game units'''==&lt;br /&gt;
&lt;br /&gt;
*'''[[Office/en|Office]]'''&lt;br /&gt;
*'''[[Store/en|Store]]'''&lt;br /&gt;
*'''[[Factory/en|Factory]]'''&lt;br /&gt;
*'''[[Mine/en|Mine]]'''&lt;br /&gt;
*'''[[Agricultural farm/en|Agricultural farm]]'''&lt;br /&gt;
*'''[[Animalfarm/en|Animal farm]]'''&lt;br /&gt;
*'''[[Laboratory/en|Laboratory]]'''&lt;br /&gt;
&lt;br /&gt;
=='''Game algorithms'''==&lt;br /&gt;
&lt;br /&gt;
*'''[[General_information/en|General information]]'''&lt;br /&gt;
*'''[[Qualification_and_Control/en|Qualification and Management]]'''&lt;br /&gt;
*'''[[Commerce/en|Commerce]]'''&lt;br /&gt;
*'''[[Production/en|Production]]'''&lt;br /&gt;
*'''[[Science/en|Science]]'''&lt;br /&gt;
*'''[[Taxes/en|Taxes]]'''&lt;br /&gt;
&lt;br /&gt;
=='''FAQs'''==&lt;br /&gt;
&lt;br /&gt;
*'''[[Bonds/en|Bonds]]'''&lt;br /&gt;
*'''[[Corporation/en|Corporation]]'''&lt;br /&gt;
*'''[[Politics/en|Politics]]'''&lt;/div&gt;</summary>
		<author><name>DarkRyu</name></author>
		
	</entry>
	<entry>
		<id>http://virtonomica.ru/help/index.php?title=Taxes/en&amp;diff=472</id>
		<title>Taxes/en</title>
		<link rel="alternate" type="text/html" href="http://virtonomica.ru/help/index.php?title=Taxes/en&amp;diff=472"/>
		<updated>2020-07-03T14:22:37Z</updated>

		<summary type="html">&lt;p&gt;DarkRyu: /* PROPERTY SALE TAX */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;http://wiki.virtonomica.ru/index.php/Principles:Taxes&lt;br /&gt;
https://virtonomica.ru/help/index.php/Taxes/ru&lt;br /&gt;
&lt;br /&gt;
==PROFIT TAX==&lt;br /&gt;
'''Profit tax''' - is the basic tax levied on transactions (sales from warehouses, vacation of manufactured products by production units, retail sales in stores) and in the provision of services.&lt;br /&gt;
&lt;br /&gt;
According to the current algorithm, the tax is accrued '' 'only' '' 'for profits directly to this game recount of goods sold or services rendered. Such an algorithm eliminated the possibility of double taxation in undelivered deliveries, which are common among beginners quite often.&lt;br /&gt;
&lt;br /&gt;
'''Profit tax (PT)''' is calculated by the formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''PT''' = ('''R''' - '''PC''' - '''C''') × ('''PT_rate'''/100)&amp;lt;/big&amp;gt;, where:&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
'''R''' — actual revenue from the sale of products or services;&lt;br /&gt;
'''PC''' — estimated '' 'prime costs' '' of the sold products or expendables spent on the provision of services, for enterprises in the service sector without consumables PC = 0;&lt;br /&gt;
'''C''' — expenses of the enterprise not included in the SS, but lowering the tax base in this specific turn;&amp;lt;br/&amp;gt;&lt;br /&gt;
'''PT_rate''' — profit tax rate (%).&lt;br /&gt;
&lt;br /&gt;
Cost items that are not included in the cost but reduce the tax base:&lt;br /&gt;
&lt;br /&gt;
* For production units, only storage costs are not included in the SS of manufactured products, but they reduce the tax base;&lt;br /&gt;
* In warehouses, warehouse costs, rental of premises and payments for innovations are taken into account;&lt;br /&gt;
* In stores and at service enterprises, storage costs, rental of premises, innovation payments, salary costs, advertising costs, management expenses and maintenance costs (for the service sector) are taken into account.&lt;br /&gt;
&lt;br /&gt;
Expenses for the purchase of goods are not reflected in the cost price in absolute terms, '' 'but in accordance with the used up (sold or used in production) inventory' ''. Thus, it is possible that a unit has a negative balance (for example, due to large volumes of purchases for future use), but still pays income tax.&lt;br /&gt;
&lt;br /&gt;
The tax of production units '' 'cannot be zero' '', even if a player, for example, sells manufactured products below cost. The minimum tax amount, in any case paid from a unit of goods produced, is determined by the basic profitability of production (see the description of the `` UTII '' below). At the same time, the tax on the warehouse, trade and service units in the game may not be levied if the taxable base is less than or equal to zero.&lt;br /&gt;
&lt;br /&gt;
=== Tax break ===&lt;br /&gt;
Each newly registered company is granted tax holidays with a duration of '' '26 recounts' '', provided that the company grows at a moderate pace (without external infusions).&lt;br /&gt;
&lt;br /&gt;
Each company which has just been registered is provided with the right for tax holiday which lasts for 26 updates on the condition that the development of the company is moderate (without external investments).&lt;br /&gt;
&lt;br /&gt;
Therefore, during the first 26 updates of their existence companies are taxed according to the following table:&lt;br /&gt;
&lt;br /&gt;
Total, in the first 26 recounts of the existence of the company taxes are levied in accordance with the table:&lt;br /&gt;
{| border=&amp;quot;2&amp;quot; width=&amp;quot;40%&amp;quot; cellspacing=&amp;quot;4&amp;quot; cellpadding=&amp;quot;3&amp;quot; rules=&amp;quot;all&amp;quot; style=&amp;quot;margin:1em 1em 1em 0; border:solid 1px #AAAAAA; empty-cells:show;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=&amp;quot;#A7C1F2&amp;quot; align=&amp;quot;center&amp;quot;| Profit tax rate&lt;br /&gt;
!bgcolor=&amp;quot;#A7C1F2&amp;quot; align=&amp;quot;center&amp;quot;| Tax break conditions&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| 0%&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| Assets - less than 2 mln.&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| 50%&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| Assets - less than 5 mln.&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| 100%&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| Assets - over 5 mln.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The transition from tax holidays to the standard taxation scheme is carried out automatically in recalculation after the expiration of a 26-day period. Each recalculation is calculated separately, that is, if the company during the period of the possible holidays (26 recounts) goes beyond the border values ​​of the value of assets, and then returns to them, then it again has the right to tax relief.&lt;br /&gt;
&lt;br /&gt;
Transfer from tax holiday to standard taxation is automatic and happens during the update upon the expiration of 26 days. Every update is calculated separately, i.e. if a company oversteps the limits of the border indices of assets cost during the period when tax holiday may be brought to effect (26 updates) and then returns to follow the limits, the company has the right to get another easing of the taxation scheme.&lt;br /&gt;
&lt;br /&gt;
==TAX ON THE SALE OF TECHNOLOGIES AND LICENSES==&lt;br /&gt;
====Sale of technologies====&lt;br /&gt;
The tax is collected from the seller in the moment of purchase. The rate is single and is equal to 7% from the selling value of the technology.&lt;br /&gt;
 &lt;br /&gt;
====Sale of licenses====&lt;br /&gt;
The tax is collected from the seller in the moment of installation. The rate is single and is equal to 7% from the selling value of the license or, if the price has been lowered, the percentage is drawn from one fiftieth of the maximal price of the relevant technology on the common market of the level which is less or equal to the one being installed.&lt;br /&gt;
&lt;br /&gt;
==PROPERTY SALE TAX==&lt;br /&gt;
'''Property sale tax''' is a tax collected upon any kind of sale of property via the '''Enterprise market''' or '''Enterprise auctions'''. The base tax rate is 10% from the selling value of the property. &lt;br /&gt;
If the receipts from the sale of an enterprise exceed the cost of the enterprise’s assets, the tax is calculated as 10% from the receipts. If not, the tax is calculated as 10% from the cost of assets of the enterprise.&lt;br /&gt;
&lt;br /&gt;
==COMMON TAX FOR IMPUTED EARNINGS==&lt;br /&gt;
'''Common tax for imputed earnings (CTIE)''' of Virtonomics is the tax which determines the minimal sum of the tax on the production activity (is not applied to commercial subdivisions).&amp;lt;br/&amp;gt;&lt;br /&gt;
'''CTIE''' is not an extra tax to the profit tax for the operating subdivisions collected in Virtonomics.&amp;lt;br/&amp;gt; The scheme of collecting the CTIE is activated in case the products are sold for the price which is lower than their cost price, or if the products are sold with the rate of profit lower than the basic production profitability equal to the regional profit tax rate (specific connection between the rate of profit and the profit tax rate in the region is conditional).&amp;lt;br/&amp;gt;&lt;br /&gt;
If the produced goods are sold for the price where the rate of profit is higher than the regional profit tax rate, the CTIE is not charged and a player pays the profit tax '''''only'''''.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
'''CTIE''' for one item of produced and sold goods is calculated according to the following formula:&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' CTIE=''' &amp;lt;font color=&amp;quot;#FF4500&amp;quot;&amp;gt;'''CC × '''('''PT_rate'''/100)&amp;lt;/font&amp;gt; '''×''' &amp;lt;font color=&amp;quot;#0000CD&amp;quot;&amp;gt;('''IE'''product/100)&amp;lt;/font&amp;gt;&amp;lt;/big&amp;gt;  where:&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''CC''' — estimated '''[[production costs]]''' of produced goods;&amp;lt;br/&amp;gt;&lt;br /&gt;
'''PT_rate''' - profit tax rate (%);&amp;lt;br/&amp;gt;&lt;br /&gt;
'''IE'''product – imputed earnings (%) for a specific product.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;#FF4500&amp;quot;&amp;gt;'''The red part of the formula'''&amp;lt;/font&amp;gt; is taxable income determined by the product of '''&amp;quot;CC'''&amp;quot; (estimated [[production cost]] of produced goods) and basic production profitability which (in Virtonomics) is equal to the '''PT_rate''' (profit tax rate (per cent) in the specific region where the production subdivision is situated). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#0000CD&amp;quot;&amp;gt;'''The blue part of the formula'''&amp;lt;/font&amp;gt; is the tax rate of the '''CTIE'''.&amp;lt;br/&amp;gt;&lt;br /&gt;
The '''CTIE''' rate is a macroeconomic way to control the efficiency of different kinds of production.&amp;lt;br/&amp;gt;&lt;br /&gt;
In Virtonomics for the productions which are currently highly profitable and massive we use the tax rate up to 1,0 (100%).&amp;lt;br/&amp;gt; I.e. the '''CTIE''' is charged from full taxable profit without any kind of benefits.&amp;lt;br/&amp;gt;&lt;br /&gt;
For the productions which are not developed enough according to the level of supplies and other analytical data we use differentiated benefits for each kind of products. &lt;br /&gt;
The benefits can be quite significant: CTIE for some kinds of products are up to 20 times lower (when the '''imputed earnings''' for the product are equal to 5%)&amp;lt;br/&amp;gt;&lt;br /&gt;
In order to learn the current CTIE rates you need '''Analytics''' ► '''Macroeconomics''' ► '''''Choose any country''''' ► '''''Region''''', and then from the list of the cities switch to the CTIE rates.&lt;br /&gt;
&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>DarkRyu</name></author>
		
	</entry>
	<entry>
		<id>http://virtonomica.ru/help/index.php?title=Taxes/en&amp;diff=471</id>
		<title>Taxes/en</title>
		<link rel="alternate" type="text/html" href="http://virtonomica.ru/help/index.php?title=Taxes/en&amp;diff=471"/>
		<updated>2020-07-03T14:22:17Z</updated>

		<summary type="html">&lt;p&gt;DarkRyu: /* TAX ON THE SALE OF TECHNOLOGIES AND LICENSES */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;http://wiki.virtonomica.ru/index.php/Principles:Taxes&lt;br /&gt;
https://virtonomica.ru/help/index.php/Taxes/ru&lt;br /&gt;
&lt;br /&gt;
==PROFIT TAX==&lt;br /&gt;
'''Profit tax''' - is the basic tax levied on transactions (sales from warehouses, vacation of manufactured products by production units, retail sales in stores) and in the provision of services.&lt;br /&gt;
&lt;br /&gt;
According to the current algorithm, the tax is accrued '' 'only' '' 'for profits directly to this game recount of goods sold or services rendered. Such an algorithm eliminated the possibility of double taxation in undelivered deliveries, which are common among beginners quite often.&lt;br /&gt;
&lt;br /&gt;
'''Profit tax (PT)''' is calculated by the formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''PT''' = ('''R''' - '''PC''' - '''C''') × ('''PT_rate'''/100)&amp;lt;/big&amp;gt;, where:&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
'''R''' — actual revenue from the sale of products or services;&lt;br /&gt;
'''PC''' — estimated '' 'prime costs' '' of the sold products or expendables spent on the provision of services, for enterprises in the service sector without consumables PC = 0;&lt;br /&gt;
'''C''' — expenses of the enterprise not included in the SS, but lowering the tax base in this specific turn;&amp;lt;br/&amp;gt;&lt;br /&gt;
'''PT_rate''' — profit tax rate (%).&lt;br /&gt;
&lt;br /&gt;
Cost items that are not included in the cost but reduce the tax base:&lt;br /&gt;
&lt;br /&gt;
* For production units, only storage costs are not included in the SS of manufactured products, but they reduce the tax base;&lt;br /&gt;
* In warehouses, warehouse costs, rental of premises and payments for innovations are taken into account;&lt;br /&gt;
* In stores and at service enterprises, storage costs, rental of premises, innovation payments, salary costs, advertising costs, management expenses and maintenance costs (for the service sector) are taken into account.&lt;br /&gt;
&lt;br /&gt;
Expenses for the purchase of goods are not reflected in the cost price in absolute terms, '' 'but in accordance with the used up (sold or used in production) inventory' ''. Thus, it is possible that a unit has a negative balance (for example, due to large volumes of purchases for future use), but still pays income tax.&lt;br /&gt;
&lt;br /&gt;
The tax of production units '' 'cannot be zero' '', even if a player, for example, sells manufactured products below cost. The minimum tax amount, in any case paid from a unit of goods produced, is determined by the basic profitability of production (see the description of the `` UTII '' below). At the same time, the tax on the warehouse, trade and service units in the game may not be levied if the taxable base is less than or equal to zero.&lt;br /&gt;
&lt;br /&gt;
=== Tax break ===&lt;br /&gt;
Each newly registered company is granted tax holidays with a duration of '' '26 recounts' '', provided that the company grows at a moderate pace (without external infusions).&lt;br /&gt;
&lt;br /&gt;
Each company which has just been registered is provided with the right for tax holiday which lasts for 26 updates on the condition that the development of the company is moderate (without external investments).&lt;br /&gt;
&lt;br /&gt;
Therefore, during the first 26 updates of their existence companies are taxed according to the following table:&lt;br /&gt;
&lt;br /&gt;
Total, in the first 26 recounts of the existence of the company taxes are levied in accordance with the table:&lt;br /&gt;
{| border=&amp;quot;2&amp;quot; width=&amp;quot;40%&amp;quot; cellspacing=&amp;quot;4&amp;quot; cellpadding=&amp;quot;3&amp;quot; rules=&amp;quot;all&amp;quot; style=&amp;quot;margin:1em 1em 1em 0; border:solid 1px #AAAAAA; empty-cells:show;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=&amp;quot;#A7C1F2&amp;quot; align=&amp;quot;center&amp;quot;| Profit tax rate&lt;br /&gt;
!bgcolor=&amp;quot;#A7C1F2&amp;quot; align=&amp;quot;center&amp;quot;| Tax break conditions&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| 0%&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| Assets - less than 2 mln.&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| 50%&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| Assets - less than 5 mln.&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| 100%&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| Assets - over 5 mln.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The transition from tax holidays to the standard taxation scheme is carried out automatically in recalculation after the expiration of a 26-day period. Each recalculation is calculated separately, that is, if the company during the period of the possible holidays (26 recounts) goes beyond the border values ​​of the value of assets, and then returns to them, then it again has the right to tax relief.&lt;br /&gt;
&lt;br /&gt;
Transfer from tax holiday to standard taxation is automatic and happens during the update upon the expiration of 26 days. Every update is calculated separately, i.e. if a company oversteps the limits of the border indices of assets cost during the period when tax holiday may be brought to effect (26 updates) and then returns to follow the limits, the company has the right to get another easing of the taxation scheme.&lt;br /&gt;
&lt;br /&gt;
==TAX ON THE SALE OF TECHNOLOGIES AND LICENSES==&lt;br /&gt;
====Sale of technologies====&lt;br /&gt;
The tax is collected from the seller in the moment of purchase. The rate is single and is equal to 7% from the selling value of the technology.&lt;br /&gt;
 &lt;br /&gt;
====Sale of licenses====&lt;br /&gt;
The tax is collected from the seller in the moment of installation. The rate is single and is equal to 7% from the selling value of the license or, if the price has been lowered, the percentage is drawn from one fiftieth of the maximal price of the relevant technology on the common market of the level which is less or equal to the one being installed.&lt;br /&gt;
&lt;br /&gt;
==PROPERTY SALE TAX==&lt;br /&gt;
'''Property sale tax''' is a tax collected upon any kind of sale of property via the '''Enterprise market''' or '''Enterprise auctions'''. The base tax rate is 10% from the selling value of the property. &lt;br /&gt;
If the receipts from the sale of an enterprise exceed the cost of the enterprise’s assets, the tax is calculated as 10% from the receipts. If not, the tax is calculated as 10% from the cost of assets of the enterprise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==COMMON TAX FOR IMPUTED EARNINGS==&lt;br /&gt;
'''Common tax for imputed earnings (CTIE)''' of Virtonomics is the tax which determines the minimal sum of the tax on the production activity (is not applied to commercial subdivisions).&amp;lt;br/&amp;gt;&lt;br /&gt;
'''CTIE''' is not an extra tax to the profit tax for the operating subdivisions collected in Virtonomics.&amp;lt;br/&amp;gt; The scheme of collecting the CTIE is activated in case the products are sold for the price which is lower than their cost price, or if the products are sold with the rate of profit lower than the basic production profitability equal to the regional profit tax rate (specific connection between the rate of profit and the profit tax rate in the region is conditional).&amp;lt;br/&amp;gt;&lt;br /&gt;
If the produced goods are sold for the price where the rate of profit is higher than the regional profit tax rate, the CTIE is not charged and a player pays the profit tax '''''only'''''.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
'''CTIE''' for one item of produced and sold goods is calculated according to the following formula:&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' CTIE=''' &amp;lt;font color=&amp;quot;#FF4500&amp;quot;&amp;gt;'''CC × '''('''PT_rate'''/100)&amp;lt;/font&amp;gt; '''×''' &amp;lt;font color=&amp;quot;#0000CD&amp;quot;&amp;gt;('''IE'''product/100)&amp;lt;/font&amp;gt;&amp;lt;/big&amp;gt;  where:&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''CC''' — estimated '''[[production costs]]''' of produced goods;&amp;lt;br/&amp;gt;&lt;br /&gt;
'''PT_rate''' - profit tax rate (%);&amp;lt;br/&amp;gt;&lt;br /&gt;
'''IE'''product – imputed earnings (%) for a specific product.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;#FF4500&amp;quot;&amp;gt;'''The red part of the formula'''&amp;lt;/font&amp;gt; is taxable income determined by the product of '''&amp;quot;CC'''&amp;quot; (estimated [[production cost]] of produced goods) and basic production profitability which (in Virtonomics) is equal to the '''PT_rate''' (profit tax rate (per cent) in the specific region where the production subdivision is situated). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#0000CD&amp;quot;&amp;gt;'''The blue part of the formula'''&amp;lt;/font&amp;gt; is the tax rate of the '''CTIE'''.&amp;lt;br/&amp;gt;&lt;br /&gt;
The '''CTIE''' rate is a macroeconomic way to control the efficiency of different kinds of production.&amp;lt;br/&amp;gt;&lt;br /&gt;
In Virtonomics for the productions which are currently highly profitable and massive we use the tax rate up to 1,0 (100%).&amp;lt;br/&amp;gt; I.e. the '''CTIE''' is charged from full taxable profit without any kind of benefits.&amp;lt;br/&amp;gt;&lt;br /&gt;
For the productions which are not developed enough according to the level of supplies and other analytical data we use differentiated benefits for each kind of products. &lt;br /&gt;
The benefits can be quite significant: CTIE for some kinds of products are up to 20 times lower (when the '''imputed earnings''' for the product are equal to 5%)&amp;lt;br/&amp;gt;&lt;br /&gt;
In order to learn the current CTIE rates you need '''Analytics''' ► '''Macroeconomics''' ► '''''Choose any country''''' ► '''''Region''''', and then from the list of the cities switch to the CTIE rates.&lt;br /&gt;
&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>DarkRyu</name></author>
		
	</entry>
	<entry>
		<id>http://virtonomica.ru/help/index.php?title=Taxes/en&amp;diff=470</id>
		<title>Taxes/en</title>
		<link rel="alternate" type="text/html" href="http://virtonomica.ru/help/index.php?title=Taxes/en&amp;diff=470"/>
		<updated>2020-07-03T14:22:02Z</updated>

		<summary type="html">&lt;p&gt;DarkRyu: /* Tax break */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;http://wiki.virtonomica.ru/index.php/Principles:Taxes&lt;br /&gt;
https://virtonomica.ru/help/index.php/Taxes/ru&lt;br /&gt;
&lt;br /&gt;
==PROFIT TAX==&lt;br /&gt;
'''Profit tax''' - is the basic tax levied on transactions (sales from warehouses, vacation of manufactured products by production units, retail sales in stores) and in the provision of services.&lt;br /&gt;
&lt;br /&gt;
According to the current algorithm, the tax is accrued '' 'only' '' 'for profits directly to this game recount of goods sold or services rendered. Such an algorithm eliminated the possibility of double taxation in undelivered deliveries, which are common among beginners quite often.&lt;br /&gt;
&lt;br /&gt;
'''Profit tax (PT)''' is calculated by the formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''PT''' = ('''R''' - '''PC''' - '''C''') × ('''PT_rate'''/100)&amp;lt;/big&amp;gt;, where:&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
'''R''' — actual revenue from the sale of products or services;&lt;br /&gt;
'''PC''' — estimated '' 'prime costs' '' of the sold products or expendables spent on the provision of services, for enterprises in the service sector without consumables PC = 0;&lt;br /&gt;
'''C''' — expenses of the enterprise not included in the SS, but lowering the tax base in this specific turn;&amp;lt;br/&amp;gt;&lt;br /&gt;
'''PT_rate''' — profit tax rate (%).&lt;br /&gt;
&lt;br /&gt;
Cost items that are not included in the cost but reduce the tax base:&lt;br /&gt;
&lt;br /&gt;
* For production units, only storage costs are not included in the SS of manufactured products, but they reduce the tax base;&lt;br /&gt;
* In warehouses, warehouse costs, rental of premises and payments for innovations are taken into account;&lt;br /&gt;
* In stores and at service enterprises, storage costs, rental of premises, innovation payments, salary costs, advertising costs, management expenses and maintenance costs (for the service sector) are taken into account.&lt;br /&gt;
&lt;br /&gt;
Expenses for the purchase of goods are not reflected in the cost price in absolute terms, '' 'but in accordance with the used up (sold or used in production) inventory' ''. Thus, it is possible that a unit has a negative balance (for example, due to large volumes of purchases for future use), but still pays income tax.&lt;br /&gt;
&lt;br /&gt;
The tax of production units '' 'cannot be zero' '', even if a player, for example, sells manufactured products below cost. The minimum tax amount, in any case paid from a unit of goods produced, is determined by the basic profitability of production (see the description of the `` UTII '' below). At the same time, the tax on the warehouse, trade and service units in the game may not be levied if the taxable base is less than or equal to zero.&lt;br /&gt;
&lt;br /&gt;
=== Tax break ===&lt;br /&gt;
Each newly registered company is granted tax holidays with a duration of '' '26 recounts' '', provided that the company grows at a moderate pace (without external infusions).&lt;br /&gt;
&lt;br /&gt;
Each company which has just been registered is provided with the right for tax holiday which lasts for 26 updates on the condition that the development of the company is moderate (without external investments).&lt;br /&gt;
&lt;br /&gt;
Therefore, during the first 26 updates of their existence companies are taxed according to the following table:&lt;br /&gt;
&lt;br /&gt;
Total, in the first 26 recounts of the existence of the company taxes are levied in accordance with the table:&lt;br /&gt;
{| border=&amp;quot;2&amp;quot; width=&amp;quot;40%&amp;quot; cellspacing=&amp;quot;4&amp;quot; cellpadding=&amp;quot;3&amp;quot; rules=&amp;quot;all&amp;quot; style=&amp;quot;margin:1em 1em 1em 0; border:solid 1px #AAAAAA; empty-cells:show;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=&amp;quot;#A7C1F2&amp;quot; align=&amp;quot;center&amp;quot;| Profit tax rate&lt;br /&gt;
!bgcolor=&amp;quot;#A7C1F2&amp;quot; align=&amp;quot;center&amp;quot;| Tax break conditions&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| 0%&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| Assets - less than 2 mln.&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| 50%&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| Assets - less than 5 mln.&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| 100%&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| Assets - over 5 mln.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The transition from tax holidays to the standard taxation scheme is carried out automatically in recalculation after the expiration of a 26-day period. Each recalculation is calculated separately, that is, if the company during the period of the possible holidays (26 recounts) goes beyond the border values ​​of the value of assets, and then returns to them, then it again has the right to tax relief.&lt;br /&gt;
&lt;br /&gt;
Transfer from tax holiday to standard taxation is automatic and happens during the update upon the expiration of 26 days. Every update is calculated separately, i.e. if a company oversteps the limits of the border indices of assets cost during the period when tax holiday may be brought to effect (26 updates) and then returns to follow the limits, the company has the right to get another easing of the taxation scheme.&lt;br /&gt;
&lt;br /&gt;
==TAX ON THE SALE OF TECHNOLOGIES AND LICENSES==&lt;br /&gt;
====Sale of technologies====&lt;br /&gt;
Налог на продажу технологии взимается с продавца технологии в момент покупки. Ставка единая и равняется 7% от продажной цены технологии.&lt;br /&gt;
&lt;br /&gt;
The tax is collected from the seller in the moment of purchase. The rate is single and is equal to 7% from the selling value of the technology.&lt;br /&gt;
 &lt;br /&gt;
====Sale of licenses====&lt;br /&gt;
Налог на продажу лицензии взимается с продавца лицензии в момент установки. Ставка единая и равняется 7% от продажной цены лицензии или, если цена занижена, от одной пятидесятой максимальной цены соответствующей технологии на общем рынке, по уровню меньшей или равной устанавливаемой.&lt;br /&gt;
&lt;br /&gt;
The tax is collected from the seller in the moment of installation. The rate is single and is equal to 7% from the selling value of the license or, if the price has been lowered, the percentage is drawn from one fiftieth of the maximal price of the relevant technology on the common market of the level which is less or equal to the one being installed. &lt;br /&gt;
&lt;br /&gt;
==PROPERTY SALE TAX==&lt;br /&gt;
'''Property sale tax''' is a tax collected upon any kind of sale of property via the '''Enterprise market''' or '''Enterprise auctions'''. The base tax rate is 10% from the selling value of the property. &lt;br /&gt;
If the receipts from the sale of an enterprise exceed the cost of the enterprise’s assets, the tax is calculated as 10% from the receipts. If not, the tax is calculated as 10% from the cost of assets of the enterprise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==COMMON TAX FOR IMPUTED EARNINGS==&lt;br /&gt;
'''Common tax for imputed earnings (CTIE)''' of Virtonomics is the tax which determines the minimal sum of the tax on the production activity (is not applied to commercial subdivisions).&amp;lt;br/&amp;gt;&lt;br /&gt;
'''CTIE''' is not an extra tax to the profit tax for the operating subdivisions collected in Virtonomics.&amp;lt;br/&amp;gt; The scheme of collecting the CTIE is activated in case the products are sold for the price which is lower than their cost price, or if the products are sold with the rate of profit lower than the basic production profitability equal to the regional profit tax rate (specific connection between the rate of profit and the profit tax rate in the region is conditional).&amp;lt;br/&amp;gt;&lt;br /&gt;
If the produced goods are sold for the price where the rate of profit is higher than the regional profit tax rate, the CTIE is not charged and a player pays the profit tax '''''only'''''.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
'''CTIE''' for one item of produced and sold goods is calculated according to the following formula:&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' CTIE=''' &amp;lt;font color=&amp;quot;#FF4500&amp;quot;&amp;gt;'''CC × '''('''PT_rate'''/100)&amp;lt;/font&amp;gt; '''×''' &amp;lt;font color=&amp;quot;#0000CD&amp;quot;&amp;gt;('''IE'''product/100)&amp;lt;/font&amp;gt;&amp;lt;/big&amp;gt;  where:&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''CC''' — estimated '''[[production costs]]''' of produced goods;&amp;lt;br/&amp;gt;&lt;br /&gt;
'''PT_rate''' - profit tax rate (%);&amp;lt;br/&amp;gt;&lt;br /&gt;
'''IE'''product – imputed earnings (%) for a specific product.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;#FF4500&amp;quot;&amp;gt;'''The red part of the formula'''&amp;lt;/font&amp;gt; is taxable income determined by the product of '''&amp;quot;CC'''&amp;quot; (estimated [[production cost]] of produced goods) and basic production profitability which (in Virtonomics) is equal to the '''PT_rate''' (profit tax rate (per cent) in the specific region where the production subdivision is situated). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#0000CD&amp;quot;&amp;gt;'''The blue part of the formula'''&amp;lt;/font&amp;gt; is the tax rate of the '''CTIE'''.&amp;lt;br/&amp;gt;&lt;br /&gt;
The '''CTIE''' rate is a macroeconomic way to control the efficiency of different kinds of production.&amp;lt;br/&amp;gt;&lt;br /&gt;
In Virtonomics for the productions which are currently highly profitable and massive we use the tax rate up to 1,0 (100%).&amp;lt;br/&amp;gt; I.e. the '''CTIE''' is charged from full taxable profit without any kind of benefits.&amp;lt;br/&amp;gt;&lt;br /&gt;
For the productions which are not developed enough according to the level of supplies and other analytical data we use differentiated benefits for each kind of products. &lt;br /&gt;
The benefits can be quite significant: CTIE for some kinds of products are up to 20 times lower (when the '''imputed earnings''' for the product are equal to 5%)&amp;lt;br/&amp;gt;&lt;br /&gt;
In order to learn the current CTIE rates you need '''Analytics''' ► '''Macroeconomics''' ► '''''Choose any country''''' ► '''''Region''''', and then from the list of the cities switch to the CTIE rates.&lt;br /&gt;
&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>DarkRyu</name></author>
		
	</entry>
	<entry>
		<id>http://virtonomica.ru/help/index.php?title=SBS_Taxes/en&amp;diff=469</id>
		<title>SBS Taxes/en</title>
		<link rel="alternate" type="text/html" href="http://virtonomica.ru/help/index.php?title=SBS_Taxes/en&amp;diff=469"/>
		<updated>2020-07-03T14:20:28Z</updated>

		<summary type="html">&lt;p&gt;DarkRyu: /* TAX ON THE SALE OF TECHNOLOGIES AND LICENSES */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==PROFIT TAX==&lt;br /&gt;
'''Profit tax''' - is the basic tax levied on transactions (sales from warehouses, vacation of manufactured products by production units, retail sales in stores) and in the provision of services.&lt;br /&gt;
&lt;br /&gt;
According to the current algorithm, the tax is accrued '' 'only' '' 'for profits directly to this game recount of goods sold or services rendered. Such an algorithm eliminated the possibility of double taxation in undelivered deliveries, which are common among beginners quite often.&lt;br /&gt;
&lt;br /&gt;
'''Profit tax (PT)''' is calculated by the formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''PT''' = ('''R''' - '''PC''' - '''C''') × ('''PT_rate'''/100)&amp;lt;/big&amp;gt;, where:&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
'''R''' — actual revenue from the sale of products or services;&lt;br /&gt;
'''PC''' — estimated '' 'prime costs' '' of the sold products or expendables spent on the provision of services, for enterprises in the service sector without consumables PC = 0;&lt;br /&gt;
'''C''' — expenses of the enterprise not included in the SS, but lowering the tax base in this specific turn;&amp;lt;br/&amp;gt;&lt;br /&gt;
'''PT_rate''' — profit tax rate (%).&lt;br /&gt;
&lt;br /&gt;
Cost items that are not included in the cost but reduce the tax base:&lt;br /&gt;
&lt;br /&gt;
* For production units, only storage costs are not included in the SS of manufactured products, but they reduce the tax base;&lt;br /&gt;
* In warehouses, warehouse costs, rental of premises and payments for innovations are taken into account;&lt;br /&gt;
* In stores and at service enterprises, storage costs, rental of premises, innovation payments, salary costs, advertising costs, management expenses and maintenance costs (for the service sector) are taken into account.&lt;br /&gt;
&lt;br /&gt;
Expenses for the purchase of goods are not reflected in the cost price in absolute terms, '' 'but in accordance with the used up (sold or used in production) inventory' ''. Thus, it is possible that a unit has a negative balance (for example, due to large volumes of purchases for future use), but still pays income tax.&lt;br /&gt;
&lt;br /&gt;
The tax of production units '' 'cannot be zero' '', even if a player, for example, sells manufactured products below cost. The minimum tax amount, in any case paid from a unit of goods produced, is determined by the basic profitability of production (see the description of the `` UTII '' below). At the same time, the tax on the warehouse, trade and service units in the game may not be levied if the taxable base is less than or equal to zero.&lt;br /&gt;
&lt;br /&gt;
=== Tax break ===&lt;br /&gt;
Each newly registered company is granted tax holidays with a duration of '' '26 recounts' '', provided that the company grows at a moderate pace (without external infusions).&lt;br /&gt;
&lt;br /&gt;
Each company which has just been registered is provided with the right for tax holiday which lasts for 26 updates on the condition that the development of the company is moderate (without external investments).&lt;br /&gt;
&lt;br /&gt;
Therefore, during the first 26 updates of their existence companies are taxed according to the following table:&lt;br /&gt;
&lt;br /&gt;
Total, in the first 26 recounts of the existence of the company taxes are levied in accordance with the table:&lt;br /&gt;
{| border=&amp;quot;2&amp;quot; width=&amp;quot;40%&amp;quot; cellspacing=&amp;quot;4&amp;quot; cellpadding=&amp;quot;3&amp;quot; rules=&amp;quot;all&amp;quot; style=&amp;quot;margin:1em 1em 1em 0; border:solid 1px #AAAAAA; empty-cells:show;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=&amp;quot;#A7C1F2&amp;quot; align=&amp;quot;center&amp;quot;| Profit tax rate&lt;br /&gt;
!bgcolor=&amp;quot;#A7C1F2&amp;quot; align=&amp;quot;center&amp;quot;| Tax break conditions&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| 0%&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| Assets less than 2 mln.&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| 50%&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| Assets less than 5 mln.&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| 100%&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| Assets over 5 mln.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The transition from tax holidays to the standard taxation scheme is carried out automatically in recalculation after the expiration of a 26-day period. Each recalculation is calculated separately, that is, if the company during the period of the possible holidays (26 recounts) goes beyond the border values ​​of the value of assets, and then returns to them, then it again has the right to tax relief.&lt;br /&gt;
&lt;br /&gt;
Transfer from tax holiday to standard taxation is automatic and happens during the update upon the expiration of 26 days. Every update is calculated separately, i.e. if a company oversteps the limits of the border indices of assets cost during the period when tax holiday may be brought to effect (26 updates) and then returns to follow the limits, the company has the right to get another easing of the taxation scheme.&lt;br /&gt;
&lt;br /&gt;
==TAX ON THE SALE OF TECHNOLOGIES AND LICENSES==&lt;br /&gt;
====Sale of technologies====&lt;br /&gt;
The tax is collected from the seller in the moment of purchase. The rate is single and is equal to 7% from the selling value of the technology.&lt;br /&gt;
 &lt;br /&gt;
====Sale of licenses====&lt;br /&gt;
The tax is collected from the seller in the moment of installation. The rate is single and is equal to 7% from the selling value of the license or, if the price has been lowered, the percentage is drawn from one fiftieth of the maximal price of the relevant technology on the common market of the level which is less or equal to the one being installed.&lt;br /&gt;
&lt;br /&gt;
==PROPERTY SALE TAX==&lt;br /&gt;
'''Property sale tax''' is a tax collected upon any kind of sale of property via the '''Enterprise market''' or '''Enterprise auctions'''. The base tax rate is 10% from the selling value of the property. &lt;br /&gt;
If the receipts from the sale of an enterprise exceed the cost of the enterprise’s assets, the tax is calculated as 10% from the receipts. If not, the tax is calculated as 10% from the cost of assets of the enterprise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==COMMON TAX FOR IMPUTED EARNINGS==&lt;br /&gt;
'''Common tax for imputed earnings (CTIE)''' of SBS is the tax which determines the minimal sum of the tax on the production activity (is not applied to commercial subdivisions).&amp;lt;br/&amp;gt;&lt;br /&gt;
'''CTIE''' is not an extra tax to the profit tax for the operating subdivisions collected in SBS.&amp;lt;br/&amp;gt; The scheme of collecting the CTIE is activated in case the products are sold for the price which is lower than their cost price, or if the products are sold with the rate of profit lower than the basic production profitability equal to the regional profit tax rate (specific connection between the rate of profit and the profit tax rate in the region is conditional).&amp;lt;br/&amp;gt;&lt;br /&gt;
If the produced goods are sold for the price where the rate of profit is higher than the regional profit tax rate, the CTIE is not charged and a player pays the profit tax '''''only'''''.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
'''CTIE''' for one item of produced and sold goods is calculated according to the following formula:&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' CTIE=''' &amp;lt;font color=&amp;quot;#FF4500&amp;quot;&amp;gt;'''CC × '''('''PT_rate'''/100)&amp;lt;/font&amp;gt; '''×''' &amp;lt;font color=&amp;quot;#0000CD&amp;quot;&amp;gt;('''IE'''product/100)&amp;lt;/font&amp;gt;&amp;lt;/big&amp;gt;  where:&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''CC''' — estimated '''[[production costs]]''' of produced goods;&amp;lt;br/&amp;gt;&lt;br /&gt;
'''PT_rate''' - profit tax rate (%);&amp;lt;br/&amp;gt;&lt;br /&gt;
'''IE'''product – imputed earnings (%) for a specific product.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;#FF4500&amp;quot;&amp;gt;'''The red part of the formula'''&amp;lt;/font&amp;gt; is taxable income determined by the product of '''&amp;quot;CC'''&amp;quot; (estimated [[production cost]] of produced goods) and basic production profitability which (in SBS) is equal to the '''PT_rate''' (profit tax rate (per cent) in the specific region where the production subdivision is situated). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#0000CD&amp;quot;&amp;gt;'''The blue part of the formula'''&amp;lt;/font&amp;gt; is the tax rate of the '''CTIE'''.&amp;lt;br/&amp;gt;&lt;br /&gt;
The '''CTIE''' rate is a macroeconomic way to control the efficiency of different kinds of production.&amp;lt;br/&amp;gt;&lt;br /&gt;
In SBS for the productions which are currently highly profitable and massive we use the tax rate up to 1,0 (100%).&amp;lt;br/&amp;gt; I.e. the '''CTIE''' is charged from full taxable profit without any kind of benefits.&amp;lt;br/&amp;gt;&lt;br /&gt;
For the productions which are not developed enough according to the level of supplies and other analytical data we use differentiated benefits for each kind of products. &lt;br /&gt;
The benefits can be quite significant: CTIE for some kinds of products are up to 20 times lower (when the '''imputed earnings''' for the product are equal to 5%)&amp;lt;br/&amp;gt;&lt;br /&gt;
In order to learn the current CTIE rates you need '''Analytics''' ► '''Macroeconomics''' ► '''''Choose any country''''' ► '''''Region''''', and then from the list of the cities switch to the CTIE rates.&lt;/div&gt;</summary>
		<author><name>DarkRyu</name></author>
		
	</entry>
	<entry>
		<id>http://virtonomica.ru/help/index.php?title=SBS_Taxes/en&amp;diff=468</id>
		<title>SBS Taxes/en</title>
		<link rel="alternate" type="text/html" href="http://virtonomica.ru/help/index.php?title=SBS_Taxes/en&amp;diff=468"/>
		<updated>2020-07-03T14:19:56Z</updated>

		<summary type="html">&lt;p&gt;DarkRyu: /* Tax break */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==PROFIT TAX==&lt;br /&gt;
'''Profit tax''' - is the basic tax levied on transactions (sales from warehouses, vacation of manufactured products by production units, retail sales in stores) and in the provision of services.&lt;br /&gt;
&lt;br /&gt;
According to the current algorithm, the tax is accrued '' 'only' '' 'for profits directly to this game recount of goods sold or services rendered. Such an algorithm eliminated the possibility of double taxation in undelivered deliveries, which are common among beginners quite often.&lt;br /&gt;
&lt;br /&gt;
'''Profit tax (PT)''' is calculated by the formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''PT''' = ('''R''' - '''PC''' - '''C''') × ('''PT_rate'''/100)&amp;lt;/big&amp;gt;, where:&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
'''R''' — actual revenue from the sale of products or services;&lt;br /&gt;
'''PC''' — estimated '' 'prime costs' '' of the sold products or expendables spent on the provision of services, for enterprises in the service sector without consumables PC = 0;&lt;br /&gt;
'''C''' — expenses of the enterprise not included in the SS, but lowering the tax base in this specific turn;&amp;lt;br/&amp;gt;&lt;br /&gt;
'''PT_rate''' — profit tax rate (%).&lt;br /&gt;
&lt;br /&gt;
Cost items that are not included in the cost but reduce the tax base:&lt;br /&gt;
&lt;br /&gt;
* For production units, only storage costs are not included in the SS of manufactured products, but they reduce the tax base;&lt;br /&gt;
* In warehouses, warehouse costs, rental of premises and payments for innovations are taken into account;&lt;br /&gt;
* In stores and at service enterprises, storage costs, rental of premises, innovation payments, salary costs, advertising costs, management expenses and maintenance costs (for the service sector) are taken into account.&lt;br /&gt;
&lt;br /&gt;
Expenses for the purchase of goods are not reflected in the cost price in absolute terms, '' 'but in accordance with the used up (sold or used in production) inventory' ''. Thus, it is possible that a unit has a negative balance (for example, due to large volumes of purchases for future use), but still pays income tax.&lt;br /&gt;
&lt;br /&gt;
The tax of production units '' 'cannot be zero' '', even if a player, for example, sells manufactured products below cost. The minimum tax amount, in any case paid from a unit of goods produced, is determined by the basic profitability of production (see the description of the `` UTII '' below). At the same time, the tax on the warehouse, trade and service units in the game may not be levied if the taxable base is less than or equal to zero.&lt;br /&gt;
&lt;br /&gt;
=== Tax break ===&lt;br /&gt;
Each newly registered company is granted tax holidays with a duration of '' '26 recounts' '', provided that the company grows at a moderate pace (without external infusions).&lt;br /&gt;
&lt;br /&gt;
Each company which has just been registered is provided with the right for tax holiday which lasts for 26 updates on the condition that the development of the company is moderate (without external investments).&lt;br /&gt;
&lt;br /&gt;
Therefore, during the first 26 updates of their existence companies are taxed according to the following table:&lt;br /&gt;
&lt;br /&gt;
Total, in the first 26 recounts of the existence of the company taxes are levied in accordance with the table:&lt;br /&gt;
{| border=&amp;quot;2&amp;quot; width=&amp;quot;40%&amp;quot; cellspacing=&amp;quot;4&amp;quot; cellpadding=&amp;quot;3&amp;quot; rules=&amp;quot;all&amp;quot; style=&amp;quot;margin:1em 1em 1em 0; border:solid 1px #AAAAAA; empty-cells:show;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=&amp;quot;#A7C1F2&amp;quot; align=&amp;quot;center&amp;quot;| Profit tax rate&lt;br /&gt;
!bgcolor=&amp;quot;#A7C1F2&amp;quot; align=&amp;quot;center&amp;quot;| Tax break conditions&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| 0%&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| Assets less than 2 mln.&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| 50%&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| Assets less than 5 mln.&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| 100%&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| Assets over 5 mln.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The transition from tax holidays to the standard taxation scheme is carried out automatically in recalculation after the expiration of a 26-day period. Each recalculation is calculated separately, that is, if the company during the period of the possible holidays (26 recounts) goes beyond the border values ​​of the value of assets, and then returns to them, then it again has the right to tax relief.&lt;br /&gt;
&lt;br /&gt;
Transfer from tax holiday to standard taxation is automatic and happens during the update upon the expiration of 26 days. Every update is calculated separately, i.e. if a company oversteps the limits of the border indices of assets cost during the period when tax holiday may be brought to effect (26 updates) and then returns to follow the limits, the company has the right to get another easing of the taxation scheme.&lt;br /&gt;
&lt;br /&gt;
==TAX ON THE SALE OF TECHNOLOGIES AND LICENSES==&lt;br /&gt;
====Sale of technologies====&lt;br /&gt;
Налог на продажу технологии взимается с продавца технологии в момент покупки. Ставка единая и равняется 7% от продажной цены технологии.&lt;br /&gt;
&lt;br /&gt;
The tax is collected from the seller in the moment of purchase. The rate is single and is equal to 7% from the selling value of the technology.&lt;br /&gt;
 &lt;br /&gt;
====Sale of licenses====&lt;br /&gt;
Налог на продажу лицензии взимается с продавца лицензии в момент установки. Ставка единая и равняется 7% от продажной цены лицензии или, если цена занижена, от одной пятидесятой максимальной цены соответствующей технологии на общем рынке, по уровню меньшей или равной устанавливаемой.&lt;br /&gt;
&lt;br /&gt;
The tax is collected from the seller in the moment of installation. The rate is single and is equal to 7% from the selling value of the license or, if the price has been lowered, the percentage is drawn from one fiftieth of the maximal price of the relevant technology on the common market of the level which is less or equal to the one being installed. &lt;br /&gt;
&lt;br /&gt;
==PROPERTY SALE TAX==&lt;br /&gt;
'''Property sale tax''' is a tax collected upon any kind of sale of property via the '''Enterprise market''' or '''Enterprise auctions'''. The base tax rate is 10% from the selling value of the property. &lt;br /&gt;
If the receipts from the sale of an enterprise exceed the cost of the enterprise’s assets, the tax is calculated as 10% from the receipts. If not, the tax is calculated as 10% from the cost of assets of the enterprise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==COMMON TAX FOR IMPUTED EARNINGS==&lt;br /&gt;
'''Common tax for imputed earnings (CTIE)''' of SBS is the tax which determines the minimal sum of the tax on the production activity (is not applied to commercial subdivisions).&amp;lt;br/&amp;gt;&lt;br /&gt;
'''CTIE''' is not an extra tax to the profit tax for the operating subdivisions collected in SBS.&amp;lt;br/&amp;gt; The scheme of collecting the CTIE is activated in case the products are sold for the price which is lower than their cost price, or if the products are sold with the rate of profit lower than the basic production profitability equal to the regional profit tax rate (specific connection between the rate of profit and the profit tax rate in the region is conditional).&amp;lt;br/&amp;gt;&lt;br /&gt;
If the produced goods are sold for the price where the rate of profit is higher than the regional profit tax rate, the CTIE is not charged and a player pays the profit tax '''''only'''''.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
'''CTIE''' for one item of produced and sold goods is calculated according to the following formula:&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' CTIE=''' &amp;lt;font color=&amp;quot;#FF4500&amp;quot;&amp;gt;'''CC × '''('''PT_rate'''/100)&amp;lt;/font&amp;gt; '''×''' &amp;lt;font color=&amp;quot;#0000CD&amp;quot;&amp;gt;('''IE'''product/100)&amp;lt;/font&amp;gt;&amp;lt;/big&amp;gt;  where:&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''CC''' — estimated '''[[production costs]]''' of produced goods;&amp;lt;br/&amp;gt;&lt;br /&gt;
'''PT_rate''' - profit tax rate (%);&amp;lt;br/&amp;gt;&lt;br /&gt;
'''IE'''product – imputed earnings (%) for a specific product.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;#FF4500&amp;quot;&amp;gt;'''The red part of the formula'''&amp;lt;/font&amp;gt; is taxable income determined by the product of '''&amp;quot;CC'''&amp;quot; (estimated [[production cost]] of produced goods) and basic production profitability which (in SBS) is equal to the '''PT_rate''' (profit tax rate (per cent) in the specific region where the production subdivision is situated). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#0000CD&amp;quot;&amp;gt;'''The blue part of the formula'''&amp;lt;/font&amp;gt; is the tax rate of the '''CTIE'''.&amp;lt;br/&amp;gt;&lt;br /&gt;
The '''CTIE''' rate is a macroeconomic way to control the efficiency of different kinds of production.&amp;lt;br/&amp;gt;&lt;br /&gt;
In SBS for the productions which are currently highly profitable and massive we use the tax rate up to 1,0 (100%).&amp;lt;br/&amp;gt; I.e. the '''CTIE''' is charged from full taxable profit without any kind of benefits.&amp;lt;br/&amp;gt;&lt;br /&gt;
For the productions which are not developed enough according to the level of supplies and other analytical data we use differentiated benefits for each kind of products. &lt;br /&gt;
The benefits can be quite significant: CTIE for some kinds of products are up to 20 times lower (when the '''imputed earnings''' for the product are equal to 5%)&amp;lt;br/&amp;gt;&lt;br /&gt;
In order to learn the current CTIE rates you need '''Analytics''' ► '''Macroeconomics''' ► '''''Choose any country''''' ► '''''Region''''', and then from the list of the cities switch to the CTIE rates.&lt;/div&gt;</summary>
		<author><name>DarkRyu</name></author>
		
	</entry>
	<entry>
		<id>http://virtonomica.ru/help/index.php?title=Simformer/MainPage&amp;diff=467</id>
		<title>Simformer/MainPage</title>
		<link rel="alternate" type="text/html" href="http://virtonomica.ru/help/index.php?title=Simformer/MainPage&amp;diff=467"/>
		<updated>2020-07-03T14:16:17Z</updated>

		<summary type="html">&lt;p&gt;DarkRyu: /* Simformer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== '''Simformer''' ==&lt;br /&gt;
'''Simformer''' is an educational online platform focusing on practice-oriented business skill&lt;br /&gt;
development based on business simulations. Main focus of Simformer is to provide learners,&lt;br /&gt;
teachers, trainers and course creators an easily accessible combination of LMS (Moodle),&lt;br /&gt;
customizable business simulation (Simformer Business Simulation), and a marketplace.&lt;br /&gt;
&lt;br /&gt;
'''Simformer Business Simulation''' (SBS in short) is a web-based persistent massively multi-user&lt;br /&gt;
online simulated business environment. Designed to use virtual economy and human&lt;br /&gt;
behavior to balance out algorithmic mechanics in order to avoid deterministic system behavior&lt;br /&gt;
and predictability, as well as to develop systematic perception of business management and&lt;br /&gt;
economy of the user.&lt;br /&gt;
&lt;br /&gt;
SBS recreates typical business management processes like – HR, marketing, pricing, supply&lt;br /&gt;
chain, manufacturing, equipment management, finance, and etc. Operational activities are&lt;br /&gt;
simplified and gamified in order for the learners to experience full range of managerial&lt;br /&gt;
decision making by experiencing operational, tactical and strategic levels.&lt;br /&gt;
Basic mechanics – turned based. Turn consists of decision input phase and recalculation.&lt;br /&gt;
During the decision input phase, all participants can input their decisions. During the&lt;br /&gt;
recalculation, input interface is not accessible. After the recalculation is complete, all&lt;br /&gt;
participants receive their results. One turn equals one virtual week.&lt;br /&gt;
There are two formats of the simulation available - Classic (recalculations take place once&lt;br /&gt;
every 24 hours) and Intensive (recalculations take place every astronomical hour).&lt;br /&gt;
SBS was is initially designed to be a customizable solution in order to be used for education&lt;br /&gt;
purposes. A set of Developer Tools is present in order to create different business games&lt;br /&gt;
scenarios.&lt;br /&gt;
&lt;br /&gt;
Automatic assessment system provides evaluation of the learner performance. It evaluates&lt;br /&gt;
how optimal the decisions were in a given situation and provides evaluation of main&lt;br /&gt;
managerial functions (sales, marketing, HR, supply chain, operations management).&lt;br /&gt;
&lt;br /&gt;
=='''Game units'''==&lt;br /&gt;
&lt;br /&gt;
*'''[[SBS-Office/en|Office]]'''&lt;br /&gt;
*'''[[SBS-Store/en|Store]]'''&lt;br /&gt;
*'''[[SBS-Factory/en|Factory]]'''&lt;br /&gt;
*'''[[SBS-Mine/en|Mine]]'''&lt;br /&gt;
*'''[[SBS-Agricultural farm/en|Agricultural farm]]'''&lt;br /&gt;
*'''[[SBS-Animalfarm/en|Animal farm]]'''&lt;br /&gt;
*'''[[SBS-Laboratory/en|Laboratory]]'''&lt;br /&gt;
&lt;br /&gt;
=='''Game algorithms'''==&lt;br /&gt;
&lt;br /&gt;
*'''[[SBS_General_information/en|General information]]'''&lt;br /&gt;
*'''[[SBS_Qualification_and_Control/en|Qualification and Management]]'''&lt;br /&gt;
*'''[[SBS_Commerce/en|Commerce]]'''&lt;br /&gt;
*'''[[SBS_Production/en|Production]]'''&lt;br /&gt;
*'''[[SBS_Science/en|Science]]'''&lt;br /&gt;
*'''[[SBS_Taxes/en|Taxes]]'''&lt;/div&gt;</summary>
		<author><name>DarkRyu</name></author>
		
	</entry>
	<entry>
		<id>http://virtonomica.ru/help/index.php?title=Simformer/MainPage&amp;diff=466</id>
		<title>Simformer/MainPage</title>
		<link rel="alternate" type="text/html" href="http://virtonomica.ru/help/index.php?title=Simformer/MainPage&amp;diff=466"/>
		<updated>2020-07-03T14:15:54Z</updated>

		<summary type="html">&lt;p&gt;DarkRyu: /* Simformer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== '''Simformer''' ==&lt;br /&gt;
'''Simformer''' is an educational online platform focusing on practice-oriented business skill&lt;br /&gt;
development based on business simulations. Main focus of Simformer is to provide learners,&lt;br /&gt;
teachers, trainers and course creators an easily accessible combination of LMS (Moodle),&lt;br /&gt;
customizable business simulation (Simformer Business Simulation), and a marketplace.&lt;br /&gt;
'''Simformer Business Simulation''' (SBS in short) is a web-based persistent massively multi-user&lt;br /&gt;
online simulated business environment. Designed to use virtual economy and human&lt;br /&gt;
behavior to balance out algorithmic mechanics in order to avoid deterministic system behavior&lt;br /&gt;
and predictability, as well as to develop systematic perception of business management and&lt;br /&gt;
economy of the user.&lt;br /&gt;
SBS recreates typical business management processes like – HR, marketing, pricing, supply&lt;br /&gt;
chain, manufacturing, equipment management, finance, and etc. Operational activities are&lt;br /&gt;
simplified and gamified in order for the learners to experience full range of managerial&lt;br /&gt;
decision making by experiencing operational, tactical and strategic levels.&lt;br /&gt;
Basic mechanics – turned based. Turn consists of decision input phase and recalculation.&lt;br /&gt;
During the decision input phase, all participants can input their decisions. During the&lt;br /&gt;
recalculation, input interface is not accessible. After the recalculation is complete, all&lt;br /&gt;
participants receive their results. One turn equals one virtual week.&lt;br /&gt;
There are two formats of the simulation available - Classic (recalculations take place once&lt;br /&gt;
every 24 hours) and Intensive (recalculations take place every astronomical hour).&lt;br /&gt;
SBS was is initially designed to be a customizable solution in order to be used for education&lt;br /&gt;
purposes. A set of Developer Tools is present in order to create different business games&lt;br /&gt;
scenarios.&lt;br /&gt;
Automatic assessment system provides evaluation of the learner performance. It evaluates&lt;br /&gt;
how optimal the decisions were in a given situation and provides evaluation of main&lt;br /&gt;
managerial functions (sales, marketing, HR, supply chain, operations management).&lt;br /&gt;
&lt;br /&gt;
=='''Game units'''==&lt;br /&gt;
&lt;br /&gt;
*'''[[SBS-Office/en|Office]]'''&lt;br /&gt;
*'''[[SBS-Store/en|Store]]'''&lt;br /&gt;
*'''[[SBS-Factory/en|Factory]]'''&lt;br /&gt;
*'''[[SBS-Mine/en|Mine]]'''&lt;br /&gt;
*'''[[SBS-Agricultural farm/en|Agricultural farm]]'''&lt;br /&gt;
*'''[[SBS-Animalfarm/en|Animal farm]]'''&lt;br /&gt;
*'''[[SBS-Laboratory/en|Laboratory]]'''&lt;br /&gt;
&lt;br /&gt;
=='''Game algorithms'''==&lt;br /&gt;
&lt;br /&gt;
*'''[[SBS_General_information/en|General information]]'''&lt;br /&gt;
*'''[[SBS_Qualification_and_Control/en|Qualification and Management]]'''&lt;br /&gt;
*'''[[SBS_Commerce/en|Commerce]]'''&lt;br /&gt;
*'''[[SBS_Production/en|Production]]'''&lt;br /&gt;
*'''[[SBS_Science/en|Science]]'''&lt;br /&gt;
*'''[[SBS_Taxes/en|Taxes]]'''&lt;/div&gt;</summary>
		<author><name>DarkRyu</name></author>
		
	</entry>
	<entry>
		<id>http://virtonomica.ru/help/index.php?title=Simformer/MainPage&amp;diff=465</id>
		<title>Simformer/MainPage</title>
		<link rel="alternate" type="text/html" href="http://virtonomica.ru/help/index.php?title=Simformer/MainPage&amp;diff=465"/>
		<updated>2020-07-03T14:15:26Z</updated>

		<summary type="html">&lt;p&gt;DarkRyu: /* Simformer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Simformer ==&lt;br /&gt;
'''Simformer''' is an educational online platform focusing on practice-oriented business skill&lt;br /&gt;
development based on business simulations. Main focus of Simformer is to provide learners,&lt;br /&gt;
teachers, trainers and course creators an easily accessible combination of LMS (Moodle),&lt;br /&gt;
customizable business simulation (Simformer Business Simulation), and a marketplace.&lt;br /&gt;
'''Simformer Business Simulation''' (SBS in short) is a web-based persistent massively multi-user&lt;br /&gt;
online simulated business environment. Designed to use virtual economy and human&lt;br /&gt;
behavior to balance out algorithmic mechanics in order to avoid deterministic system behavior&lt;br /&gt;
and predictability, as well as to develop systematic perception of business management and&lt;br /&gt;
economy of the user.&lt;br /&gt;
SBS recreates typical business management processes like – HR, marketing, pricing, supply&lt;br /&gt;
chain, manufacturing, equipment management, finance, and etc. Operational activities are&lt;br /&gt;
simplified and gamified in order for the learners to experience full range of managerial&lt;br /&gt;
decision making by experiencing operational, tactical and strategic levels.&lt;br /&gt;
Basic mechanics – turned based. Turn consists of decision input phase and recalculation.&lt;br /&gt;
During the decision input phase, all participants can input their decisions. During the&lt;br /&gt;
recalculation, input interface is not accessible. After the recalculation is complete, all&lt;br /&gt;
participants receive their results. One turn equals one virtual week.&lt;br /&gt;
There are two formats of the simulation available - Classic (recalculations take place once&lt;br /&gt;
every 24 hours) and Intensive (recalculations take place every astronomical hour).&lt;br /&gt;
SBS was is initially designed to be a customizable solution in order to be used for education&lt;br /&gt;
purposes. A set of Developer Tools is present in order to create different business games&lt;br /&gt;
scenarios.&lt;br /&gt;
Automatic assessment system provides evaluation of the learner performance. It evaluates&lt;br /&gt;
how optimal the decisions were in a given situation and provides evaluation of main&lt;br /&gt;
managerial functions (sales, marketing, HR, supply chain, operations management).&lt;br /&gt;
&lt;br /&gt;
=='''Game units'''==&lt;br /&gt;
&lt;br /&gt;
*'''[[SBS-Office/en|Office]]'''&lt;br /&gt;
*'''[[SBS-Store/en|Store]]'''&lt;br /&gt;
*'''[[SBS-Factory/en|Factory]]'''&lt;br /&gt;
*'''[[SBS-Mine/en|Mine]]'''&lt;br /&gt;
*'''[[SBS-Agricultural farm/en|Agricultural farm]]'''&lt;br /&gt;
*'''[[SBS-Animalfarm/en|Animal farm]]'''&lt;br /&gt;
*'''[[SBS-Laboratory/en|Laboratory]]'''&lt;br /&gt;
&lt;br /&gt;
=='''Game algorithms'''==&lt;br /&gt;
&lt;br /&gt;
*'''[[SBS_General_information/en|General information]]'''&lt;br /&gt;
*'''[[SBS_Qualification_and_Control/en|Qualification and Management]]'''&lt;br /&gt;
*'''[[SBS_Commerce/en|Commerce]]'''&lt;br /&gt;
*'''[[SBS_Production/en|Production]]'''&lt;br /&gt;
*'''[[SBS_Science/en|Science]]'''&lt;br /&gt;
*'''[[SBS_Taxes/en|Taxes]]'''&lt;/div&gt;</summary>
		<author><name>DarkRyu</name></author>
		
	</entry>
	<entry>
		<id>http://virtonomica.ru/help/index.php?title=SBS_Taxes/en&amp;diff=464</id>
		<title>SBS Taxes/en</title>
		<link rel="alternate" type="text/html" href="http://virtonomica.ru/help/index.php?title=SBS_Taxes/en&amp;diff=464"/>
		<updated>2020-07-03T12:07:12Z</updated>

		<summary type="html">&lt;p&gt;DarkRyu: Created page with &amp;quot;==PROFIT TAX== '''Profit tax''' - is the basic tax levied on transactions (sales from warehouses, vacation of manufactured products by production units, retail sales in stores...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==PROFIT TAX==&lt;br /&gt;
'''Profit tax''' - is the basic tax levied on transactions (sales from warehouses, vacation of manufactured products by production units, retail sales in stores) and in the provision of services.&lt;br /&gt;
&lt;br /&gt;
According to the current algorithm, the tax is accrued '' 'only' '' 'for profits directly to this game recount of goods sold or services rendered. Such an algorithm eliminated the possibility of double taxation in undelivered deliveries, which are common among beginners quite often.&lt;br /&gt;
&lt;br /&gt;
'''Profit tax (PT)''' is calculated by the formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''PT''' = ('''R''' - '''PC''' - '''C''') × ('''PT_rate'''/100)&amp;lt;/big&amp;gt;, where:&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
'''R''' — actual revenue from the sale of products or services;&lt;br /&gt;
'''PC''' — estimated '' 'prime costs' '' of the sold products or expendables spent on the provision of services, for enterprises in the service sector without consumables PC = 0;&lt;br /&gt;
'''C''' — expenses of the enterprise not included in the SS, but lowering the tax base in this specific turn;&amp;lt;br/&amp;gt;&lt;br /&gt;
'''PT_rate''' — profit tax rate (%).&lt;br /&gt;
&lt;br /&gt;
Cost items that are not included in the cost but reduce the tax base:&lt;br /&gt;
&lt;br /&gt;
* For production units, only storage costs are not included in the SS of manufactured products, but they reduce the tax base;&lt;br /&gt;
* In warehouses, warehouse costs, rental of premises and payments for innovations are taken into account;&lt;br /&gt;
* In stores and at service enterprises, storage costs, rental of premises, innovation payments, salary costs, advertising costs, management expenses and maintenance costs (for the service sector) are taken into account.&lt;br /&gt;
&lt;br /&gt;
Expenses for the purchase of goods are not reflected in the cost price in absolute terms, '' 'but in accordance with the used up (sold or used in production) inventory' ''. Thus, it is possible that a unit has a negative balance (for example, due to large volumes of purchases for future use), but still pays income tax.&lt;br /&gt;
&lt;br /&gt;
The tax of production units '' 'cannot be zero' '', even if a player, for example, sells manufactured products below cost. The minimum tax amount, in any case paid from a unit of goods produced, is determined by the basic profitability of production (see the description of the `` UTII '' below). At the same time, the tax on the warehouse, trade and service units in the game may not be levied if the taxable base is less than or equal to zero.&lt;br /&gt;
&lt;br /&gt;
=== Tax break ===&lt;br /&gt;
Each newly registered company is granted tax holidays with a duration of '' '26 recounts' '', provided that the company grows at a moderate pace (without external infusions).&lt;br /&gt;
&lt;br /&gt;
Each company which has just been registered is provided with the right for tax holiday which lasts for 26 updates on the condition that the development of the company is moderate (without external investments).&lt;br /&gt;
&lt;br /&gt;
Therefore, during the first 26 updates of their existence companies are taxed according to the following table:&lt;br /&gt;
&lt;br /&gt;
Total, in the first 26 recounts of the existence of the company taxes are levied in accordance with the table:&lt;br /&gt;
{| border=&amp;quot;2&amp;quot; width=&amp;quot;40%&amp;quot; cellspacing=&amp;quot;4&amp;quot; cellpadding=&amp;quot;3&amp;quot; rules=&amp;quot;all&amp;quot; style=&amp;quot;margin:1em 1em 1em 0; border:solid 1px #AAAAAA; empty-cells:show;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=&amp;quot;#A7C1F2&amp;quot; align=&amp;quot;center&amp;quot;| Ставка налога на прибыль&lt;br /&gt;
!bgcolor=&amp;quot;#A7C1F2&amp;quot; align=&amp;quot;center&amp;quot;| Условие для налоговых каникул&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| 0%&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| Активы меньше 2 млн.&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| 50%&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| Активы меньше 5 млн.&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| 100%&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| Активы больше 5 млн.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The transition from tax holidays to the standard taxation scheme is carried out automatically in recalculation after the expiration of a 26-day period. Each recalculation is calculated separately, that is, if the company during the period of the possible holidays (26 recounts) goes beyond the border values ​​of the value of assets, and then returns to them, then it again has the right to tax relief.&lt;br /&gt;
&lt;br /&gt;
Transfer from tax holiday to standard taxation is automatic and happens during the update upon the expiration of 26 days. Every update is calculated separately, i.e. if a company oversteps the limits of the border indices of assets cost during the period when tax holiday may be brought to effect (26 updates) and then returns to follow the limits, the company has the right to get another easing of the taxation scheme.&lt;br /&gt;
&lt;br /&gt;
==TAX ON THE SALE OF TECHNOLOGIES AND LICENSES==&lt;br /&gt;
====Sale of technologies====&lt;br /&gt;
Налог на продажу технологии взимается с продавца технологии в момент покупки. Ставка единая и равняется 7% от продажной цены технологии.&lt;br /&gt;
&lt;br /&gt;
The tax is collected from the seller in the moment of purchase. The rate is single and is equal to 7% from the selling value of the technology.&lt;br /&gt;
 &lt;br /&gt;
====Sale of licenses====&lt;br /&gt;
Налог на продажу лицензии взимается с продавца лицензии в момент установки. Ставка единая и равняется 7% от продажной цены лицензии или, если цена занижена, от одной пятидесятой максимальной цены соответствующей технологии на общем рынке, по уровню меньшей или равной устанавливаемой.&lt;br /&gt;
&lt;br /&gt;
The tax is collected from the seller in the moment of installation. The rate is single and is equal to 7% from the selling value of the license or, if the price has been lowered, the percentage is drawn from one fiftieth of the maximal price of the relevant technology on the common market of the level which is less or equal to the one being installed. &lt;br /&gt;
&lt;br /&gt;
==PROPERTY SALE TAX==&lt;br /&gt;
'''Property sale tax''' is a tax collected upon any kind of sale of property via the '''Enterprise market''' or '''Enterprise auctions'''. The base tax rate is 10% from the selling value of the property. &lt;br /&gt;
If the receipts from the sale of an enterprise exceed the cost of the enterprise’s assets, the tax is calculated as 10% from the receipts. If not, the tax is calculated as 10% from the cost of assets of the enterprise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==COMMON TAX FOR IMPUTED EARNINGS==&lt;br /&gt;
'''Common tax for imputed earnings (CTIE)''' of SBS is the tax which determines the minimal sum of the tax on the production activity (is not applied to commercial subdivisions).&amp;lt;br/&amp;gt;&lt;br /&gt;
'''CTIE''' is not an extra tax to the profit tax for the operating subdivisions collected in SBS.&amp;lt;br/&amp;gt; The scheme of collecting the CTIE is activated in case the products are sold for the price which is lower than their cost price, or if the products are sold with the rate of profit lower than the basic production profitability equal to the regional profit tax rate (specific connection between the rate of profit and the profit tax rate in the region is conditional).&amp;lt;br/&amp;gt;&lt;br /&gt;
If the produced goods are sold for the price where the rate of profit is higher than the regional profit tax rate, the CTIE is not charged and a player pays the profit tax '''''only'''''.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
'''CTIE''' for one item of produced and sold goods is calculated according to the following formula:&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' CTIE=''' &amp;lt;font color=&amp;quot;#FF4500&amp;quot;&amp;gt;'''CC × '''('''PT_rate'''/100)&amp;lt;/font&amp;gt; '''×''' &amp;lt;font color=&amp;quot;#0000CD&amp;quot;&amp;gt;('''IE'''product/100)&amp;lt;/font&amp;gt;&amp;lt;/big&amp;gt;  where:&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''CC''' — estimated '''[[production costs]]''' of produced goods;&amp;lt;br/&amp;gt;&lt;br /&gt;
'''PT_rate''' - profit tax rate (%);&amp;lt;br/&amp;gt;&lt;br /&gt;
'''IE'''product – imputed earnings (%) for a specific product.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;#FF4500&amp;quot;&amp;gt;'''The red part of the formula'''&amp;lt;/font&amp;gt; is taxable income determined by the product of '''&amp;quot;CC'''&amp;quot; (estimated [[production cost]] of produced goods) and basic production profitability which (in SBS) is equal to the '''PT_rate''' (profit tax rate (per cent) in the specific region where the production subdivision is situated). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#0000CD&amp;quot;&amp;gt;'''The blue part of the formula'''&amp;lt;/font&amp;gt; is the tax rate of the '''CTIE'''.&amp;lt;br/&amp;gt;&lt;br /&gt;
The '''CTIE''' rate is a macroeconomic way to control the efficiency of different kinds of production.&amp;lt;br/&amp;gt;&lt;br /&gt;
In SBS for the productions which are currently highly profitable and massive we use the tax rate up to 1,0 (100%).&amp;lt;br/&amp;gt; I.e. the '''CTIE''' is charged from full taxable profit without any kind of benefits.&amp;lt;br/&amp;gt;&lt;br /&gt;
For the productions which are not developed enough according to the level of supplies and other analytical data we use differentiated benefits for each kind of products. &lt;br /&gt;
The benefits can be quite significant: CTIE for some kinds of products are up to 20 times lower (when the '''imputed earnings''' for the product are equal to 5%)&amp;lt;br/&amp;gt;&lt;br /&gt;
In order to learn the current CTIE rates you need '''Analytics''' ► '''Macroeconomics''' ► '''''Choose any country''''' ► '''''Region''''', and then from the list of the cities switch to the CTIE rates.&lt;/div&gt;</summary>
		<author><name>DarkRyu</name></author>
		
	</entry>
	<entry>
		<id>http://virtonomica.ru/help/index.php?title=SBS_Science/en&amp;diff=463</id>
		<title>SBS Science/en</title>
		<link rel="alternate" type="text/html" href="http://virtonomica.ru/help/index.php?title=SBS_Science/en&amp;diff=463"/>
		<updated>2020-07-03T12:05:47Z</updated>

		<summary type="html">&lt;p&gt;DarkRyu: Created page with &amp;quot;==TECHNOLOGY== All production enterprises are characterized by a certain technological level.   Technology level influences labor efficiency and goods quality. High technology...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==TECHNOLOGY==&lt;br /&gt;
All production enterprises are characterized by a certain technological level. &lt;br /&gt;
&lt;br /&gt;
Technology level influences labor efficiency and goods quality. High technology level decreases energy consumption, improves quality and labor productivity. On the other hand, high technology level imposes higher demands on staff qualification and equipment quality.&lt;br /&gt;
&lt;br /&gt;
The maximum technological level for the introduction of a certain type of enterprise is determined by the technological level available to the company owning the enterprise.&lt;br /&gt;
&lt;br /&gt;
There are 2 ways of technology introduction:&lt;br /&gt;
*Buy a technology (or develop it in the laboratory) and introduce it to any enterprise of a certain kind;&lt;br /&gt;
*Buy a license for technology (a right to introduce a technology in a certain enterprise).&lt;br /&gt;
&lt;br /&gt;
Price of increase in technological level consists of two parts: cost of technology and cost of introduction. When you buy a technology, the first time you have to pay both for the technology and for its introduction, but if later you decide to raise technology level for another enterprise of the same kind, then you must pay for technology introduction only. Usually, players purchase license in case if they don't have enough money to purchase a technology, or in case if technology purchase is not reasonable (for example, the player has only a few enterprises of similar kind, so he'd prefer to buy a license).&lt;br /&gt;
&lt;br /&gt;
When you purchase a high-tech enterprise from another player, its technology does not become the property of the company, although it is used at the acquired enterprise. Therefore, if you want to establish this technological level already at your other enterprise, you will again have to pay for both the purchase of the technology and its implementation.&lt;br /&gt;
&lt;br /&gt;
The player can independently research higher technological levels in laboratories.&lt;br /&gt;
&lt;br /&gt;
==LABORATORY==&lt;br /&gt;
===General Information===&lt;br /&gt;
You need laboratories for technological research, which can bring you new technologies of higher level.&lt;br /&gt;
&lt;br /&gt;
Building Laboratory you need the following:&lt;br /&gt;
*Choose its size.&lt;br /&gt;
*Hire scientists.&lt;br /&gt;
*Buy equipment (devices).&lt;br /&gt;
&lt;br /&gt;
Maximum possible number of scientists and equipment depends on the size of your laboratory. Available technology level also depends on the size.&lt;br /&gt;
&lt;br /&gt;
Technology level will require the equipment of certain quality. Moreover, equipment quality defines minimum qualification requirements for staff of laboratory.&lt;br /&gt;
&lt;br /&gt;
In case if you want to work with technologies and inventions of level 5 and higher, laboratory must be attached to a working factory (80% of its efficiency or more). Factory profile and technology level must correspond to the current research.&lt;br /&gt;
&lt;br /&gt;
Minimum size of required factory depends on the level of explored technology:&lt;br /&gt;
{| rules=&amp;quot;all&amp;quot; style=&amp;quot;margin:1em 1em 1em 0; border:solid 1px #AAAAAA; empty-cells:show;&amp;quot; width=&amp;quot;48%&amp;quot; cellspacing=&amp;quot;4&amp;quot; cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! bgcolor=&amp;quot;#A7C1F2&amp;quot; align=&amp;quot;center&amp;quot; |Level&lt;br /&gt;
! bgcolor=&amp;quot;#A7C1F2&amp;quot; align=&amp;quot;center&amp;quot; |Maximum number of scientists&lt;br /&gt;
! bgcolor=&amp;quot;#A7C1F2&amp;quot; align=&amp;quot;center&amp;quot; |Available technology level&lt;br /&gt;
! bgcolor=&amp;quot;#A7C1F2&amp;quot; align=&amp;quot;center&amp;quot; |Remarks&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |1&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |10&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |Up to 4&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |-&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |2&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |30&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |Up to 8&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |Starting from technology level 6, a factory (farm, mine, etc) of minimum size is required&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |3&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |100&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |Up to 13&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |From technology level 9, a factory size 2 is required&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |4&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |300&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |Up to 19&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |From technology level 15, a factory size 3 is required&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |5&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |700&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |Up to 25&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |From technology level 20, a factory size 4 is required&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |6&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |1000&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |All levels&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |From technology level 26, a factory size 5 is required&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Research===&lt;br /&gt;
There are three research stages:&lt;br /&gt;
====Preliminary research, hypothesis is formed====&lt;br /&gt;
The basic duration of preliminary research stage depends on the current technology level (up to level 8 it is 3 weeks, then  longer). Even if you increase the number of scientists it won`t speed up the research, usually it slows down because of low efficiency of laboratory. The number of hypotheses depends on the skill &amp;quot;Science research&amp;quot; level of Top manager. Moreover, each hypothesis has a probability of success and a duration modifier. &lt;br /&gt;
&lt;br /&gt;
In case you've bought one or several technologies of last 5 levels, the first stage will be longer (for ½ of duration of first stages of missed technologies). In case you have not investigated previous levels of technology the duration of the first stage will be longer — in proportion to the duration of missed investigations.&lt;br /&gt;
&lt;br /&gt;
====Research, hypothesis processing====&lt;br /&gt;
During second stage you`ll have to choose one of hypotheses then scientists will perform research with a possibility of success which you already know.&lt;br /&gt;
&lt;br /&gt;
In case of failure, you can repeat this research. The possibility of success will be higher by 1%. In other words, each hypothesis can become successful in the end.&lt;br /&gt;
&lt;br /&gt;
Basic duration of hypothesis working out depends on technology level and possibility of success (you`ll need more time if you want to work out more reliable hypothesis).&lt;br /&gt;
&lt;br /&gt;
Additional number of scientists will speed up the work. Low efficiency of laboratory will slow down the work.&lt;br /&gt;
&lt;br /&gt;
====Industrial testing====&lt;br /&gt;
The final third stage of research: testing and industrial trial of invented technology.&lt;br /&gt;
&lt;br /&gt;
Duration of this stage depends on technology level. Additional number of scientists will speed up the research.&lt;br /&gt;
&lt;br /&gt;
Technologies of level 5 (and higher) will require a factory attached to the laboratory. Profile and technology level of this factory must correspond to the research.&lt;br /&gt;
&lt;br /&gt;
Duration of this research depends on laboratory efficiency, as well as factory efficiency.&lt;br /&gt;
&lt;br /&gt;
===Technology levels===&lt;br /&gt;
{| rules=&amp;quot;all&amp;quot; style=&amp;quot;margin:1em 1em 1em 0; border:solid 1px #AAAAAA; empty-cells:show;&amp;quot; width=&amp;quot;48%&amp;quot; cellspacing=&amp;quot;4&amp;quot; cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! bgcolor=&amp;quot;#A7C1F2&amp;quot; align=&amp;quot;center&amp;quot; |Level&lt;br /&gt;
! bgcolor=&amp;quot;#A7C1F2&amp;quot; align=&amp;quot;center&amp;quot; |Scientists required (min)&lt;br /&gt;
! bgcolor=&amp;quot;#A7C1F2&amp;quot; align=&amp;quot;center&amp;quot; |Goods quality (max)&lt;br /&gt;
! bgcolor=&amp;quot;#A7C1F2&amp;quot; align=&amp;quot;center&amp;quot; |Remarks&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |2&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |5&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |2.46&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |-&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |3&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |10&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |4.17&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |-&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |4&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |10&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |6.06&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |-&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |5&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |15&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |8.10&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |Required level 2 of the lab&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |6&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |15&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |10.27&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |Required a factory attached to the lab&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |7&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |15&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |12.55&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |-&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |8&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |30&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |14.93&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |-&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |9&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |40&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |17.40&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |Required level 3 of the lab&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |10&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |40&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |19.95&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |-&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |11&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |60&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |22.58&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |-&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |12&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |60&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |25.29&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |-&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |13&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |100&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |28.06&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |-&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |14&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |120&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |30.90&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |Required level 4 of the lab&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |15&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |150&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |33.80&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |-&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |16&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |200&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |36.76&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |-&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |17&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |250&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |39.77&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |-&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |18&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |300&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |42.84&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |-&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |19&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |360&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |45.96&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |Required level 5 of the lab&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |20&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |420&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |49.13&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |-&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |21&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |500&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |52.35&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |-&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |22&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |600&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |55.61&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |-&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |23&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |700&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |58.92&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |-&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |24&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |700&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |62.27&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |-&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |25&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |700&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |65.66&lt;br /&gt;
! align=&amp;quot;center&amp;quot; |-&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==TECHNOLOGY MARKET==&lt;br /&gt;
Any player who has invented a technology in the lab, can put it up for sale. You can sell only your own inventions, you can't re-sale any purchased technology. There are no restrictions for the technology price — this is a market price. However, the number of current technologies for sale for one enterprise is limited — minimum 10; maximum — according to the current «Research» qualification level.&lt;br /&gt;
&lt;br /&gt;
Market price of the technology will be defined at the time of the game update, and it won't change during the game day. Market price is calculated on basis of information about all technologies of this kind that have been put up for sale.&lt;br /&gt;
&lt;br /&gt;
Profit from technology sale is calculated for the last game day, considering prices and participants of last day auction. Profit is distributed among all participants (technology sellers) depending on the declared price.&lt;br /&gt;
&lt;br /&gt;
When putting a technology up for sale you have to pay a commission fee equal to 1% of declared price. If you increase sale price, you must pay a commission fee equal to 1% of difference between declared and sale price.&lt;br /&gt;
&lt;br /&gt;
Any player who has invented a technology, can sell a license for this technology use. License will let certain enterprise to introduce this technology. Number of licenses for sale is proportional to «Science research» skill with coefficient = 3.&lt;br /&gt;
&lt;br /&gt;
==TECHNOLOGY LICENSE MARKET==&lt;br /&gt;
'''''Technology license market''''' provides a possibility to introduce a technology to a single production subdivision.&lt;br /&gt;
&lt;br /&gt;
===Applications for introduction===&lt;br /&gt;
The customer applies for an introduction of a technology he needs for the certain production subdivision. Maximum price must be divisible by 1000 and limited by current cash of the customer. The customer pays for the service and introduction expenses. Negotiations are closed. Customer has all information about the previous offers and negotiations, but no information about current propositions. Number of offers is unlimited, however total amount of offers must not exceed total amount of Customer's currency. '''Attention!''' You have to pay a fine in case if you introduce license to a factory of a clone with a purpose of start capital transfer, etc.&lt;br /&gt;
&lt;br /&gt;
===Kinds of applications===&lt;br /&gt;
&lt;br /&gt;
*'''''Competitive''''' Price is declared: the maximum price that the customer is ready to pay for introduction.&lt;br /&gt;
*'''''Noncompetitive''''' Price is not declared: the customer is ready to buy a license for market price, which is formed during the bidding with competitive offers.&lt;br /&gt;
*'''''Short-term''''' In case during bidding the application didn't meet requirements as a competitive, then it becomes noncompetitive.&lt;br /&gt;
&lt;br /&gt;
===Sellers offers===&lt;br /&gt;
Inventor of technology (Sold) publishes a proposal for self-installation technology. You have to be an owner of technology in order to trade. The minimum price should be a multiple of thousand. Negotiations are closed. Seller has all information about the previous offers and negotiations, but no information about current propositions of competitors. The total number of limited skills in scientific research (3 level skill in the field of «research»). '''Attention!''' You have to pay a fine in case if you introduce license to a factory of a clone with a purpose of start capital transfer, etc.&lt;br /&gt;
&lt;br /&gt;
===Kinds of offers===&lt;br /&gt;
&lt;br /&gt;
*'''''No bids''''' Minimum price is declared. Bargain is possible only at the declared price.&lt;br /&gt;
*'''''With bids''''' Minimum price is declared. Bargain is possible at the average price between seller's offer and customer's application.&lt;br /&gt;
*'''''Noncompetitive''''' Price is not declared, introduction will be done at the average price formed during bidding.&lt;br /&gt;
*'''''Short-term''''' In case if during the bidding the application didn't meet requirements as a competitive, then it becomes noncompetitive.&lt;br /&gt;
&lt;br /&gt;
===Bidding===&lt;br /&gt;
License bidding and enterprise upgrade will be performed at the time of the update, according to the results of applications and offers received. Bidding is divided into 3 stages.&lt;br /&gt;
&lt;br /&gt;
====First stage====&lt;br /&gt;
All competitive offers are marked as “no trade”. The first served are the ones that are cheapest at SELLER'S PRICE (the lowest price) offers for sale complying to the most expensive (the highest price) purchase applications, provided that the price fits into the maximum threshold set by the Customer.&lt;br /&gt;
&lt;br /&gt;
====Second stage====&lt;br /&gt;
All competitive offers remaining after the first stage are traded. The first to be satisfied are the cheapest (with the lowest price) offers for sale matching the most expensive (with the highest price) purchase applications AT THE AVERAGE PRICE between the price of the buyer and seller.&lt;br /&gt;
&lt;br /&gt;
Example of the 2nd stage: buyers formed applications for the installation of technology of the 2nd level at the bakery with the following parameters: 100 applications at a price not exceeding 2000, 50 applications at a price not exceeding 1000. 1 application at a price of 10. In turn, sellers formed applications : 20 applications for the price of 100, 10 applications for the price of 500, 100 applications for the price of 1000, 1 application for the price of 2000.&lt;br /&gt;
&lt;br /&gt;
Transactions will be carried out as follows: First of all, demand requests with the maximum price will be processed due to offers with the lowest price: of the 100 requests for demand at the price of 2000, 20 applications with the price of 100 at the price of (2000 + 100) / 2 = will be satisfied 1050, 10 bids with a price of 500 at a price of (2000 + 500) / 2 = 1250tr, 70 bids with a price of 1000 at a price of 1500. Of 50 bids for demand of 1000, 30 bids of 1000 will be satisfied. One bid for demand at a price of 10 not will be satisfied, as there are no applications for proposals with a price less than or equal to 10. 20 applications for demand (out of 50) at a price of 1000 will not be satisfied, due to the limited number of applications for offer. From bids, bids with a price of 2000 will not be satisfied due to lack of demand.&lt;br /&gt;
&lt;br /&gt;
====Third stage====&lt;br /&gt;
Uncompetitive and short-term offers, left after the first two stages are considered. All the required offers are going at the same similar average price of competitive bargains. In case if there is no bargains for competitive offers, then there is no possibility to define the average price and there will be no bidding for uncompetitive offers.&lt;br /&gt;
&lt;br /&gt;
===Examples of license market===&lt;br /&gt;
====Example 1====&lt;br /&gt;
The customer has a fence-building factory with 1 level of technology. He wants to produce super-fences. For this purpose he needs to introduce a level 10 of technology, i.e. to buy a license. The customers composes an application: I want to introduce 10 technology for 10 000 000 or less*. It means that the customer has composed a competitive and not short-term application.&lt;br /&gt;
&lt;br /&gt;
*Hereinafter: we are talking about the price of license. The cost of introduction is not the subject of bidding, it will be withdrawn in a common way.&lt;br /&gt;
&lt;br /&gt;
In the same time the seller of a (technology) license composes an offer: I'\ want to sell 10 technology for  7 000 000 exactly. So, this is a competitive, not short-time offer without bidding. This is a basic, the simplest example of a bargain. The seller will sell a license for 7 million both the seller and the customer will be satisfied.&lt;br /&gt;
====Example 2====&lt;br /&gt;
Two customers: the first one is ready to buy for 10 million, and another one — for 15 million. Two sellers: one sells for 7, another sells for 10. The same kinds of offers and applications. As result: the customer who was ready to buy for bigger price will buy for 7, and another one — for 10. This is logically correct — the one who took the risk wins more.&lt;br /&gt;
====Example 3====&lt;br /&gt;
Greed stimulates commerce. Let's suppose that seller is ready to pay more than 7 millions. But he doesn't know how much more or he knows, but hopes that there will be even more generous customer in the bidding. In this case offers «with bids» appear. Let's suppose, that applications are the same as before, but the offer is: «sell for 7 million or more». In marker terms this is a competitive, not short term offer with bids. As result: the one who was ready to pay more, will buy for (7+15)/2 = 11 million. The customer is happy because he paid less than he had planned. The seller is happy because he sold at higher price.&lt;br /&gt;
====Example 4====&lt;br /&gt;
About noncompetitive applications. It means that a customer wants to buy a license at average market price, or to buy for 10 millions or less and if there will be no suitable offer - at average market price (short-term offer). This is a very risky application — because the average price might be unpredictable. But this offer is reasonable: 1) if all know that there are many offers and will be enough for everyone, so they don't want to lose a bargain because of stupid discrepancies in the figures; 2) if they don't want to make price unreasonably high; 3) if they are not very familiar with the market, but really need a license.&lt;br /&gt;
&lt;br /&gt;
The example. One customer composes a short-term application for 7 million, second customer composes a common application, third own — noncompetitive. Offers: three at 10 with bidding and turning into noncompetitive. Result: on the second stage the customer, which has offered «up to 14 million» will get the license for (14+10)/2 = 12 million; on the third stage both left customer will get the license for average market price = 12 million. Again, all happy. But the first customer paid more than he wanted.&lt;br /&gt;
====Example 5====&lt;br /&gt;
Sellers make noncompetitive offers almost on the same reasons: to be sure that they can sell it, not to rise prices too much or when they are not very familiar with the market.&lt;br /&gt;
&lt;br /&gt;
Example. Applications are the same as in previous example. Offers: «not less than 10 million», «not less than 20 or noncompetitive» (short-term) and simply noncompetitive. Result: on the second stage the second customer buys it from the first seller for (14+10)/2 = 12 million. Other customers will get it for the same 12 million. In case second seller had a non-short-term offer, he simply wouldn't sell anything. Bidding closed. Nor customer, nor seller sees the current market supply. They only see results of previous bidding. Bargain will be fulfilled during the update.&lt;br /&gt;
&lt;br /&gt;
==RATING OF TECHNOLOGY ACHIEVEMENTS==&lt;br /&gt;
This rating shows how successful the companies are in field of their own science research.&lt;br /&gt;
&lt;br /&gt;
The calculation takes into account the best (with the highest level) of invented technologies in each of the technological niches. Rating score is considered as the sum of the squares of the best technology of the companies, plus a bonus for the technological leadership, is also a box-level, equally divided among all the companies-leaders.&lt;/div&gt;</summary>
		<author><name>DarkRyu</name></author>
		
	</entry>
	<entry>
		<id>http://virtonomica.ru/help/index.php?title=SBS_Production/en&amp;diff=462</id>
		<title>SBS Production/en</title>
		<link rel="alternate" type="text/html" href="http://virtonomica.ru/help/index.php?title=SBS_Production/en&amp;diff=462"/>
		<updated>2020-07-03T12:04:59Z</updated>

		<summary type="html">&lt;p&gt;DarkRyu: Created page with &amp;quot;==TYPES OF PRODUCTION== There are 3 basic kinds of production: Factory, Mill and Sawmill. They all are similar in their structure and require Top manager's «Production» skil...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==TYPES OF PRODUCTION==&lt;br /&gt;
There are 3 basic kinds of production: Factory, Mill and Sawmill. They all are similar in their structure and require Top manager's «Production» skill. Production industry also includes Agricultural farms, Mines and Fishing bases. The principle of operation of these units is identical to Production, but they do not have materials and semi-finished products for production, and they have a different qualification profile - Agriculture, Mining and Fishing, respectively.&lt;br /&gt;
&lt;br /&gt;
===FACTORY===&lt;br /&gt;
Factories produce the widest range of goods: &lt;br /&gt;
*'''Consumer goods''' — retail products - food, clothes, household equipment etc.&lt;br /&gt;
*'''Industrial goods''' — means of production - machines, tractors, devices and computers.&lt;br /&gt;
*'''Materials and half-finished products''' — raw material for other products - steel, plastic, components etc.&lt;br /&gt;
Each product has its own production plan (suitable kind of enterprise, required raw material quality and quantity, technological and other requirements). You can find detailed information in '''Analytics''' &amp;gt; '''Reference''' Section. &lt;br /&gt;
&lt;br /&gt;
Certain enterprises are able to produce several goods depending on its specialization, for example: bakery can produce bread, noodles or pastry. You also can produce goods with improved characteristics (quality, output). Moreover some products can be produced on several enterprises. For example: both bakery and confectionery factory can produce pastry. At a particular point in time (game play) factory can have only one active specialization. &lt;br /&gt;
&lt;br /&gt;
Product properties are characterized by quality and brand. At different plants, product quality may vary. In addition, different companies may develop different brand levels for a particular product in a particular city. &lt;br /&gt;
&lt;br /&gt;
In general, high quality and well-known products are more expensive. Quality of the goods depends on several factors: production technology level, raw material quality and production efficiency. You can increase your brand with the help of advertising. &lt;br /&gt;
&lt;br /&gt;
Some types of enterprises can produce several different products, or several variations of one product with improved characteristics (quality, quantity of output). For the production of each type of product has its own technological scheme and production conditions. Some types of industries have only one specialization and they do not have the ability to change it. Specializations available in the game are presented in the reference information on the types of industries. &lt;br /&gt;
&lt;br /&gt;
Want to know more? Go to '''Analytics''' &amp;gt; '''Reference''' &amp;gt; '''Types of enterprises''' and see all available specializations and types of production.&lt;br /&gt;
&lt;br /&gt;
===MILL===&lt;br /&gt;
Mill produces flour by grinding grain. Every mill requires equipment (machines), workers and regular supply. Besides, Top manager should have a high level of &amp;quot;Production&amp;quot; skill to manage the mill successfully. Mill is the most simple production unit and you can use it to build the shortest production chain.&lt;br /&gt;
&lt;br /&gt;
===SAWMILL===&lt;br /&gt;
Sawmill - logging and timber production in many aspects is similar to mining. However, unlike natural resources forest is considered to be a sustainable resource so its reserve will never run out.&lt;br /&gt;
&lt;br /&gt;
Every sawmill requires equipment (power-saw bench) and workers. Quality of produced timber depends on technology level, equipment quality and quality of woods in a certain region.&lt;br /&gt;
&lt;br /&gt;
There are 5 levels of timber quality — from 1 to 5 (from bad to good). You can read more in this section: '''Analytics''' &amp;gt; '''Reference'''. One more special feature: along with standard expenses, sawmills must pay weekly concession fee which depends on woods basic quality and sawmill size. Concession applies to all sawmills independently from their load or sales mode (concession fee is included into prime cost).&lt;br /&gt;
&lt;br /&gt;
For the production of sawmills you need equipment (power-saw bench) and workers. The maximum quality of wood is determined by the level of technology, the quality of equipment and the quality of the forest in the region where the sawmill is located.&lt;br /&gt;
&lt;br /&gt;
In total there are 5 gradations of wood quality - from 1 to 5. The quality of the forest at the sawmill is determined by its geographical location. More information about the quality of wood in a particular city can be found in the tab '''Analytics''' &amp;gt; '''Macroeconomics''' &amp;gt; '''Resources'''.&lt;br /&gt;
&lt;br /&gt;
Also, sawmills are characterized by a special procedure for calculating costs. In addition to standard items, weekly concession payments are levied on sawmills, depending on the basic quality of the wood and the size of the sawmill. The concession applies to all sawmills, regardless of their load and sales mode, and is included in the cost.&lt;br /&gt;
&lt;br /&gt;
[[Concession fees (for forest usage):]]:&lt;br /&gt;
{| border=&amp;quot;2&amp;quot; width=&amp;quot;48%&amp;quot; cellspacing=&amp;quot;4&amp;quot; cellpadding=&amp;quot;3&amp;quot; rules=&amp;quot;all&amp;quot; style=&amp;quot;margin:1em 1em 1em 0; border:solid 1px #AAAAAA; empty-cells:show;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=&amp;quot;#A7C1F2&amp;quot; align=&amp;quot;center&amp;quot;| Quality of forest&lt;br /&gt;
!bgcolor=&amp;quot;#A7C1F2&amp;quot; align=&amp;quot;center&amp;quot;| Concession fee for 1 ha of forest&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|1&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|3$&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|2&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|12$&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|3&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|27$&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|4&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|48$&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|5&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|75$&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==EXTRACTION OF NATURAL RESOURCES==&lt;br /&gt;
The extraction of natural resources is similar to the production industry, but has several fundamental differences. First of all, extraction enterprise must have access to a resource - a natural resource, that is, it must be located in the deposit of this mineral: oil, ore, salt, gold, diamonds, etc. All created mineral deposits belong to the state and are transferred to the hands of private companies either through sale or through direct sale from participant to participant. It is also possible to purchase mines in the secondary market from private companies through the auction process.&lt;br /&gt;
&lt;br /&gt;
At the business unit of the mining industry, different equipment is used compared to the factories,  mining equipment. This equipment is also produced at the Machine-tool factory, it is one of the specializations.&lt;br /&gt;
&lt;br /&gt;
The '''Supply''' tab is not available at mines, since minerals are raw materials extracted from the subsoil and do not require any other materials or semi-finished products for their production.&lt;br /&gt;
&lt;br /&gt;
The '''Sale''' and '''Technologies''' tabs, as well as the information in the '''Finance''' section are completely identical to the similar sections in the '''Production''' chapter.&lt;br /&gt;
&lt;br /&gt;
==AGRICULTURE==&lt;br /&gt;
The agricultural sector is divided into 2 parts: Agriculture and Livestock. Accordingly, the types of enterprises are subdivided: &lt;br /&gt;
*Agriculture includes the Agricultural Farm and Plantation, &lt;br /&gt;
*Livestock - Cowshed, Poultry Farm, Pig Farm, Sheep Farm and Apiary. &lt;br /&gt;
The profile for the management of all agricultural enterprises falls under &amp;quot;Agriculture&amp;quot; and &amp;quot;Livestock&amp;quot; skills respectively.&lt;br /&gt;
&lt;br /&gt;
Agriculture refers to the primary production of resources - the cultivation of grain and fruit. Livestock - the production of agricultural products using grain or other feed.&lt;br /&gt;
&lt;br /&gt;
The “Sale” and “Technologies” tabs are completely identical to the corresponding sections of the “Production” chapter.&lt;br /&gt;
&lt;br /&gt;
==ENTERPRISE EXPENSES==&lt;br /&gt;
All enterprises in SBS bear weekly expenses.&lt;br /&gt;
&lt;br /&gt;
Enterprise expenses are divided into variable and fixed (conditionally-fixed):&lt;br /&gt;
*Variable: these expenses depend on production volume, i.e. in case if production volume changes, the expenses volume would change too. For example: cost of raw material, energy etc.&lt;br /&gt;
*Fixed: these expenses don't depend on production volume. Even if you stop all your production, the enterprise will still bear fixed expenses.&lt;br /&gt;
&lt;br /&gt;
Variable + fixed expenses (per 1 unit of produced goods) = prime cost.&lt;br /&gt;
&lt;br /&gt;
Financial report keeps all information about expenses of your enterprise for the last week, so you can use this information to analyze prime cost structure and to optimize your production.&lt;br /&gt;
&lt;br /&gt;
Main expenses are: &amp;quot;Fuel, energy/Mining costs&amp;quot;, &amp;quot;Waste / losses&amp;quot;, &amp;quot;Management expenses&amp;quot;, &amp;quot;Salary&amp;quot;, &amp;quot;General production&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Energy cost depends on production volume, technology and the cost of one unit of energy (depends on the level of development of the city) and power consumption intensity of production (car production requires much more energy, than production of toys).&lt;br /&gt;
&lt;br /&gt;
Waste losses depend directly on the efficiency of your enterprise and energy expenses. This figure is just a part of total expenses (expressed in money), and it doesn't cause any actual production loss.&lt;br /&gt;
&lt;br /&gt;
Management expenses are connected with total salary expenses and main office efficiency. Minimal possible value is 10% of the fund. Salary — wages of 1 employee * total number of employees.&lt;br /&gt;
&lt;br /&gt;
General production expenses depend on city average salary, enterprise size, equipment quantity and enterprise efficiency. &lt;br /&gt;
&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>DarkRyu</name></author>
		
	</entry>
	<entry>
		<id>http://virtonomica.ru/help/index.php?title=SBS_Commerce/en&amp;diff=461</id>
		<title>SBS Commerce/en</title>
		<link rel="alternate" type="text/html" href="http://virtonomica.ru/help/index.php?title=SBS_Commerce/en&amp;diff=461"/>
		<updated>2020-07-03T12:02:47Z</updated>

		<summary type="html">&lt;p&gt;DarkRyu: Created page with &amp;quot;==BASIC PRINCIPLES OF RETAIL TRADE== ===General Information=== Retail Stores are at the end of production chain. Profit of the stores is the basically profit of all subdivisio...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==BASIC PRINCIPLES OF RETAIL TRADE==&lt;br /&gt;
===General Information===&lt;br /&gt;
Retail Stores are at the end of production chain. Profit of the stores is the basically profit of all subdivisions, which take part in production process. Retail Trade is one of the most complicated to manage and unstable activities, but the most profitable. &lt;br /&gt;
&lt;br /&gt;
===Local Suppliers===&lt;br /&gt;
In SBS participants have to compete among each other, but also with local suppliers. These are retail enterprises represent a mass of various store in the city and originally they are in full control of retail market.&lt;br /&gt;
&lt;br /&gt;
Each retail product in every city has average price and average quality, mostly typical for local suppliers. Which means that this product is sold by local supplier for this certain price and with this certain quality in this specific city, if there are no enterprises created by players.&lt;br /&gt;
&lt;br /&gt;
In most cases, to compete with local suppliers successfully you must offer goods of higher quality at lower price. Terms of local suppliers always change as market of a certain goods grows, local suppliers decrease their price and improve quality, and competition in this sector becomes more severe. &lt;br /&gt;
&lt;br /&gt;
===Preferences of Customers===&lt;br /&gt;
Wealth Level is the most important factor to define customer preferences. In cities with low wealth level people spend almost all their money on most needed goods, and they have no big interest in luxury goods. They pay special attention to the price as they prefer buying cheaper products instead of famous and high-quality goods.&lt;br /&gt;
&lt;br /&gt;
While, in cities with higher wealth level people can afford buying household equipment, cars and jewelry. In their opinion, high quality is more important than low price. Wealthy customers first of all require good service.&lt;br /&gt;
&lt;br /&gt;
Customers preferences often change in favor of one or other goods. For example, sudden growth in a certain city in household electronics sale can be observed, but one virtual year later this sector can come to complete stagnation, while customers will start to buy furniture and jewelry. These changes can often be unpredictable however marketing research can reveal consumer trends. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==RETAIL MARKET==&lt;br /&gt;
===Trade offers, franchise and brand trade===&lt;br /&gt;
The attractiveness of a certain product is calculated on basis of 3 main characteristics: price, quality and brand. The following factors also include evaluation of store's attractiveness: number of customers, service level and store's location. This dimensionless indicator is determined by the level of supply of local suppliers, on its basis a conditional volume of possible sales is formed. And then competition mechanisms come into force, which are described below.&lt;br /&gt;
&lt;br /&gt;
Sale of franchise, non-franchise and TM-products is based on principle of diminishing returns. It is considered that commercial offer is united (for example, all sorts of cars are one offer, which is a Car), but in case if there are franchise or TM-products in the store, then overall sales volume will be increased by 25%. With the same attractiveness of varieties of one proposal (brand, quality, price), preference is not given to any of them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If your company has several stores with similar goods, you should use sales modifier, which is related to the uniqueness of the stores. It means that customers would prefer stores with unique assortment of goods.&lt;br /&gt;
&lt;br /&gt;
===Competition and Market Saturation===&lt;br /&gt;
There are two kinds of retail markets in SBS: saturated and unsaturated. Segment of local suppliers in saturated markets is always zero.&lt;br /&gt;
&lt;br /&gt;
In unsaturated market all sales are determined by the attractiveness of supply (combination of price, quality and brand).&lt;br /&gt;
&lt;br /&gt;
Redistribution of sales in saturated markets has two stages: competitive and proportional. During the competitive stage sales volume depends on attractiveness of the offer, and during the proportional stage all stores are equal. Percent of each stage depends on the city and on the goods: for high-developed cities (and for luxury goods) competition is more significant.&lt;br /&gt;
&lt;br /&gt;
There are three basic stages of market saturation:&lt;br /&gt;
&lt;br /&gt;
*First stage ('''saturation'''): minimal competition, fixed market volume, «excessive» sales are removed (due to smooth proportional bringing the specific number of purchases (see Trade in saturated markets) to the standards of saturated market).&lt;br /&gt;
&lt;br /&gt;
*Second stage ('''stretching'''): all stores work with restrictions, market volume is smoothly increasing.&lt;br /&gt;
&lt;br /&gt;
*Third stage ('''over-saturation'''): market volume is unstable (it can drop down to the basic volume, but in general it tends to move towards the maximum stretching of the market), competitive and proportional penalties for «excessive» sales, including district competition.&lt;br /&gt;
&lt;br /&gt;
===Trade in Saturated Markets===&lt;br /&gt;
Stores will compete with each other depending on their location. It means that stores located in a district with high concentration of stores will have bigger penalty. The system will calculate how much goods would have been sold by all these stores and after this sales volume for certain stores will be decreased. It is not the number of stores in the area that is important, but their total sales, i.e. one store measuring 100 000 m2 can have a greater impact than 10 small stores.&lt;br /&gt;
&lt;br /&gt;
===Uniqueness===&lt;br /&gt;
This parameter is valid only for one company and in only one city. It expresses the conformity of your goods. Stores of your competitors and your own stores in one city do not influence the uniqueness of stores in other cities.&lt;br /&gt;
&lt;br /&gt;
Two parameters are important in defining the uniqueness: variety of goods and conformity of assortment. Manufacturer of goods in one store will be compared to the manufacturer of goods in another store and in case if they are the same — you will have to pay a penalty for non-uniqueness. For instance, 3 stores with identical assortment produced by same manufacturer will have 50% uniqueness. Penalty will be applied only for the third store and up: it is possible to have two identical stores in one city but if you have more than two their uniqueness will go down. If the number of such stores will increase, uniqueness will fall further. As a result, the turnover of 10 completely identical stores will be only 4 times more than one.&lt;br /&gt;
&lt;br /&gt;
Please also take into consideration:&lt;br /&gt;
&lt;br /&gt;
*There is no division for separate subdivisions. For example, a company produces goods at the enterprises E1 and E2. Goods from E1 goes to Store 1 and goods from E2 goes to Store 2. As result, these two stores won't be unique.&lt;br /&gt;
&lt;br /&gt;
*Agent companies won't influence the manufacturer of the goods. For example, Company A produces goods. Company B buys it. After this company C buys it from the warehouse of company B and supplies it to its own store. As result, company C will sell goods, produced by company A.&lt;br /&gt;
&lt;br /&gt;
*Variety of assortment. If the products in different stores are not completely identical (one store sells cars, second store sells cars and motorcycles, third store sells cars and tires) this will produce positive effect on the uniqueness, and the penalty will not be so big. Sales volume is not important, only availability of goods is significant. If you want to add new goods to improve the uniqueness, don't forget that stores with one single department have better sales.&lt;br /&gt;
&lt;br /&gt;
*Products of similar quality and brand produced by different manufacturers are considered to be unique (no penalty). If you sell mixed goods from two manufacturers their uniqueness will be evaluated separately.&lt;br /&gt;
&lt;br /&gt;
About restrictions per visitor. One buyer of a unique store with one product section can buy, for example, clothes:&lt;br /&gt;
&lt;br /&gt;
*100 m. | 50 units.&lt;br /&gt;
*500 m. | 10 units.&lt;br /&gt;
*1000 m. | 4 units.&lt;br /&gt;
*10 000 m. | 1-2 units.&lt;br /&gt;
*100 000 m. | ~0.6 unit.&lt;br /&gt;
&lt;br /&gt;
These are approximate values only for the reference. 50 units refers to the goods of highest quality and brand sold in the store with the best service level. In this situation the store plays a role of a super-popular boutique which has few very rich customers. In case with unsaturated markets this value can be much higher especially for big stores. &lt;br /&gt;
&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>DarkRyu</name></author>
		
	</entry>
	<entry>
		<id>http://virtonomica.ru/help/index.php?title=SBS_Qualification_and_Control/en&amp;diff=460</id>
		<title>SBS Qualification and Control/en</title>
		<link rel="alternate" type="text/html" href="http://virtonomica.ru/help/index.php?title=SBS_Qualification_and_Control/en&amp;diff=460"/>
		<updated>2020-07-03T12:01:07Z</updated>

		<summary type="html">&lt;p&gt;DarkRyu: Created page with &amp;quot;==Subdivision Efficiency== Performance of every subdivision is characterized by its overall efficiency. Efficiency particularly depends on the following: efficiency of equipme...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Subdivision Efficiency==&lt;br /&gt;
Performance of every subdivision is characterized by its overall efficiency. Efficiency particularly depends on the following: efficiency of equipment, staff, main office for the region the subdivision is located in and Top Manager's relevant skill level. Low efficiency can be compensated by raising Top Manager's skill. Efficiency can't go past 100%. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
Suitable equipment is necessary to ensure the work of your subdivision. If your subdivision has high technology level, you'll need to buy equipment of high quality accordingly. Equipment and animals are the both an economical good, therefore can be produced. You can produce them by yourself or buy them from other players.&lt;br /&gt;
&lt;br /&gt;
Equipment requirements (considering technology level): &lt;br /&gt;
{| border=&amp;quot;2&amp;quot; width=&amp;quot;48%&amp;quot; cellspacing=&amp;quot;4&amp;quot; cellpadding=&amp;quot;3&amp;quot; rules=&amp;quot;all&amp;quot; style=&amp;quot;margin:1em 1em 1em 0; border:solid 1px #AAAAAA; empty-cells:show;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=&amp;quot;#A7C1F2&amp;quot; align=&amp;quot;center&amp;quot;| Level of technology&lt;br /&gt;
!bgcolor=&amp;quot;#A7C1F2&amp;quot; align=&amp;quot;center&amp;quot;| Required quality of equipment&lt;br /&gt;
!bgcolor=&amp;quot;#A7C1F2&amp;quot; align=&amp;quot;center&amp;quot;| Level of technology&lt;br /&gt;
!bgcolor=&amp;quot;#A7C1F2&amp;quot; align=&amp;quot;center&amp;quot;| Required quality of equipment&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|1&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|1,00&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|11&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|17,77&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|2&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|2,30&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|12&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|19,73&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|3&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|3,74&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|13&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|21,71&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|4&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|5,28&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|14&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|23,73&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|5&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|6,90&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|15&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|25,78&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|6&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|8,59&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|16&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|27,86&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|7&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|10,33&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|17&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|29,96&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|8&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|12,13&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|18&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|32,09&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|9&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|13,97&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|19&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|34,24&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|10&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|15,85&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|20&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|36,41&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Requirements for equipment for factories manufacturing equipment (machines, instruments, sawmills and mining equipment) are reduced by one level. In addition, the requirements for the quality of equipment lowers the high level of Top Manager's skill in a specialized field (“Production” for factories, “Mining” for mines, etc.).&lt;br /&gt;
&lt;br /&gt;
The equipment wears out over time and needs to be repaired. Wear and tear of equipment is charged evenly on all equipment installed at the business unit. For example, 15% wear means that each machine is 15% worn out. Therefore, when writing off part of the equipment, the percentage of wear and tear of the remaining equipment will not change.&lt;br /&gt;
&lt;br /&gt;
Equipment with a high degree of wear and tear is less productive. In addition, a high level of equipment wear and tear can reduce the efficiency of the subdivision. It can be reduced by equipment repair. In this case, the percentage of wear is reduced for all machines at the same time. Depreciation of equipment is calculated on the basis of the standard service life of the equipment:&lt;br /&gt;
* 10 virtual years for machinery, sawmills, mining equipment, medical equipment and simulators,&lt;br /&gt;
* 12 virtual years for tractors,&lt;br /&gt;
* 5 virtual years for computers,&lt;br /&gt;
* 7 virtual years for devices.&lt;br /&gt;
High quality equipment wears out more slowly, but only if the skill level of the personnel corresponds to its quality.&lt;br /&gt;
&lt;br /&gt;
On livestock farms, the effectiveness of equipment (animals) depends only on their health.&lt;br /&gt;
&lt;br /&gt;
Removing machinery allows you to get rid of unnecessary equipment. For example, it will allow you to make space for higher level of equipment if you are increasing the level of technology of the subdivision.&lt;br /&gt;
&lt;br /&gt;
==Employees==&lt;br /&gt;
The number of employees, required for 100% production load depends on several factors: size of subdivision and sufficient quantity of equipment.&lt;br /&gt;
&lt;br /&gt;
Manpower is not the same in all countries and regions, since education levels are different. Therefor, qualification level is not the same in all cities. On the other hand, staff qualification depends on the actual salary level. Higher salary will allow you to hire employees with higher qualification in any city. An alternative to raising salary is training of employees, described below.&lt;br /&gt;
&lt;br /&gt;
Average qualification level depends on education. Employees with qualification equal to the city average, can receive average salary (for the current type of subdivision).&lt;br /&gt;
&lt;br /&gt;
'''The cost of hiring employees''' depends on the salary at respective subdivision. If the salary is less than the average city level, then for each employee an amount equal to 1/2 of the average city salary is taken. Also, this accrual scheme is used when hiring workers for an empty enterprise. If the salary at the enterprise is higher than the average city level, then when hiring new employees, 1/2 of the current salary is taken. Upon dismissal of employees, the full weekly amount of the current salary is charged once.&lt;br /&gt;
&lt;br /&gt;
Salary level depends on the type of subdivision: &lt;br /&gt;
{| border=&amp;quot;2&amp;quot; width=&amp;quot;48%&amp;quot; cellspacing=&amp;quot;4&amp;quot; cellpadding=&amp;quot;3&amp;quot; rules=&amp;quot;all&amp;quot; style=&amp;quot;margin:1em 1em 1em 0; border:solid 1px #AAAAAA; empty-cells:show;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=&amp;quot;#A7C1F2&amp;quot; align=&amp;quot;center&amp;quot;| Type of subdivision&lt;br /&gt;
!bgcolor=&amp;quot;#A7C1F2&amp;quot; align=&amp;quot;center&amp;quot;| Average salary&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Farms and plantations&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|50%&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Production facilities&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|70%&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Animal farms&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|100%&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Retail stores&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|100%&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Service industry, restaurants&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|100%&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Offices&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|150%&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Powerplants&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|250%&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Laboratories&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|400%&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Medical facilities&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|400%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Employee qualification influences the production efficiency and depends on the technology level of the subdivision — higher technology level requires higher quality of equipment and thus higher qualification of employees. &lt;br /&gt;
&lt;br /&gt;
In stores, the minimum qualification requirements for sellers depend on the city (the richer the city, the higher the requirements), location and product range (the most expensive product on the shelves is determined - it determines the kind of prestige of the store; the more expensive the “prestige” product is, the higher the minimum requirements to sellers). It should be noted that the fulfillment of the minimum requirements for sellers provides 100% of staff efficiency, but does not always provide the maximum elite level of service in the store.&lt;br /&gt;
&lt;br /&gt;
The qualifications of staff can be enhanced by hiring more expensive and more skilled employees, as well as through training. Training allows you to achieve a higher level of qualification of workers while maintaining an average level of wages.&lt;br /&gt;
&lt;br /&gt;
Before opening any kind of enterprise in a certain city you must study the city population. For example, it is better to place high-tech subdivisions or an office in a city with highly educated population. However, it won't make sense to place a low-tech subdivision in a city with expensive and well educated population.&lt;br /&gt;
&lt;br /&gt;
Training allows you to raise the level of qualification of employees in the enterprise while maintaining the current level of wages. Training is conducted for all workers at the same time and '''does not lead to a shutdown of production'''. During training, the operation of the enterprise is carried out as usual.&lt;br /&gt;
&lt;br /&gt;
The duration of the training can last from 1 to 4 weeks. The longer the training period, the higher the increase in the level of qualification. The cost of a weekly training course for one worker is 10 city average salaries for employees of this type of enterprise. The qualifications of workers are increasing every week.&lt;br /&gt;
&lt;br /&gt;
In turn, the alternative to training - salary growth - does not carry a positive external effect. This is one of the reasons why training is more profitable than raising salaries. However, the training requires significant costs, so it can be an overwhelming burden for young companies.&lt;br /&gt;
&lt;br /&gt;
==Top Manager's skills==&lt;br /&gt;
Any company can have an unlimited amount of subdivisions of different kind, size and specialization. However, each subdivision requires its own top-manger, who has skills in a particular field. The top-manager is actually the player of a company itself, i.e. - you. Every player is characterized by certain skills in different qualification areas.&lt;br /&gt;
&lt;br /&gt;
The following qualification areas are available in-game:&lt;br /&gt;
&lt;br /&gt;
    &amp;quot;Management&amp;quot; — influences office efficiency.&lt;br /&gt;
    &amp;quot;Marketing (advertising)&amp;quot; — influences the efficiency of advertising campaigns (for brand advertising and store advertising).&lt;br /&gt;
    &amp;quot;Commerce&amp;quot; — influences store efficiency.&lt;br /&gt;
    &amp;quot;Educational institutions&amp;quot; -  influences efficiency of kindergartens.&lt;br /&gt;
    &amp;quot;Gas stations and auto repair&amp;quot; - influences efficiency of gas stations and auto repair shops. &lt;br /&gt;
    &amp;quot;IT&amp;quot; - influences efficiency of IT centers. &lt;br /&gt;
    &amp;quot;Medicine&amp;quot; - influences efficiency of medical centers.&lt;br /&gt;
    &amp;quot;Restaurant management&amp;quot; - influences efficiency of restaurants.&lt;br /&gt;
    &amp;quot;Service sector&amp;quot; - influences efficiency of subdivisions of service industry.&lt;br /&gt;
    &amp;quot;Mining&amp;quot; — influences efficiency of mines.&lt;br /&gt;
    &amp;quot;Power plants&amp;quot; -influences efficiency of power plants.&lt;br /&gt;
    &amp;quot;Production&amp;quot; — influences efficiency of factories(and other industrial subdivisions).&lt;br /&gt;
    &amp;quot;Agriculture&amp;quot; — influences the efficiency of plantations and agricultural farms.&lt;br /&gt;
    &amp;quot;Fishing industry&amp;quot; - influences efficiency of fishing bases.&lt;br /&gt;
    &amp;quot;Livestock&amp;quot; — influences efficiency of animal farms.&lt;br /&gt;
    &amp;quot;Science research&amp;quot; — influences the efficiency of laboratory and eventually speeds up the process of new technology research.&lt;br /&gt;
&lt;br /&gt;
Qualification in general influences the efficiency of player's subdivisions. Players with high qualification can manage large and high-tech subdivisions. In case of an insufficient qualification level, efficiency of subdivisions will go down and expenses will go up. &lt;br /&gt;
&lt;br /&gt;
There are three ways to raise top-manager's qualification level:&lt;br /&gt;
    Qualification grows if your subdivision is working stable and profitable. You can check your qualification level and growth in «My office — Qualification». As soon as the green status line reaches the end of its field, your qualification level will increase by 1 point.&lt;br /&gt;
    You can buy game points and spend them on level raising: Choose any convenient payment method in «My office — Buy game points» to acquire the necessary game points.&lt;br /&gt;
    Awards and purchased office items can bring you a bonus in qualification level. You can check your bonuses in «My office - Qualification». Bonuses are displayed separately from the main qualification with «+» sign, for example «+4».&lt;br /&gt;
&lt;br /&gt;
The price for one skill point is not always the same for various qualification levels. Prices to raise a skill level with game points are always calculated based on the base skill, without taking bonuses into account. This means, that if your base skill level is 8, but you have a MBA-diploma (+2 bonus = 10 in total), you will be considered to have level 8 at the moment of payment (not level 10), and you will pay for the shift from level 8 to level 9 (not from 10 to 11). So, as a result you'll have level 9 + 2 bonus = level 11.&lt;br /&gt;
&lt;br /&gt;
[[Cost of increasing skill levels by using game points]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;2&amp;quot; width=&amp;quot;48%&amp;quot; cellspacing=&amp;quot;4&amp;quot; cellpadding=&amp;quot;3&amp;quot; rules=&amp;quot;all&amp;quot; style=&amp;quot;margin:1em 1em 1em 0; border:solid 1px #AAAAAA; empty-cells:show;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=&amp;quot;#A7C1F2&amp;quot; align=&amp;quot;center&amp;quot;| Next level&lt;br /&gt;
!bgcolor=&amp;quot;#A7C1F2&amp;quot; align=&amp;quot;center&amp;quot;| The cost of increasing skill level (for game points)&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|2 - 9&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|10 - 19&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|20 - 29&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|3&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|30 - 39&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|4&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|40 - 49&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|5&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|50 - 59&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|6&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|60 - 69&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|7&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|70 - 79&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|8&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|80 - 89&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|9&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|90 и выше&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To find out the skill requirement for the total amount of employees working at a certain subdivision type, check skill requirements. &lt;br /&gt;
&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>DarkRyu</name></author>
		
	</entry>
	<entry>
		<id>http://virtonomica.ru/help/index.php?title=Production/en&amp;diff=459</id>
		<title>Production/en</title>
		<link rel="alternate" type="text/html" href="http://virtonomica.ru/help/index.php?title=Production/en&amp;diff=459"/>
		<updated>2020-07-03T11:59:51Z</updated>

		<summary type="html">&lt;p&gt;DarkRyu: Undo revision 453 by DarkRyu (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==TYPES OF PRODUCTION==&lt;br /&gt;
There are 3 basic kinds of production: Factory, Mill and Sawmill. They all are similar in their structure and require Top manager's «Production» skill. Production industry also includes Agricultural farms, Mines and Fishing bases. The principle of operation of these units is identical to Production, but they do not have materials and semi-finished products for production, and they have a different qualification profile - Agriculture, Mining and Fishing, respectively.&lt;br /&gt;
&lt;br /&gt;
===FACTORY===&lt;br /&gt;
Factories produce the widest range of goods: &lt;br /&gt;
*'''Consumer goods''' — retail products - food, clothes, household equipment etc.&lt;br /&gt;
*'''Industrial goods''' — means of production - machines, tractors, devices and computers.&lt;br /&gt;
*'''Materials and half-finished products''' — raw material for other products - steel, plastic, components etc.&lt;br /&gt;
Each product has its own production plan (suitable kind of enterprise, required raw material quality and quantity, technological and other requirements). You can find detailed information in '''Analytics''' &amp;gt; '''Reference''' Section. &lt;br /&gt;
&lt;br /&gt;
Certain enterprises are able to produce several goods depending on its specialization, for example: bakery can produce bread, noodles or pastry. You also can produce goods with improved characteristics (quality, output). Moreover some products can be produced on several enterprises. For example: both bakery and confectionery factory can produce pastry. At a particular point in time (game play) factory can have only one active specialization. &lt;br /&gt;
&lt;br /&gt;
Product properties are characterized by quality and brand. At different plants, product quality may vary. In addition, different companies may develop different brand levels for a particular product in a particular city. &lt;br /&gt;
&lt;br /&gt;
In general, high quality and well-known products are more expensive. Quality of the goods depends on several factors: production technology level, raw material quality and production efficiency. You can increase your brand with the help of advertising. &lt;br /&gt;
&lt;br /&gt;
Some types of enterprises can produce several different products, or several variations of one product with improved characteristics (quality, quantity of output). For the production of each type of product has its own technological scheme and production conditions. Some types of industries have only one specialization and they do not have the ability to change it. Specializations available in the game are presented in the reference information on the types of industries. &lt;br /&gt;
&lt;br /&gt;
Want to know more? Go to '''Analytics''' &amp;gt; '''Reference''' &amp;gt; '''Types of enterprises''' and see all available specializations and types of production.&lt;br /&gt;
&lt;br /&gt;
===MILL===&lt;br /&gt;
Mill produces flour by grinding grain. Every mill requires equipment (machines), workers and regular supply. Besides, Top manager should have a high level of &amp;quot;Production&amp;quot; skill to manage the mill successfully. Mill is the most simple production unit and you can use it to build the shortest production chain.&lt;br /&gt;
&lt;br /&gt;
===SAWMILL===&lt;br /&gt;
Sawmill - logging and timber production in many aspects is similar to mining. However, unlike natural resources forest is considered to be a sustainable resource so its reserve will never run out.&lt;br /&gt;
&lt;br /&gt;
Every sawmill requires equipment (power-saw bench) and workers. Quality of produced timber depends on technology level, equipment quality and quality of woods in a certain region.&lt;br /&gt;
&lt;br /&gt;
There are 5 levels of timber quality — from 1 to 5 (from bad to good). You can read more in this section: '''Analytics''' &amp;gt; '''Reference'''. One more special feature: along with standard expenses, sawmills must pay weekly concession fee which depends on woods basic quality and sawmill size. Concession applies to all sawmills independently from their load or sales mode (concession fee is included into prime cost).&lt;br /&gt;
&lt;br /&gt;
For the production of sawmills you need equipment (power-saw bench) and workers. The maximum quality of wood is determined by the level of technology, the quality of equipment and the quality of the forest in the region where the sawmill is located.&lt;br /&gt;
&lt;br /&gt;
In total there are 5 gradations of wood quality - from 1 to 5. The quality of the forest at the sawmill is determined by its geographical location. More information about the quality of wood in a particular city can be found in the tab '''Analytics''' &amp;gt; '''Macroeconomics''' &amp;gt; '''Resources'''.&lt;br /&gt;
&lt;br /&gt;
Also, sawmills are characterized by a special procedure for calculating costs. In addition to standard items, weekly concession payments are levied on sawmills, depending on the basic quality of the wood and the size of the sawmill. The concession applies to all sawmills, regardless of their load and sales mode, and is included in the cost.&lt;br /&gt;
&lt;br /&gt;
[[Concession fees (for forest usage):]]:&lt;br /&gt;
{| border=&amp;quot;2&amp;quot; width=&amp;quot;48%&amp;quot; cellspacing=&amp;quot;4&amp;quot; cellpadding=&amp;quot;3&amp;quot; rules=&amp;quot;all&amp;quot; style=&amp;quot;margin:1em 1em 1em 0; border:solid 1px #AAAAAA; empty-cells:show;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=&amp;quot;#A7C1F2&amp;quot; align=&amp;quot;center&amp;quot;| Quality of forest&lt;br /&gt;
!bgcolor=&amp;quot;#A7C1F2&amp;quot; align=&amp;quot;center&amp;quot;| Concession fee for 1 ha of forest&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|1&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|3$&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|2&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|12$&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|3&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|27$&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|4&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|48$&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|5&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|75$&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==EXTRACTION OF NATURAL RESOURCES==&lt;br /&gt;
The extraction of natural resources is similar to the production industry, but has several fundamental differences. First of all, extraction enterprise must have access to a resource - a natural resource, that is, it must be located in the deposit of this mineral: oil, ore, salt, gold, diamonds, etc. All created mineral deposits belong to the state and are transferred to the hands of private companies either through sale at an open auction for virtual currency, or through direct sale of objects on the market of state enterprises for game points. It is also possible to purchase mines in the secondary market from private companies through the auction process.&lt;br /&gt;
&lt;br /&gt;
At the business unit of the mining industry, different equipment is used compared to the factories,  mining equipment. This equipment is also produced at the Machine-tool factory, it is one of the specializations.&lt;br /&gt;
&lt;br /&gt;
The '''Supply''' tab is not available at mines, since minerals are raw materials extracted from the subsoil and do not require any other materials or semi-finished products for their production.&lt;br /&gt;
&lt;br /&gt;
The '''Sale''' and '''Technologies''' tabs, as well as the information in the '''Finance''' section are completely identical to the similar sections in the '''Production''' chapter.&lt;br /&gt;
&lt;br /&gt;
==AGRICULTURE==&lt;br /&gt;
The agricultural sector is divided into 2 parts: Agriculture and Livestock. Accordingly, the types of enterprises are subdivided: &lt;br /&gt;
*Agriculture includes the Agricultural Farm and Plantation, &lt;br /&gt;
*Livestock - Cowshed, Poultry Farm, Pig Farm, Sheep Farm and Apiary. &lt;br /&gt;
The profile for the management of all agricultural enterprises falls under &amp;quot;Agriculture&amp;quot; and &amp;quot;Livestock&amp;quot; skills respectively.&lt;br /&gt;
&lt;br /&gt;
Agriculture refers to the primary production of resources - the cultivation of grain and fruit. Livestock - the production of agricultural products using grain or other feed.&lt;br /&gt;
&lt;br /&gt;
The “Sale” and “Technologies” tabs are completely identical to the corresponding sections of the “Production” chapter.&lt;br /&gt;
&lt;br /&gt;
==ENTERPRISE EXPENSES==&lt;br /&gt;
All enterprises in Virtonomics bear weekly expenses.&lt;br /&gt;
&lt;br /&gt;
Enterprise expenses are divided into variable and fixed (conditionally-fixed):&lt;br /&gt;
*Variable: these expenses depend on production volume, i.e. in case if production volume changes, the expenses volume would change too. For example: cost of raw material, energy etc.&lt;br /&gt;
*Fixed: these expenses don't depend on production volume. Even if you stop all your production, the enterprise will still bear fixed expenses.&lt;br /&gt;
&lt;br /&gt;
Variable + fixed expenses (per 1 unit of produced goods) = prime cost.&lt;br /&gt;
&lt;br /&gt;
Financial report keeps all information about expenses of your enterprise for the last week, so you can use this information to analyze prime cost structure and to optimize your production.&lt;br /&gt;
&lt;br /&gt;
Main expenses are: &amp;quot;Fuel, energy/Mining costs&amp;quot;, &amp;quot;Waste / losses&amp;quot;, &amp;quot;Management expenses&amp;quot;, &amp;quot;Salary&amp;quot;, &amp;quot;General production&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Energy cost depends on production volume, technology and the cost of one unit of energy (depends on the level of development of the city) and power consumption intensity of production (car production requires much more energy, than production of toys).&lt;br /&gt;
&lt;br /&gt;
Waste losses depend directly on the efficiency of your enterprise and energy expenses. This figure is just a part of total expenses (expressed in money), and it doesn't cause any actual production loss.&lt;br /&gt;
&lt;br /&gt;
Management expenses are connected with total salary expenses and main office efficiency. Minimal possible value is 10% of the fund. Salary — wages of 1 employee * total number of employees.&lt;br /&gt;
&lt;br /&gt;
General production expenses depend on city average salary, enterprise size, equipment quantity and enterprise efficiency. &lt;br /&gt;
&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>DarkRyu</name></author>
		
	</entry>
	<entry>
		<id>http://virtonomica.ru/help/index.php?title=Commerce/en&amp;diff=458</id>
		<title>Commerce/en</title>
		<link rel="alternate" type="text/html" href="http://virtonomica.ru/help/index.php?title=Commerce/en&amp;diff=458"/>
		<updated>2020-07-03T11:59:31Z</updated>

		<summary type="html">&lt;p&gt;DarkRyu: Undo revision 452 by DarkRyu (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;http://wiki.virtonomica.ru/index.php/Principles:Commerce&lt;br /&gt;
==BASIC PRINCIPLES OF RETAIL TRADE==&lt;br /&gt;
===General Information===&lt;br /&gt;
Retail Stores are at the end of production chain. Profit of the stores is the basically profit of all subdivisions, which take part in production process. Retail Trade is one of the most complicated to manage and unstable activities, but the most profitable. &lt;br /&gt;
&lt;br /&gt;
===Local Suppliers===&lt;br /&gt;
In Virtonomics players have to compete not only with other players but also with local suppliers. These are retail enterprises represent a mass of various store in the city and originally they are in full control of retail market.&lt;br /&gt;
&lt;br /&gt;
Each retail product in every city has average price and average quality, mostly typical for local suppliers. Which means that this product is sold by local supplier for this certain price and with this certain quality in this specific city, if there are no enterprises created by players.&lt;br /&gt;
&lt;br /&gt;
In most cases, to compete with local suppliers successfully you must offer goods of higher quality at lower price. Terms of local suppliers always change as market of a certain goods grows, local suppliers decrease their price and improve quality, and competition in this sector becomes more severe. &lt;br /&gt;
&lt;br /&gt;
===Preferences of Customers===&lt;br /&gt;
Wealth Level is the most important factor to define customer preferences. In cities with low wealth level people spend almost all their money on most needed goods, and they have no big interest in luxury goods. They pay special attention to the price as they prefer buying cheaper products instead of famous and high-quality goods.&lt;br /&gt;
&lt;br /&gt;
While, in cities with higher wealth level people can afford buying household equipment, cars and jewelry. In their opinion, high quality is more important than low price. Wealthy customers first of all require good service.&lt;br /&gt;
&lt;br /&gt;
Customers preferences often change in favor of one or other goods. For example, sudden growth in a certain city in household electronics sale can be observed, but one virtual year later this sector can come to complete stagnation, while customers will start to buy furniture and jewelry. These changes can often be unpredictable however marketing research can reveal consumer trends. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==RETAIL MARKET==&lt;br /&gt;
===Trade offers, franchise and brand trade===&lt;br /&gt;
The attractiveness of a certain product is calculated on basis of 3 main characteristics: price, quality and brand. The following factors also include evaluation of store's attractiveness: number of customers, service level and store's location. This dimensionless indicator is determined by the level of supply of local suppliers, on its basis a conditional volume of possible sales is formed. And then competition mechanisms come into force, which are described below.&lt;br /&gt;
&lt;br /&gt;
Sale of franchise, non-franchise and TM-products is based on principle of diminishing returns. It is considered that commercial offer is united (for example, all sorts of cars are one offer, which is a Car), but in case if there are franchise or TM-products in the store, then overall sales volume will be increased by 25%. With the same attractiveness of varieties of one proposal (brand, quality, price), preference is not given to any of them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If your company has several stores with similar goods, you should use sales modifier, which is related to the uniqueness of the stores. It means that customers would prefer stores with unique assortment of goods.&lt;br /&gt;
&lt;br /&gt;
===Competition and Market Saturation===&lt;br /&gt;
There are two kinds of retail markets in Virtonomics: saturated and unsaturated. Segment of local suppliers in saturated markets is always zero.&lt;br /&gt;
&lt;br /&gt;
In unsaturated market all sales are determined by the attractiveness of supply (combination of price, quality and brand).&lt;br /&gt;
&lt;br /&gt;
Redistribution of sales in saturated markets has two stages: competitive and proportional. During the competitive stage sales volume depends on attractiveness of the offer, and during the proportional stage all stores are equal. Percent of each stage depends on the city and on the goods: for high-developed cities (and for luxury goods) competition is more significant.&lt;br /&gt;
&lt;br /&gt;
There are three basic stages of market saturation:&lt;br /&gt;
&lt;br /&gt;
*First stage ('''saturation'''): minimal competition, fixed market volume, «excessive» sales are removed (due to smooth proportional bringing the specific number of purchases (see Trade in saturated markets) to the standards of saturated market).&lt;br /&gt;
&lt;br /&gt;
*Second stage ('''stretching'''): all stores work with restrictions, market volume is smoothly increasing.&lt;br /&gt;
&lt;br /&gt;
*Third stage ('''over-saturation'''): market volume is unstable (it can drop down to the basic volume, but in general it tends to move towards the maximum stretching of the market), competitive and proportional penalties for «excessive» sales, including district competition.&lt;br /&gt;
&lt;br /&gt;
===Trade in Saturated Markets===&lt;br /&gt;
Stores will compete with each other depending on their location. It means that stores located in a district with high concentration of stores will have bigger penalty. The system will calculate how much goods would have been sold by all these stores and after this sales volume for certain stores will be decreased. It is not the number of stores in the area that is important, but their total sales, i.e. one store measuring 100 000 m2 can have a greater impact than 10 small stores.&lt;br /&gt;
&lt;br /&gt;
===Uniqueness===&lt;br /&gt;
This parameter is valid only for one company and in only one city. It expresses the conformity of your goods. Stores of your competitors and your own stores in one city do not influence the uniqueness of stores in other cities.&lt;br /&gt;
&lt;br /&gt;
Two parameters are important in defining the uniqueness: variety of goods and conformity of assortment. Manufacturer of goods in one store will be compared to the manufacturer of goods in another store and in case if they are the same — you will have to pay a penalty for non-uniqueness. For instance, 3 stores with identical assortment produced by same manufacturer will have 50% uniqueness. Penalty will be applied only for the third store and up: it is possible to have two identical stores in one city but if you have more than two their uniqueness will go down. If the number of such stores will increase, uniqueness will fall further. As a result, the turnover of 10 completely identical stores will be only 4 times more than one.&lt;br /&gt;
&lt;br /&gt;
Please also take into consideration:&lt;br /&gt;
&lt;br /&gt;
*There is no division for separate subdivisions. For example, a company produces goods at the enterprises E1 and E2. Goods from E1 goes to Store 1 and goods from E2 goes to Store 2. As result, these two stores won't be unique.&lt;br /&gt;
&lt;br /&gt;
*Agent companies won't influence the manufacturer of the goods. For example, Company A produces goods. Company B buys it. After this company C buys it from the warehouse of company B and supplies it to its own store. As result, company C will sell goods, produced by company A.&lt;br /&gt;
&lt;br /&gt;
*Variety of assortment. If the products in different stores are not completely identical (one store sells cars, second store sells cars and motorcycles, third store sells cars and tires) this will produce positive effect on the uniqueness, and the penalty will not be so big. Sales volume is not important, only availability of goods is significant. If you want to add new goods to improve the uniqueness, don't forget that stores with one single department have better sales.&lt;br /&gt;
&lt;br /&gt;
*Products of similar quality and brand produced by different manufacturers are considered to be unique (no penalty). If you sell mixed goods from two manufacturers their uniqueness will be evaluated separately.&lt;br /&gt;
&lt;br /&gt;
About restrictions per visitor. One buyer of a unique store with one product section can buy, for example, clothes:&lt;br /&gt;
&lt;br /&gt;
*100 m. | 50 units.&lt;br /&gt;
*500 m. | 10 units.&lt;br /&gt;
*1000 m. | 4 units.&lt;br /&gt;
*10 000 m. | 1-2 units.&lt;br /&gt;
*100 000 m. | ~0.6 unit.&lt;br /&gt;
&lt;br /&gt;
These are approximate values only for the reference. 50 units refers to the goods of highest quality and brand sold in the store with the best service level. In this situation the store plays a role of a super-popular boutique which has few very rich customers. In case with unsaturated markets this value can be much higher especially for big stores. &lt;br /&gt;
&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>DarkRyu</name></author>
		
	</entry>
	<entry>
		<id>http://virtonomica.ru/help/index.php?title=General_information/en&amp;diff=457</id>
		<title>General information/en</title>
		<link rel="alternate" type="text/html" href="http://virtonomica.ru/help/index.php?title=General_information/en&amp;diff=457"/>
		<updated>2020-07-03T11:58:37Z</updated>

		<summary type="html">&lt;p&gt;DarkRyu: Undo revision 450 by DarkRyu (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===ABOUT GAME===&lt;br /&gt;
Virtonomics™ – is a free massively multi-user economic online game. Our players create commercial networks, industrial holdings and business alliances. The goal of the game is to successfully manage your own business in virtual conditions that are extremely close to reality. &lt;br /&gt;
&lt;br /&gt;
Virtonomics™ – is not only a perfect economic simulation, but also a unique space for communication and education, a place where you can establish new business connections and gain useful experience. &lt;br /&gt;
&lt;br /&gt;
To play Virtonomics you need an updated web-browser (we strongly recommend Mozilla Firefox, but it works with other browsers as well).&lt;br /&gt;
&lt;br /&gt;
===GAME WORLDS===&lt;br /&gt;
After registration you can choose one or several game worlds (realms)- Virtonomics Entrepreneur, Virtonomics Tycoon or Virtonomics Business War. These realms were created at different time, therefore their level of economic development, update time, game geography, goods variety etc. differ as well. Servers exist independently: you cannot transfer funds, enterprises or qualification. However, you can use same account to play in different realms. To register a new character in one of the realms, go to «My office/Games» and click on «Start game» in a section of suitable realm. In this case you'll have several game characters in different game worlds. To switch server, go to the top right of your screen and select realm (next to the game date).&lt;br /&gt;
&lt;br /&gt;
===GAME ECONOMIC===&lt;br /&gt;
By playing Virtonomics™ you can try various economic sectors: Production, Agriculture, Mining, Science research or Commerce. You can read more about each sector in corresponding part of game Help. &lt;br /&gt;
&lt;br /&gt;
There are two kinds of production: initial (mining, logging, agriculture) and secondary (production of half-finished and finished goods, animal breeding). Most profitable strategy - is construction of production chains which involve several production fields. The more complicated production is, the longer the chain must be. For example, the longest chain is production of Cars. Science research can improve quality of produced goods. However, before starting any science research, you need to create a reliable source of income — profit from science research is not stable. &lt;br /&gt;
&lt;br /&gt;
Commerce (trade) — is the most quick and fastest way to earn stable income. To succeed in this field you need a store, which can sell ANY goods you want to city customers (city population).&lt;br /&gt;
&lt;br /&gt;
===GAME GEOGRAPHY===&lt;br /&gt;
Virtonomics™ game world consists of multiple countries, which are divided into cities and regions. Every city is the center of business activity: variety of enterprises produce consumer goods, extract natural resources and harvest agricultural products. Cities create the stage for retail and wholesale trade. You can open any kind of enterprise in any city you like, but we strongly recommend that you study information about the city in advance (average salary, wealth and education index). If you want to know more, go to Virtonomics world map.&lt;br /&gt;
&lt;br /&gt;
It is important to note, that certain regions and countries have unique features, like additional quality bonus to certain goods, limitations to open certain subdivisions or their maximum size. You can find that information in '''Analytics''' &amp;gt; '''Bonuses and restrictions'''.&lt;br /&gt;
&lt;br /&gt;
===TIMELINE===&lt;br /&gt;
Time in the game is discrete. Depending on the game mode - 1 (classic model) or 24 (intensive model) moves are done in one real day. Each turn is equal to one game week (7 virtual days). The chronology of the game is continuous, the current game date of the game, in the upper right corner of the panel, counts from January 1, 00.&lt;br /&gt;
During the day, after the recalculation is complete, you free to make changes to the activities of your enterprises, study new information and make appropriate decisions at any convenient time.&lt;br /&gt;
&lt;br /&gt;
The timer showing time left before the end of the turn and start of recalculation in the game can be found on the top menu bar. When a new turn starts, the game situation begins to be recalculated. After the end of the recalculation, the game date and the game situation changes simultaneously for all players.&lt;br /&gt;
The duration of the recalculation may vary depending on the activity of the players and the volume of change in the global world. No change in the game during recalculation is possible, access to all management and analytics functions is closed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>DarkRyu</name></author>
		
	</entry>
	<entry>
		<id>http://virtonomica.ru/help/index.php?title=General_information/en&amp;diff=456</id>
		<title>General information/en</title>
		<link rel="alternate" type="text/html" href="http://virtonomica.ru/help/index.php?title=General_information/en&amp;diff=456"/>
		<updated>2020-07-03T11:57:27Z</updated>

		<summary type="html">&lt;p&gt;DarkRyu: Undo revision 451 by DarkRyu (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===ABOUT GAME===&lt;br /&gt;
Simformer Business Simulation – is gamififed online massively multi-user simulated business environment. Our participants create commercial networks, industrial holdings and business alliances. The goal of our games and courses is to successfully manage your own business in virtual conditions that are extremely close to reality. &lt;br /&gt;
&lt;br /&gt;
In order to use Simformer Business Simulation efficiently you need an updated web-browser (we strongly recommend Mozilla Firefox, but it works with other browsers as well).&lt;br /&gt;
&lt;br /&gt;
===GAME WORLDS===&lt;br /&gt;
After registration you can choose one or several game worlds (realms)- Virtonomics Entrepreneur, Virtonomics Tycoon or Virtonomics Business War. These realms were created at different time, therefore their level of economic development, update time, game geography, goods variety etc. differ as well. Servers exist independently: you cannot transfer funds, enterprises or qualification. However, you can use same account to play in different realms. To register a new character in one of the realms, go to «My office/Games» and click on «Start game» in a section of suitable realm. In this case you'll have several game characters in different game worlds. To switch server, go to the top right of your screen and select realm (next to the game date).&lt;br /&gt;
&lt;br /&gt;
===GAME ECONOMIC===&lt;br /&gt;
By playing Virtonomics™ you can try various economic sectors: Production, Agriculture, Mining, Science research or Commerce. You can read more about each sector in corresponding part of game Help. &lt;br /&gt;
&lt;br /&gt;
There are two kinds of production: initial (mining, logging, agriculture) and secondary (production of half-finished and finished goods, animal breeding). Most profitable strategy - is construction of production chains which involve several production fields. The more complicated production is, the longer the chain must be. For example, the longest chain is production of Cars. Science research can improve quality of produced goods. However, before starting any science research, you need to create a reliable source of income — profit from science research is not stable. &lt;br /&gt;
&lt;br /&gt;
Commerce (trade) — is the most quick and fastest way to earn stable income. To succeed in this field you need a store, which can sell ANY goods you want to city customers (city population).&lt;br /&gt;
&lt;br /&gt;
===GAME GEOGRAPHY===&lt;br /&gt;
Virtonomics™ game world consists of multiple countries, which are divided into cities and regions. Every city is the center of business activity: variety of enterprises produce consumer goods, extract natural resources and harvest agricultural products. Cities create the stage for retail and wholesale trade. You can open any kind of enterprise in any city you like, but we strongly recommend that you study information about the city in advance (average salary, wealth and education index). If you want to know more, go to Virtonomics world map.&lt;br /&gt;
&lt;br /&gt;
It is important to note, that certain regions and countries have unique features, like additional quality bonus to certain goods, limitations to open certain subdivisions or their maximum size. You can find that information in '''Analytics''' &amp;gt; '''Bonuses and restrictions'''.&lt;br /&gt;
&lt;br /&gt;
===TIMELINE===&lt;br /&gt;
Time in the game is discrete. Depending on the game mode - 1 (classic model) or 24 (intensive model) moves are done in one real day. Each turn is equal to one game week (7 virtual days). The chronology of the game is continuous, the current game date of the game, in the upper right corner of the panel, counts from January 1, 00.&lt;br /&gt;
During the day, after the recalculation is complete, you free to make changes to the activities of your enterprises, study new information and make appropriate decisions at any convenient time.&lt;br /&gt;
&lt;br /&gt;
The timer showing time left before the end of the turn and start of recalculation in the game can be found on the top menu bar. When a new turn starts, the game situation begins to be recalculated. After the end of the recalculation, the game date and the game situation changes simultaneously for all players.&lt;br /&gt;
The duration of the recalculation may vary depending on the activity of the players and the volume of change in the global world. No change in the game during recalculation is possible, access to all management and analytics functions is closed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>DarkRyu</name></author>
		
	</entry>
	<entry>
		<id>http://virtonomica.ru/help/index.php?title=SBS_General_information/en&amp;diff=455</id>
		<title>SBS General information/en</title>
		<link rel="alternate" type="text/html" href="http://virtonomica.ru/help/index.php?title=SBS_General_information/en&amp;diff=455"/>
		<updated>2020-07-03T11:54:03Z</updated>

		<summary type="html">&lt;p&gt;DarkRyu: Created page with &amp;quot;===ABOUT SBS=== Simformer Business Simulation – is gamified online massively multi-user simulated business environment. Our participants create commercial networks, industri...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===ABOUT SBS===&lt;br /&gt;
Simformer Business Simulation – is gamified online massively multi-user simulated business environment. Our participants create commercial networks, industrial holdings and business alliances. The goal of our games and courses is to successfully manage your own business in virtual conditions that are extremely close to reality. &lt;br /&gt;
&lt;br /&gt;
In order to use Simformer Business Simulation efficiently (SBS) you need an updated web-browser (we strongly recommend Mozilla Firefox, but it works with other browsers as well).&lt;br /&gt;
&lt;br /&gt;
===DIFFERENT GAMES - SAME WORLD===&lt;br /&gt;
After purchasing one or several Simformer games, you will receive access to one or multiple virtual companies, respectively. In the simulation you can encounter other participants - students from various universities, business people from corporate universities, individual learners, ant etc. The conditions you receive for your business depend on the type of the business game you have access to, and might differ from user to user.&lt;br /&gt;
&lt;br /&gt;
===GAME ECONOMIC===&lt;br /&gt;
Depending on the business game you have chosen, you can access various economic sectors: Production, Agriculture, Mining, Science research or Commerce. &lt;br /&gt;
&lt;br /&gt;
There are two kinds of production: initial (mining, logging, agriculture) and secondary (production of half-finished and finished goods, animal breeding). Most profitable strategy - is construction of production chains which involve several production fields. The more complicated production is, the longer the chain must be. For example, the longest chain is production of Cars. Science research can improve quality of produced goods. However, before starting any science research, you need to create a reliable source of income — profit from science research is not stable. &lt;br /&gt;
&lt;br /&gt;
Commerce (trade) — is the most quick and fastest way to earn stable income. To succeed in this field you need a store, which can sell ANY goods you want to city customers (city population).&lt;br /&gt;
&lt;br /&gt;
===GAME GEOGRAPHY===&lt;br /&gt;
SBS world consists of multiple countries, which are divided into cities and regions. Every city is the center of business activity: variety of enterprises produce consumer goods, extract natural resources and harvest agricultural products. Cities create the stage for retail and wholesale trade. You can open any kind of enterprise in any city you like, but we strongly recommend that you study information about the city in advance (average salary, wealth and education index). &lt;br /&gt;
&lt;br /&gt;
It is important to note, that certain regions and countries have unique features, like additional quality bonus to certain goods, limitations to open certain subdivisions or their maximum size. You can find that information in '''Analytics''' &amp;gt; '''Bonuses and restrictions'''.&lt;br /&gt;
&lt;br /&gt;
Depending on the game scenario and set parameters, you might encounter geographical limitations, and might not be able to access all the countries. &lt;br /&gt;
&lt;br /&gt;
===TIMELINE===&lt;br /&gt;
Time in the game is discrete. Depending on the game mode - 1 (classic model) or 24 (intensive model) moves are done in one real day. Each turn is equal to one game week (7 virtual days). The chronology of the game is continuous, the current game date of the game, in the upper right corner of the panel, counts from January 1, 00.&lt;br /&gt;
During the day, after the recalculation is complete, you free to make changes to the activities of your enterprises, study new information and make appropriate decisions at any convenient time.&lt;br /&gt;
&lt;br /&gt;
The timer showing time left before the end of the turn and start of recalculation in the game can be found on the top menu bar. When a new turn starts, the game situation begins to be recalculated. After the end of the recalculation, the game date and the game situation changes simultaneously for all participants.&lt;br /&gt;
The duration of the recalculation may vary depending on the activity of the players and the volume of change in the global world. No change in the game during recalculation is possible, access to all management and analytics functions is closed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>DarkRyu</name></author>
		
	</entry>
	<entry>
		<id>http://virtonomica.ru/help/index.php?title=Simformer/MainPage&amp;diff=454</id>
		<title>Simformer/MainPage</title>
		<link rel="alternate" type="text/html" href="http://virtonomica.ru/help/index.php?title=Simformer/MainPage&amp;diff=454"/>
		<updated>2020-07-03T11:52:50Z</updated>

		<summary type="html">&lt;p&gt;DarkRyu: /* SBS core algorithms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Simformer ==&lt;br /&gt;
&lt;br /&gt;
=='''Game units'''==&lt;br /&gt;
&lt;br /&gt;
*'''[[SBS-Office/en|Office]]'''&lt;br /&gt;
*'''[[SBS-Store/en|Store]]'''&lt;br /&gt;
*'''[[SBS-Factory/en|Factory]]'''&lt;br /&gt;
*'''[[SBS-Mine/en|Mine]]'''&lt;br /&gt;
*'''[[SBS-Agricultural farm/en|Agricultural farm]]'''&lt;br /&gt;
*'''[[SBS-Animalfarm/en|Animal farm]]'''&lt;br /&gt;
*'''[[SBS-Laboratory/en|Laboratory]]'''&lt;br /&gt;
&lt;br /&gt;
=='''Game algorithms'''==&lt;br /&gt;
&lt;br /&gt;
*'''[[SBS_General_information/en|General information]]'''&lt;br /&gt;
*'''[[SBS_Qualification_and_Control/en|Qualification and Management]]'''&lt;br /&gt;
*'''[[SBS_Commerce/en|Commerce]]'''&lt;br /&gt;
*'''[[SBS_Production/en|Production]]'''&lt;br /&gt;
*'''[[SBS_Science/en|Science]]'''&lt;br /&gt;
*'''[[SBS_Taxes/en|Taxes]]'''&lt;/div&gt;</summary>
		<author><name>DarkRyu</name></author>
		
	</entry>
	<entry>
		<id>http://virtonomica.ru/help/index.php?title=Production/en&amp;diff=453</id>
		<title>Production/en</title>
		<link rel="alternate" type="text/html" href="http://virtonomica.ru/help/index.php?title=Production/en&amp;diff=453"/>
		<updated>2020-07-03T11:50:38Z</updated>

		<summary type="html">&lt;p&gt;DarkRyu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==TYPES OF PRODUCTION==&lt;br /&gt;
There are 3 basic kinds of production: Factory, Mill and Sawmill. They all are similar in their structure and require Top manager's &amp;quot;Production&amp;quot; skill. Production industry also includes Agricultural farms, Mines and Fishing bases. The principle of operation of these units is identical to Production, but they do not have materials and semi-finished products for production, and they have a different qualification profile - Agriculture, Mining and Fishing, respectively.&lt;br /&gt;
&lt;br /&gt;
===FACTORY===&lt;br /&gt;
Factories produce the widest range of goods: &lt;br /&gt;
*'''Consumer goods''' — retail products - food, clothes, household equipment etc.&lt;br /&gt;
*'''Industrial goods''' — means of production - machines, tractors, devices and computers.&lt;br /&gt;
*'''Materials and half-finished products''' — raw material for other products - steel, plastic, components etc.&lt;br /&gt;
Each product has its own production plan (suitable kind of enterprise, required raw material quality and quantity, technological and other requirements). You can find detailed information in '''Analytics''' &amp;gt; '''Reference''' Section. &lt;br /&gt;
&lt;br /&gt;
Certain enterprises are able to produce several goods depending on its specialization, for example: bakery can produce bread, noodles or pastry. You also can produce goods with improved characteristics (quality, output). Moreover some products can be produced on several enterprises. For example: both bakery and confectionery factory can produce pastry. At a particular point in time (game play) factory can have only one active specialization. &lt;br /&gt;
&lt;br /&gt;
Product properties are characterized by quality and brand. At different plants, product quality may vary. In addition, different companies may develop different brand levels for a particular product in a particular city. &lt;br /&gt;
&lt;br /&gt;
In general, high quality and well-known products are more expensive. Quality of the goods depends on several factors: production technology level, raw material quality and production efficiency. You can increase your brand with the help of advertising. &lt;br /&gt;
&lt;br /&gt;
Some types of enterprises can produce several different products, or several variations of one product with improved characteristics (quality, quantity of output). For the production of each type of product has its own technological scheme and production conditions. Some types of industries have only one specialization and they do not have the ability to change it. Specializations available in the game are presented in the reference information on the types of industries. &lt;br /&gt;
&lt;br /&gt;
Want to know more? Go to '''Analytics''' &amp;gt; '''Reference''' &amp;gt; '''Types of enterprises''' and see all available specializations and types of production.&lt;br /&gt;
&lt;br /&gt;
===MILL===&lt;br /&gt;
Mill produces flour by grinding grain. Every mill requires equipment (machines), workers and regular supply. Besides, Top manager should have a high level of &amp;quot;Production&amp;quot; skill to manage the mill successfully. Mill is the most simple production unit and you can use it to build the shortest production chain.&lt;br /&gt;
&lt;br /&gt;
===SAWMILL===&lt;br /&gt;
Sawmill - logging and timber production in many aspects is similar to mining. However, unlike natural resources forest is considered to be a sustainable resource so its reserve will never run out.&lt;br /&gt;
&lt;br /&gt;
Every sawmill requires equipment (power-saw bench) and workers. Quality of produced timber depends on technology level, equipment quality and quality of woods in a certain region.&lt;br /&gt;
&lt;br /&gt;
There are 5 levels of timber quality — from 1 to 5 (from bad to good). You can read more in this section: '''Analytics''' &amp;gt; '''Reference'''. One more special feature: along with standard expenses, sawmills must pay weekly concession fee which depends on woods basic quality and sawmill size. Concession applies to all sawmills independently from their load or sales mode (concession fee is included into prime cost).&lt;br /&gt;
&lt;br /&gt;
For the production of sawmills you need equipment (power-saw bench) and workers. The maximum quality of wood is determined by the level of technology, the quality of equipment and the quality of the forest in the region where the sawmill is located.&lt;br /&gt;
&lt;br /&gt;
In total there are 5 gradations of wood quality - from 1 to 5. The quality of the forest at the sawmill is determined by its geographical location. More information about the quality of wood in a particular city can be found in the tab '''Analytics''' &amp;gt; '''Macroeconomics''' &amp;gt; '''Resources'''.&lt;br /&gt;
&lt;br /&gt;
Also, sawmills are characterized by a special procedure for calculating costs. In addition to standard items, weekly concession payments are levied on sawmills, depending on the basic quality of the wood and the size of the sawmill. The concession applies to all sawmills, regardless of their load and sales mode, and is included in the cost.&lt;br /&gt;
&lt;br /&gt;
[[Concession fees (for forest usage):]]:&lt;br /&gt;
{| border=&amp;quot;2&amp;quot; width=&amp;quot;48%&amp;quot; cellspacing=&amp;quot;4&amp;quot; cellpadding=&amp;quot;3&amp;quot; rules=&amp;quot;all&amp;quot; style=&amp;quot;margin:1em 1em 1em 0; border:solid 1px #AAAAAA; empty-cells:show;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=&amp;quot;#A7C1F2&amp;quot; align=&amp;quot;center&amp;quot;| Quality of forest&lt;br /&gt;
!bgcolor=&amp;quot;#A7C1F2&amp;quot; align=&amp;quot;center&amp;quot;| Concession fee for 1 ha of forest&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|1&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|3$&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|2&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|12$&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|3&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|27$&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|4&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|48$&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|5&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|75$&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==EXTRACTION OF NATURAL RESOURCES==&lt;br /&gt;
The extraction of natural resources is similar to the production industry, but has several fundamental differences. First of all, extraction enterprise must have access to a resource - a natural resource, that is, it must be located in the deposit of this mineral: oil, ore, salt, gold, diamonds, etc. All created mineral deposits belong to the state and are transferred to the hands of private companies for virtual currency or through direct sale.&lt;br /&gt;
&lt;br /&gt;
At the business unit of the mining industry, different equipment is used compared to the factories,  mining equipment. This equipment is also produced at the Machine-tool factory, it is one of the specializations.&lt;br /&gt;
&lt;br /&gt;
The '''Supply''' tab is not available at mines, since minerals are raw materials extracted from the subsoil and do not require any other materials or semi-finished products for their production.&lt;br /&gt;
&lt;br /&gt;
The '''Sale''' and '''Technologies''' tabs, as well as the information in the '''Finance''' section are completely identical to the similar sections in the '''Production''' chapter.&lt;br /&gt;
&lt;br /&gt;
==AGRICULTURE==&lt;br /&gt;
The agricultural sector is divided into 2 parts: Agriculture and Livestock. Accordingly, the types of enterprises are subdivided: &lt;br /&gt;
*Agriculture includes the Agricultural Farm and Plantation, &lt;br /&gt;
*Livestock - Cowshed, Poultry Farm, Pig Farm, Sheep Farm and Apiary. &lt;br /&gt;
The profile for the management of all agricultural enterprises falls under &amp;quot;Agriculture&amp;quot; and &amp;quot;Livestock&amp;quot; skills respectively.&lt;br /&gt;
&lt;br /&gt;
Agriculture refers to the primary production of resources - the cultivation of grain and fruit. Livestock - the production of agricultural products using grain or other feed.&lt;br /&gt;
&lt;br /&gt;
The “Sale” and “Technologies” tabs are completely identical to the corresponding sections of the “Production” chapter.&lt;br /&gt;
&lt;br /&gt;
==ENTERPRISE EXPENSES==&lt;br /&gt;
All enterprises in SBS bear weekly expenses.&lt;br /&gt;
&lt;br /&gt;
Enterprise expenses are divided into variable and fixed (conditionally-fixed):&lt;br /&gt;
*Variable: these expenses depend on production volume, i.e. in case if production volume changes, the expenses volume would change too. For example: cost of raw material, energy etc.&lt;br /&gt;
*Fixed: these expenses don't depend on production volume. Even if you stop all your production, the enterprise will still bear fixed expenses.&lt;br /&gt;
&lt;br /&gt;
Variable + fixed expenses (per 1 unit of produced goods) = prime cost.&lt;br /&gt;
&lt;br /&gt;
Financial report keeps all information about expenses of your enterprise for the last week, so you can use this information to analyze prime cost structure and to optimize your production.&lt;br /&gt;
&lt;br /&gt;
Main expenses are: &amp;quot;Fuel, energy/Mining costs&amp;quot;, &amp;quot;Waste / losses&amp;quot;, &amp;quot;Management expenses&amp;quot;, &amp;quot;Salary&amp;quot;, &amp;quot;General production&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Energy cost depends on production volume, technology and the cost of one unit of energy (depends on the level of development of the city) and power consumption intensity of production (car production requires much more energy, than production of toys).&lt;br /&gt;
&lt;br /&gt;
Waste losses depend directly on the efficiency of your enterprise and energy expenses. This figure is just a part of total expenses (expressed in money), and it doesn't cause any actual production loss.&lt;br /&gt;
&lt;br /&gt;
Management expenses are connected with total salary expenses and main office efficiency. Minimal possible value is 10% of the fund. Salary — wages of 1 employee * total number of employees.&lt;br /&gt;
&lt;br /&gt;
General production expenses depend on city average salary, enterprise size, equipment quantity and enterprise efficiency. &lt;br /&gt;
&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>DarkRyu</name></author>
		
	</entry>
	<entry>
		<id>http://virtonomica.ru/help/index.php?title=Commerce/en&amp;diff=452</id>
		<title>Commerce/en</title>
		<link rel="alternate" type="text/html" href="http://virtonomica.ru/help/index.php?title=Commerce/en&amp;diff=452"/>
		<updated>2020-07-03T11:47:23Z</updated>

		<summary type="html">&lt;p&gt;DarkRyu: /* Local Suppliers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;http://wiki.virtonomica.ru/index.php/Principles:Commerce&lt;br /&gt;
==BASIC PRINCIPLES OF RETAIL TRADE==&lt;br /&gt;
===General Information===&lt;br /&gt;
Retail Stores are at the end of production chain. Profit of the stores is the basically profit of all subdivisions, which take part in production process. Retail Trade is one of the most complicated to manage and unstable activities, but the most profitable. &lt;br /&gt;
&lt;br /&gt;
===Local Suppliers===&lt;br /&gt;
In SBS participants have to compete not only among each other, but also with local suppliers. These are retail enterprises represent a mass of various store in the city and originally they are in full control of retail market.&lt;br /&gt;
&lt;br /&gt;
Each retail product in every city has average price and average quality, mostly typical for local suppliers. Which means that this product is sold by local supplier for this certain price and with this certain quality in this specific city, if there are no enterprises created by players.&lt;br /&gt;
&lt;br /&gt;
In most cases, to compete with local suppliers successfully you must offer goods of higher quality at lower price. Terms of local suppliers always change as market of a certain goods grows, local suppliers decrease their price and improve quality, and competition in this sector becomes more severe.&lt;br /&gt;
&lt;br /&gt;
===Preferences of Customers===&lt;br /&gt;
Wealth Level is the most important factor to define customer preferences. In cities with low wealth level people spend almost all their money on most needed goods, and they have no big interest in luxury goods. They pay special attention to the price as they prefer buying cheaper products instead of famous and high-quality goods.&lt;br /&gt;
&lt;br /&gt;
While, in cities with higher wealth level people can afford buying household equipment, cars and jewelry. In their opinion, high quality is more important than low price. Wealthy customers first of all require good service.&lt;br /&gt;
&lt;br /&gt;
Customers preferences often change in favor of one or other goods. For example, sudden growth in a certain city in household electronics sale can be observed, but one virtual year later this sector can come to complete stagnation, while customers will start to buy furniture and jewelry. These changes can often be unpredictable however marketing research can reveal consumer trends. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==RETAIL MARKET==&lt;br /&gt;
===Trade offers, franchise and brand trade===&lt;br /&gt;
The attractiveness of a certain product is calculated on basis of 3 main characteristics: price, quality and brand. The following factors also include evaluation of store's attractiveness: number of customers, service level and store's location. This dimensionless indicator is determined by the level of supply of local suppliers, on its basis a conditional volume of possible sales is formed. And then competition mechanisms come into force, which are described below.&lt;br /&gt;
&lt;br /&gt;
Sale of franchise, non-franchise and TM-products is based on principle of diminishing returns. It is considered that commercial offer is united (for example, all sorts of cars are one offer, which is a Car), but in case if there are franchise or TM-products in the store, then overall sales volume will be increased by 25%. With the same attractiveness of varieties of one proposal (brand, quality, price), preference is not given to any of them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If your company has several stores with similar goods, you should use sales modifier, which is related to the uniqueness of the stores. It means that customers would prefer stores with unique assortment of goods.&lt;br /&gt;
&lt;br /&gt;
===Competition and Market Saturation===&lt;br /&gt;
There are two kinds of retail markets in Virtonomics: saturated and unsaturated. Segment of local suppliers in saturated markets is always zero.&lt;br /&gt;
&lt;br /&gt;
In unsaturated market all sales are determined by the attractiveness of supply (combination of price, quality and brand).&lt;br /&gt;
&lt;br /&gt;
Redistribution of sales in saturated markets has two stages: competitive and proportional. During the competitive stage sales volume depends on attractiveness of the offer, and during the proportional stage all stores are equal. Percent of each stage depends on the city and on the goods: for high-developed cities (and for luxury goods) competition is more significant.&lt;br /&gt;
&lt;br /&gt;
There are three basic stages of market saturation:&lt;br /&gt;
&lt;br /&gt;
*First stage ('''saturation'''): minimal competition, fixed market volume, «excessive» sales are removed (due to smooth proportional bringing the specific number of purchases (see Trade in saturated markets) to the standards of saturated market).&lt;br /&gt;
&lt;br /&gt;
*Second stage ('''stretching'''): all stores work with restrictions, market volume is smoothly increasing.&lt;br /&gt;
&lt;br /&gt;
*Third stage ('''over-saturation'''): market volume is unstable (it can drop down to the basic volume, but in general it tends to move towards the maximum stretching of the market), competitive and proportional penalties for «excessive» sales, including district competition.&lt;br /&gt;
&lt;br /&gt;
===Trade in Saturated Markets===&lt;br /&gt;
Stores will compete with each other depending on their location. It means that stores located in a district with high concentration of stores will have bigger penalty. The system will calculate how much goods would have been sold by all these stores and after this sales volume for certain stores will be decreased. It is not the number of stores in the area that is important, but their total sales, i.e. one store measuring 100 000 m2 can have a greater impact than 10 small stores.&lt;br /&gt;
&lt;br /&gt;
===Uniqueness===&lt;br /&gt;
This parameter is valid only for one company and in only one city. It expresses the conformity of your goods. Stores of your competitors and your own stores in one city do not influence the uniqueness of stores in other cities.&lt;br /&gt;
&lt;br /&gt;
Two parameters are important in defining the uniqueness: variety of goods and conformity of assortment. Manufacturer of goods in one store will be compared to the manufacturer of goods in another store and in case if they are the same — you will have to pay a penalty for non-uniqueness. For instance, 3 stores with identical assortment produced by same manufacturer will have 50% uniqueness. Penalty will be applied only for the third store and up: it is possible to have two identical stores in one city but if you have more than two their uniqueness will go down. If the number of such stores will increase, uniqueness will fall further. As a result, the turnover of 10 completely identical stores will be only 4 times more than one.&lt;br /&gt;
&lt;br /&gt;
Please also take into consideration:&lt;br /&gt;
&lt;br /&gt;
*There is no division for separate subdivisions. For example, a company produces goods at the enterprises E1 and E2. Goods from E1 goes to Store 1 and goods from E2 goes to Store 2. As result, these two stores won't be unique.&lt;br /&gt;
&lt;br /&gt;
*Agent companies won't influence the manufacturer of the goods. For example, Company A produces goods. Company B buys it. After this company C buys it from the warehouse of company B and supplies it to its own store. As result, company C will sell goods, produced by company A.&lt;br /&gt;
&lt;br /&gt;
*Variety of assortment. If the products in different stores are not completely identical (one store sells cars, second store sells cars and motorcycles, third store sells cars and tires) this will produce positive effect on the uniqueness, and the penalty will not be so big. Sales volume is not important, only availability of goods is significant. If you want to add new goods to improve the uniqueness, don't forget that stores with one single department have better sales.&lt;br /&gt;
&lt;br /&gt;
*Products of similar quality and brand produced by different manufacturers are considered to be unique (no penalty). If you sell mixed goods from two manufacturers their uniqueness will be evaluated separately.&lt;br /&gt;
&lt;br /&gt;
About restrictions per visitor. One buyer of a unique store with one product section can buy, for example, clothes:&lt;br /&gt;
&lt;br /&gt;
*100 m. | 50 units.&lt;br /&gt;
*500 m. | 10 units.&lt;br /&gt;
*1000 m. | 4 units.&lt;br /&gt;
*10 000 m. | 1-2 units.&lt;br /&gt;
*100 000 m. | ~0.6 unit.&lt;br /&gt;
&lt;br /&gt;
These are approximate values only for the reference. 50 units refers to the goods of highest quality and brand sold in the store with the best service level. In this situation the store plays a role of a super-popular boutique which has few very rich customers. In case with unsaturated markets this value can be much higher especially for big stores. &lt;br /&gt;
&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>DarkRyu</name></author>
		
	</entry>
	<entry>
		<id>http://virtonomica.ru/help/index.php?title=General_information/en&amp;diff=451</id>
		<title>General information/en</title>
		<link rel="alternate" type="text/html" href="http://virtonomica.ru/help/index.php?title=General_information/en&amp;diff=451"/>
		<updated>2020-07-03T11:45:47Z</updated>

		<summary type="html">&lt;p&gt;DarkRyu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===ABOUT SBS===&lt;br /&gt;
Simformer Business Simulation – is gamified online massively multi-user simulated business environment. Our participants create commercial networks, industrial holdings and business alliances. The goal of our games and courses is to successfully manage your own business in virtual conditions that are extremely close to reality. &lt;br /&gt;
&lt;br /&gt;
In order to use Simformer Business Simulation efficiently (SBS) you need an updated web-browser (we strongly recommend Mozilla Firefox, but it works with other browsers as well).&lt;br /&gt;
&lt;br /&gt;
===DIFFERENT GAMES - SAME WORLD===&lt;br /&gt;
After purchasing one or several Simformer games, you will receive access to one or multiple virtual companies, respectively. In the simulation you can encounter other participants - students from various universities, business people from corporate universities, individual learners, ant etc. The conditions you receive for your business depend on the type of the business game you have access to, and might differ from user to user.&lt;br /&gt;
&lt;br /&gt;
===GAME ECONOMIC===&lt;br /&gt;
Depending on the business game you have chosen, you can access various economic sectors: Production, Agriculture, Mining, Science research or Commerce. &lt;br /&gt;
&lt;br /&gt;
There are two kinds of production: initial (mining, logging, agriculture) and secondary (production of half-finished and finished goods, animal breeding). Most profitable strategy - is construction of production chains which involve several production fields. The more complicated production is, the longer the chain must be. For example, the longest chain is production of Cars. Science research can improve quality of produced goods. However, before starting any science research, you need to create a reliable source of income — profit from science research is not stable. &lt;br /&gt;
&lt;br /&gt;
Commerce (trade) — is the most quick and fastest way to earn stable income. To succeed in this field you need a store, which can sell ANY goods you want to city customers (city population).&lt;br /&gt;
&lt;br /&gt;
===GAME GEOGRAPHY===&lt;br /&gt;
SBS world consists of multiple countries, which are divided into cities and regions. Every city is the center of business activity: variety of enterprises produce consumer goods, extract natural resources and harvest agricultural products. Cities create the stage for retail and wholesale trade. You can open any kind of enterprise in any city you like, but we strongly recommend that you study information about the city in advance (average salary, wealth and education index). &lt;br /&gt;
&lt;br /&gt;
It is important to note, that certain regions and countries have unique features, like additional quality bonus to certain goods, limitations to open certain subdivisions or their maximum size. You can find that information in '''Analytics''' &amp;gt; '''Bonuses and restrictions'''.&lt;br /&gt;
&lt;br /&gt;
Depending on the game scenario and set parameters, you might encounter geographical limitations, and might not be able to access all the countries. &lt;br /&gt;
&lt;br /&gt;
===TIMELINE===&lt;br /&gt;
Time in the game is discrete. Depending on the game mode - 1 (classic model) or 24 (intensive model) moves are done in one real day. Each turn is equal to one game week (7 virtual days). The chronology of the game is continuous, the current game date of the game, in the upper right corner of the panel, counts from January 1, 00.&lt;br /&gt;
During the day, after the recalculation is complete, you free to make changes to the activities of your enterprises, study new information and make appropriate decisions at any convenient time.&lt;br /&gt;
&lt;br /&gt;
The timer showing time left before the end of the turn and start of recalculation in the game can be found on the top menu bar. When a new turn starts, the game situation begins to be recalculated. After the end of the recalculation, the game date and the game situation changes simultaneously for all participants.&lt;br /&gt;
The duration of the recalculation may vary depending on the activity of the players and the volume of change in the global world. No change in the game during recalculation is possible, access to all management and analytics functions is closed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>DarkRyu</name></author>
		
	</entry>
	<entry>
		<id>http://virtonomica.ru/help/index.php?title=General_information/en&amp;diff=450</id>
		<title>General information/en</title>
		<link rel="alternate" type="text/html" href="http://virtonomica.ru/help/index.php?title=General_information/en&amp;diff=450"/>
		<updated>2020-07-03T11:31:32Z</updated>

		<summary type="html">&lt;p&gt;DarkRyu: /* ABOUT SBS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===ABOUT GAME===&lt;br /&gt;
Simformer Business Simulation – is gamififed online massively multi-user simulated business environment. Our participants create commercial networks, industrial holdings and business alliances. The goal of our games and courses is to successfully manage your own business in virtual conditions that are extremely close to reality. &lt;br /&gt;
&lt;br /&gt;
In order to use Simformer Business Simulation efficiently you need an updated web-browser (we strongly recommend Mozilla Firefox, but it works with other browsers as well).&lt;br /&gt;
&lt;br /&gt;
===GAME WORLDS===&lt;br /&gt;
After registration you can choose one or several game worlds (realms)- Virtonomics Entrepreneur, Virtonomics Tycoon or Virtonomics Business War. These realms were created at different time, therefore their level of economic development, update time, game geography, goods variety etc. differ as well. Servers exist independently: you cannot transfer funds, enterprises or qualification. However, you can use same account to play in different realms. To register a new character in one of the realms, go to «My office/Games» and click on «Start game» in a section of suitable realm. In this case you'll have several game characters in different game worlds. To switch server, go to the top right of your screen and select realm (next to the game date).&lt;br /&gt;
&lt;br /&gt;
===GAME ECONOMIC===&lt;br /&gt;
By playing Virtonomics™ you can try various economic sectors: Production, Agriculture, Mining, Science research or Commerce. You can read more about each sector in corresponding part of game Help. &lt;br /&gt;
&lt;br /&gt;
There are two kinds of production: initial (mining, logging, agriculture) and secondary (production of half-finished and finished goods, animal breeding). Most profitable strategy - is construction of production chains which involve several production fields. The more complicated production is, the longer the chain must be. For example, the longest chain is production of Cars. Science research can improve quality of produced goods. However, before starting any science research, you need to create a reliable source of income — profit from science research is not stable. &lt;br /&gt;
&lt;br /&gt;
Commerce (trade) — is the most quick and fastest way to earn stable income. To succeed in this field you need a store, which can sell ANY goods you want to city customers (city population).&lt;br /&gt;
&lt;br /&gt;
===GAME GEOGRAPHY===&lt;br /&gt;
Virtonomics™ game world consists of multiple countries, which are divided into cities and regions. Every city is the center of business activity: variety of enterprises produce consumer goods, extract natural resources and harvest agricultural products. Cities create the stage for retail and wholesale trade. You can open any kind of enterprise in any city you like, but we strongly recommend that you study information about the city in advance (average salary, wealth and education index). If you want to know more, go to Virtonomics world map.&lt;br /&gt;
&lt;br /&gt;
It is important to note, that certain regions and countries have unique features, like additional quality bonus to certain goods, limitations to open certain subdivisions or their maximum size. You can find that information in '''Analytics''' &amp;gt; '''Bonuses and restrictions'''.&lt;br /&gt;
&lt;br /&gt;
===TIMELINE===&lt;br /&gt;
Time in the game is discrete. Depending on the game mode - 1 (classic model) or 24 (intensive model) moves are done in one real day. Each turn is equal to one game week (7 virtual days). The chronology of the game is continuous, the current game date of the game, in the upper right corner of the panel, counts from January 1, 00.&lt;br /&gt;
During the day, after the recalculation is complete, you free to make changes to the activities of your enterprises, study new information and make appropriate decisions at any convenient time.&lt;br /&gt;
&lt;br /&gt;
The timer showing time left before the end of the turn and start of recalculation in the game can be found on the top menu bar. When a new turn starts, the game situation begins to be recalculated. After the end of the recalculation, the game date and the game situation changes simultaneously for all players.&lt;br /&gt;
The duration of the recalculation may vary depending on the activity of the players and the volume of change in the global world. No change in the game during recalculation is possible, access to all management and analytics functions is closed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>DarkRyu</name></author>
		
	</entry>
	<entry>
		<id>http://virtonomica.ru/help/index.php?title=SBS-Laboratory/en&amp;diff=449</id>
		<title>SBS-Laboratory/en</title>
		<link rel="alternate" type="text/html" href="http://virtonomica.ru/help/index.php?title=SBS-Laboratory/en&amp;diff=449"/>
		<updated>2020-07-03T11:28:53Z</updated>

		<summary type="html">&lt;p&gt;DarkRyu: Created page with &amp;quot;''See also: Science.''  ===LABORATORY===  Laboratory '''Size''' - the size of the subdivision, determining its maximum production...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''See also: [[Science/en|Science]].''&lt;br /&gt;
&lt;br /&gt;
===LABORATORY===&lt;br /&gt;
 [[File:lab_main_en.png|thumb|Laboratory]]&lt;br /&gt;
'''Size''' - the size of the subdivision, determining its maximum production capacity. It is indicated in basic units - blocks (the corresponding number of work places is indicated in brackets).&lt;br /&gt;
&lt;br /&gt;
===RESEARCH===&lt;br /&gt;
 [[File:lab_rsc_en.png|thumb|Research]]&lt;br /&gt;
'''Technology''' - the name of the technology (type of production) currently being researched.&lt;br /&gt;
&lt;br /&gt;
'''Research level''' - the level of technology studied.&lt;br /&gt;
&lt;br /&gt;
'''Research status''' - current stage of the research and its progress. For more details see the section Progress.&lt;br /&gt;
&lt;br /&gt;
===EFFICIENCY===&lt;br /&gt;
 [[File:lab_eff_en.png|thumb|Laboratory efficiency]]&lt;br /&gt;
'''Efficiency of the Office''' - the efficiency of the managing office of the region, where the subdivision is located.&lt;br /&gt;
&lt;br /&gt;
'''Efficiency of the staff''' - is determined by the correspondence of the qualification level of the staff to the required value. Requirements for the level of qualification of personnel are determined by the quality of the installed equipment. An increase in the qualifications of personnel above the required level does not affect the performance of the enterprise, but increases the burden on the manager, as a result of which his efficiency may decrease. To maintain the optimal ratio, you can use the Human Resources Department service, which automatically sets the required value for personnel qualifications through wage adjustments.&lt;br /&gt;
&lt;br /&gt;
'''Efficiency of Equipment''' - is determined by the correspondence of the quality of the installed equipment to the required value, and wear and tear. Requirements for the quality of equipment are determined by the level of technology installed in subdivision. An increase in the quality of equipment above the required level does not affect the performance of the enterprise, but imposes increased requirements on personnel.&lt;br /&gt;
&lt;br /&gt;
'''The efficiency of a Top Manager''' - the efficiency of management of Top-manager. Depends on the correspondence of the Top-managers skill “Science research” to the qualifications of the staff in all similar (using this skill) subdivision of the company as a whole.&lt;br /&gt;
&lt;br /&gt;
'''Production efficiency''' (at the time of recounting) is the main indicator of how well the research process is organized in the laboratory. One hundred percent efficiency indicates the optimal level of correlation between the size of the subdivision, the quantity and quality of equipment, the number and qualifications of personnel, the qualifications and loading and the efficiency of the director of the enterprise and the level of research. Low efficiency leads to a decrease in research speed.&lt;br /&gt;
&lt;br /&gt;
Final efficiency depends on four indicators:&lt;br /&gt;
* Office efficiency&lt;br /&gt;
* Staff efficiency;&lt;br /&gt;
* Equipment efficiency;&lt;br /&gt;
* Top Мanagers &amp;quot; Science research&amp;quot; skill level&lt;br /&gt;
&lt;br /&gt;
===EMPLOYEES AND SALARY===&lt;br /&gt;
 [[File:lab_staff_en.png|thumb|Laboratory staff]]&lt;br /&gt;
'''Quantity''' - the current number of employees in the subdivision.&lt;br /&gt;
&lt;br /&gt;
'''Staff qualification''' - the current qualification level of employees (in addition, the city average qualification value and the required value determined by the quality of equipment are indicated in brackets). Excessive qualification level of employees does not lead to improvement of production parameters and at the same time increases requirements for the level of “Science research” skill of Top-manager. Qualification indicator can be raised by training staff, or by a change in salary (the effect of a change in salary is visible immediately, you do not need to wait for next turn).&lt;br /&gt;
&lt;br /&gt;
'''Salary of one employee''' - weekly salary of one employee. The average salary of employees of this type of units in the city is indicated in brackets (each type has its own coefficient).&lt;br /&gt;
&lt;br /&gt;
===EQUIPMENT===&lt;br /&gt;
 [[File:lab_eqp_en.png|thumb|LAboratory equipment]]&lt;br /&gt;
'''Quantity''' - the amount of equipment installed. Along with the number of workers determines the load of the enterprise and its current production potential in terms of output.&lt;br /&gt;
&lt;br /&gt;
'''Quality''' - the current quality of installed equipment. Higher-quality equipment than required by technology does not affect production parameters.&lt;br /&gt;
&lt;br /&gt;
'''Wear and tear''' - the current degree of equipment wear and tear. A high degree of wear and tear will negatively affect the overall efficiency of the equipment, which leads to a decrease in the quality and quantity of products. Even at 100% efficiency of the equipment, the volume of output is still reduced in proportion to wear and tear. The standard service life of devices is 7 virtual years (weekly base wear and tear is approximately 0.27%). In addition, the quality of the equipment itself affects wear and tear (it decreases by 1% per quality unit) and the ratio of the required and current qualifications of the personnel working with it (workers with less than required qualifications wear out equipment faster than more intelligent employees). Worn out equipment directly affects its efficiency. Since depreciation is calculated as a percentage, partial wear and tear of a piece of equipment is possible - in this case, the marker “+1” is added to the value of the worn-out amount of equipment. Partially worn out equipment can be fixed only by fully replacing it.&lt;br /&gt;
&lt;br /&gt;
===TOP MANAGER===&lt;br /&gt;
 [[File:lab_top_en.png|thumb|Laboratory top manager]] &lt;br /&gt;
'''The total number of employees on profile skill''' - is the total number of employees of all subdivisions of this type in the company. It affects the efficiency of the Top-manager.&lt;br /&gt;
&lt;br /&gt;
'''Skill level of player''' - the current level of “Science research” skill. Determines the maximum possible number and qualification of employees without loss of efficiency both in this particular unit and in all subdivisions of the company as a whole (an additional hint about the stock of the current level compared to the minimum required can be indicated in brackets, minimum - 0-25%, normal - 25-50%, good 50-100%, excellent - more than 100%).&lt;/div&gt;</summary>
		<author><name>DarkRyu</name></author>
		
	</entry>
	<entry>
		<id>http://virtonomica.ru/help/index.php?title=SBS-Animalfarm/en&amp;diff=448</id>
		<title>SBS-Animalfarm/en</title>
		<link rel="alternate" type="text/html" href="http://virtonomica.ru/help/index.php?title=SBS-Animalfarm/en&amp;diff=448"/>
		<updated>2020-07-03T11:28:21Z</updated>

		<summary type="html">&lt;p&gt;DarkRyu: Created page with &amp;quot;===ANIMAL FARM=== Animal farm '''Specialization''' - the current specialization of the enterprise, which determines the type of products....&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===ANIMAL FARM===&lt;br /&gt;
[[File:animalfarm_main_en.png|thumb|Animal farm]]&lt;br /&gt;
'''Specialization''' - the current specialization of the enterprise, which determines the type of products. The following types of livestock farms operate in the game:&lt;br /&gt;
* Cowshed - meat and milk production;&lt;br /&gt;
* Pig farm - production of meat and leather;&lt;br /&gt;
* Poultry farm - production of meat and eggs;&lt;br /&gt;
* Sheep farm - wool production;&lt;br /&gt;
* Apiary - production of wax, honey and royal jelly.&lt;br /&gt;
&lt;br /&gt;
In addition, farms can actually breed animals. In this case, young animals (calves, pigs, chickens or lambs) are contained in the so-called additional pens (analogue of the finished goods warehouse at the plants).&lt;br /&gt;
&lt;br /&gt;
'''Size''' - the size of the subdivision, determining its maximum production capacity. It is indicated in basic units - blocks (the corresponding number of work places is indicated in brackets).&lt;br /&gt;
&lt;br /&gt;
'''Technology''' - the current technological level of the subdivision, which determines quality and quantity of manufactured products and defines requirements for the quality of equipment and the level of qualification of employees.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===KPI===&lt;br /&gt;
[[File:animalfarm_kpi_en.png|thumb|Farm KPI]]&lt;br /&gt;
'''Revenues''' - revenue of the unit for the last turn for the sale of goods and services.&lt;br /&gt;
&lt;br /&gt;
'''Expenses''' - all expenses of the unit that were incurred in the last turn.&lt;br /&gt;
&lt;br /&gt;
'''Taxes''' - taxes paid by the unit. Details on tax burden calculations are found in “Financial report” &amp;gt; “Income Statement”. Full information on the principles of taxation can be found in the article Taxes.&lt;br /&gt;
&lt;br /&gt;
'''Profit''' - cash flow from operations for last turn (difference between Revenues and Expenses).&lt;br /&gt;
&lt;br /&gt;
'''Profitability''' - the profitability of the unit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===EFFICIENCY===&lt;br /&gt;
[[File:animalfarm_eff_en.png|thumb|Farm efficiency]]&lt;br /&gt;
'''Efficiency of the Office''' - the efficiency of the managing office of the region, where the subdivision is located.&lt;br /&gt;
&lt;br /&gt;
'''Efficiency of the staff''' - is determined by the correspondence of the qualification level of the staff to the required value. Requirements for the level of qualification of personnel are determined by the quality of the installed equipment. An increase in the qualifications of personnel above the required level does not affect the performance of the enterprise, but increases the burden on the manager, as a result of which his efficiency may decrease. To maintain the optimal ratio, you can use the Human Resources Department service, which automatically sets the required value for personnel qualifications through wage adjustments.&lt;br /&gt;
&lt;br /&gt;
'''Equipment efficiency''' - determined by the health of animals. There are no requirements for the quality of animals on farms.&lt;br /&gt;
&lt;br /&gt;
'''The efficiency of a Top Manager''' - the efficiency of management of Top-manager. Depends on the correspondence of the Top-managers skill “Livestock” to the qualifications of the staff in all similar (using this skill) subdivision of the company as a whole.&lt;br /&gt;
&lt;br /&gt;
'''Production efficiency''' (at the time of turn) is the main indicator of how well the production is organized. One hundred percent efficiency speaks of the optimal level of correlation between the size of the enterprise, the technological level, the quantity and quality of equipment, the number and qualifications of personnel, the qualifications and loading and efficiency of Top-manager. Low efficiency leads to a decrease in production volume and product quality, as well as a growing proportion of defective products. All this leads to an increase in the cost of production, which means a loss of competitiveness and losses.&lt;br /&gt;
&lt;br /&gt;
Final efficiency depends on four indicators:&lt;br /&gt;
* Office efficiency&lt;br /&gt;
* Staff efficiency;&lt;br /&gt;
* Equipment efficiency;&lt;br /&gt;
* Top Managers &amp;quot;Livestock&amp;quot; skill level&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===EMPLOYEES AND SALARY===&lt;br /&gt;
[[File:animalfarm_staff_en.png|thumb|Farm staff]]&lt;br /&gt;
'''Quantity''' - the current number of employees in the subdivision.&lt;br /&gt;
&lt;br /&gt;
'''Staff qualification''' - the current qualification level of employees (in addition, the city average qualification value and the required value determined by the quality of equipment are indicated in brackets). Excessive qualification level of employees does not lead to improvement of production parameters and at the same time increases requirements for the level of “Livestock” skill of Top-manager. Qualification indicator can be raised by training staff, or by a change in salary (the effect of a change in salary is visible immediately, you do not need to wait for next turn).&lt;br /&gt;
&lt;br /&gt;
'''Salary of one employee''' - weekly salary of one employee. The average salary of employees of this type of units in the city is indicated in brackets (each type has its own coefficient).&lt;br /&gt;
&lt;br /&gt;
'''Production load''' - the production load level, taking into account the number of workers hired and the number of animals in the farm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===LIVESTOCK===&lt;br /&gt;
[[File:animalfarm_eqp_en.png|thumb|Farm livestock]]&lt;br /&gt;
'''Quantity''' - the number of animals on the farm. Along with the number of workers determines the load of the subdivision and its current production potential in terms of output.&lt;br /&gt;
&lt;br /&gt;
'''Quality''' - the current quality of animals.&lt;br /&gt;
&lt;br /&gt;
'''Livestock health''' - the average animal health on the farm. Animal health may decline if there is a lack of feed or its poor quality.&lt;br /&gt;
&lt;br /&gt;
Farm cattle are kept in 2 pens: primary and additional. The cattle of the main pen are involved in the production of goods and consumes grain. Grain is not consumed by livestock in an additional pen and does not affect the operation of the farm (the cost of their food is immediately charged in cash). The additional pen either gets new livestock bred on this farm (if the specialization of the farm involves breeding of animals), or the livestock is transferred from the main pen. This cattle can be put up for sale.&lt;br /&gt;
&lt;br /&gt;
Since the purchase of animals occurs conditionally instantly, and the feed goes to the farm only after recounting the game situation, feed must be purchased in advance.&lt;br /&gt;
&lt;br /&gt;
You can also find information on the required minimum quality of feed necessary for the efficient operation of the farm, in which the incidence of animals will be excluded. If the animals are already sick, some of them may die on the next turn. In addition, animal disease can adversely affect the quality of products. For the successful recovery of sick animals, feed is required with a quality that exceeds the quality of the animals themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===TOP MANAGER===&lt;br /&gt;
[[File:animalfarm_top_en.png|thumb|Farm top manager]]&lt;br /&gt;
'''The total number of employees on profile skill''' - is the total number of employees of all subdivisions of this type in the company. It affects the efficiency of the Top-manager.&lt;br /&gt;
&lt;br /&gt;
'''Skill level of player''' - the current level of “Livestock” skill. Determines the maximum possible number and qualification of employees without loss of efficiency both in this particular unit and in all subdivisions of the company as a whole (an additional hint about the stock of the current level compared to the minimum required can be indicated in brackets, minimum - 0-25%, normal - 25-50%, good 50-100%, excellent - more than 100%).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===PRODUCTION===&lt;br /&gt;
The quality of products on livestock farms, unlike factories, depends on both the quality of the feed used and the quality of the animals on the farm. When determining the quality of products, the influence of the factor of animals is taken equal to 70%, and the quality of feed - 30%.&lt;br /&gt;
&lt;br /&gt;
In general, for ease of perception, the dependence of product quality on all influencing factors can be represented in the form of a simple formula: 50% from technology + 35% from animal quality + 15% from feed quality.&lt;br /&gt;
&lt;br /&gt;
At the same time, it is worth paying attention that for feeding animals of a certain level, food of quality 1/2 of the quality of animals is required, i.e. with grain quality 9, the maximum quality of animals at which the farm will work efficiently is 18. When purchasing grain of lower quality than required, or if there is a lack of grain to feed the entire livestock in the main pens, the animals may become ill, which affects the quality of the products, and later die altogether. Since the treatment of animals is possible either by replacing the diseased livestock, or by purchasing better grain than is required on the farm as a whole, it is highly recommended to avoid animal disease.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===SUPPLY===&lt;br /&gt;
Manufacturing enterprises depend on the supply of raw materials. Various products can be used as raw materials: minerals, agricultural products, or materials. The need for raw materials for the production of a particular product is determined by the technological scheme of production.&lt;br /&gt;
&lt;br /&gt;
Raw materials can be purchased at the enterprises of any company in the entire playing space. In addition, some strategic types of raw materials can be purchased from independent suppliers in the global market. Your company can buy raw materials from various suppliers of different quality and at different prices at the same time. The choice of one or another supplier depends on the availability of a sufficient amount of raw materials in its warehouse, the quality of raw materials, as well as the prices established by supplier, as well as the geographic location of the supplier. Some suppliers may have restrictions in their sales policy, so not all manufacturers of this type of raw material will sell it openly.&lt;br /&gt;
&lt;br /&gt;
When purchasing raw materials, it is necessary to determine the volume of a batch purchased from each of the suppliers per week. The volume of supplies of raw materials should ensure the continuity of production, therefore it is often necessary to have some reserve in the warehouse of raw materials in case of interruptions in the work of suppliers or changes in their sales policies. However, the accumulation of too much stock of raw materials can be unprofitable, since it leads to a freezing of capital in assets that do not bring profit, as well as an increase in storage costs.&lt;br /&gt;
&lt;br /&gt;
'''Supply''' - the activity of supplying the necessary raw materials and goods for the successful operation of the enterprise (selling goods in a store or manufacturing products in factories, mills and farms).&lt;br /&gt;
&lt;br /&gt;
In order to supply the subdivision with raw materials (goods), contract is necessary in order for one of the suppliers to provide a required amount of raw materials (goods). There are two ways to place an order for supply.&lt;br /&gt;
&lt;br /&gt;
First way:&lt;br /&gt;
* Go to the “Supply tab”&lt;br /&gt;
* Go to the “Order” for list of suppliers (there click &amp;quot;add supplier button&amp;quot;)&lt;br /&gt;
* The list of suppliers displays: the name of the company, the amount of resources in its warehouse and the number of free (available for order) resources. You can also find out the cost of a resource (separately - price, delivery cost and amount of duties, total cost) and its quality. You can sort the list by any of the categories and find the company with the lowest price or the largest number of available resources.&lt;br /&gt;
&lt;br /&gt;
You can also use vendor filtering (click &amp;quot;advanced filter&amp;quot;). Filtering will allow you to quickly discard enterprises that no longer have available resources to fulfill your orders, as well as companies that offer products of insufficient quality.&lt;br /&gt;
&lt;br /&gt;
The second way to order for supply is convenient if you place a supply order for supplier, that belonging to you. For example, if you have a mill, a bakery and shops, then you can go to the &amp;quot;sales&amp;quot; tab and click on the button (green car) to the left of the manufactured goods (flour), select your bakery and shops and indicate the delivery quantity for each. Similarly, by entering the bakery, you can specify the amount of bread delivery for each of your stores without going to the management pages of the stores themselves.&lt;br /&gt;
&lt;br /&gt;
The raw materials ordered by you will automatically arrive at the enterprise’s warehouse every turn if there is sufficient quantity available for ordering in the supplier’s warehouse. A break in supply is possible both on the part of the buyer (triggering a filter by quality or price, or manual contract break), and on the part of the supplier (changing the marketing policy of sales, manual break). Also note that your order can be moved up or down in the shipping queue. The queue is formed manually by the supplier, and you can contact him with a request to stabilize and guarantee the supply of raw materials to your enterprise.&lt;br /&gt;
&lt;br /&gt;
The filter for cutting off the supply of products makes it possible to carry out quality control of the parameters of the purchased raw materials price and quality wise. Cut-off of deliveries at a price occurs the next turn after the supplier changes the price above the established threshold. In the course of the price change, the products are delivered at the OLD price, and a color notification about the price change appears in the supply window. The price cut-off setting has 6 percent values (5%, 10%, 20%, 50%, 100%, never) and an absolute value that can be set. When the price rises by the set value (by 5%, by $ 100), the algorithm is triggered.&lt;br /&gt;
&lt;br /&gt;
Quality cut-off occurs when the quality of the delivered products decreases below the established level. If the supplier’s proposal does not meet the specified quality limits, then the contract is not processed for transaction, but it does not break and is not reset. However, these contracts (which do not satisfy the quality conditions) do not affect the displayed quantity of available goods for other buyers.&lt;br /&gt;
&lt;br /&gt;
The restriction on the minimum quality of the purchased goods may operate in parallel with price limits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===SALES===&lt;br /&gt;
Product sales are recorded once a day during game data processing. Sale of products occur if one of the buyers left orders for the purchase of products and the buyer had enough money to pay for the entire batch of the order. The exception is the sale of equipment and animals. These purchases are made online, the goods and money are transferred instantly, at the time of the conclusion of the contract by the buyer.&lt;br /&gt;
&lt;br /&gt;
In order for products to be sold, it is imperative to set a price and select a type of sales. There are five options for organizing product sales:&lt;br /&gt;
&lt;br /&gt;
* “Not for sale” - stop selling products (used for temporary preservation of products, for example, in case of insufficiently favorable market conditions);&lt;br /&gt;
* “To any customer” - to sell products without restriction to all comers (the most commonly used type of sale). In this case, the products will be available for order to all potential buyers;&lt;br /&gt;
* “Only to certain companies” - to sell products only to the enterprises of the selected company. In this case, third-party customers will not be able to order products;&lt;br /&gt;
* “Only to my company” - to sell products only to enterprises of their own company. In this case, the products are not available to buyers of any other companies;&lt;br /&gt;
* “Only to members of the corporation” - sell products only to members of the corporation of which the company is a member of. In this case, products for buyers of any other companies are not available.&lt;br /&gt;
&lt;br /&gt;
By default, the price is set to zero and the “Not for sale” mode.&lt;br /&gt;
&lt;br /&gt;
On the tab of the &amp;quot;Sales&amp;quot; unit, not only the sales parameters of the products are displayed, but also the current list of customers who placed the order. If there are no orders for your products, it is possible that its price is too high, or quality and (or) brand values are to low. You can also change the shipment queue, giving priority to certain contracts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===TECHNOLOGIES===&lt;br /&gt;
All manufacturing enterprises are characterized by a certain technological level. The level of technology affects the productivity of workers and product quality. The higher the level of technology, the higher labor productivity and higher quality. On the other hand, the technological level imposes higher requirements on the qualifications of workers and the quality of equipment. In addition, with the growth of the technological level, energy costs are rising.&lt;br /&gt;
&lt;br /&gt;
There are 2 ways to introduce a technology: by purchasing the technology itself (or by researching it) and then installing it on any of the subdivision of the corresponding type, or by purchasing a one-time right to install the technology (license) for a particular subdivision. The payment for raising the technological level of an enterprise by purchasing the technology itself consists of two parts: payment for the purchase of technology and payment for implementation. Technology is purchased once by the company, that is, when the technological level of another subdivision of the same type is raised, the company pays only for the introduction of the technology.&lt;br /&gt;
&lt;br /&gt;
Another possibility of introducing technologies in only one division is the creation of a sales market for so-called licenses, as an alternative to the technology market, bought by the players for introduction in all subdivisions of a certain type. For representatives of small and medium-sized businesses, the purchase of licenses is an alternative for buying technology in the case when the player does not have the means to purchase technology, or when the player has a small number of enterprises in one particular industry and the purchase of technology is not economically justified. For more information about the procedure for acquiring licenses, see the Science section.&lt;br /&gt;
&lt;br /&gt;
When you purchase a high-tech subdivision from another player, its technology does not become the property of the company, although it is used at the acquired subdivision. Therefore, if you want to establish this technological level at your other subdivisions, you will again have to pay for both the purchase of the technology and its implementation.&lt;br /&gt;
&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>DarkRyu</name></author>
		
	</entry>
	<entry>
		<id>http://virtonomica.ru/help/index.php?title=SBS-Agricultural_farm/en&amp;diff=447</id>
		<title>SBS-Agricultural farm/en</title>
		<link rel="alternate" type="text/html" href="http://virtonomica.ru/help/index.php?title=SBS-Agricultural_farm/en&amp;diff=447"/>
		<updated>2020-07-03T11:27:34Z</updated>

		<summary type="html">&lt;p&gt;DarkRyu: Created page with &amp;quot;===AGRICULTURAL FARM=== Agricultural farm '''Specialization''' - current specialization of an agricultural farm or plantation. Variants of crop...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===AGRICULTURAL FARM===&lt;br /&gt;
[[File:farm_main_en.png|thumb|Agricultural farm]]&lt;br /&gt;
'''Specialization''' - current specialization of an agricultural farm or plantation. Variants of crops grown depend on the geographical location of the farm. Detailed information can be found in the Resources section (Analytics / Macroeconomic / Resource menu).&lt;br /&gt;
&lt;br /&gt;
'''Size''' - the size of the subdivision, determining its maximum production capacity. It is indicated in basic units - blocks (the corresponding number of work places is indicated in brackets).&lt;br /&gt;
&lt;br /&gt;
'''Soil fertility''' - basic quality of crops grown on a given farm. Not subject to change, graded from 1 (bad) to 5 (good).&lt;br /&gt;
&lt;br /&gt;
'''Technology level''' - the current technological level of the enterprise, which determines the quality and quantity of products.&lt;br /&gt;
&lt;br /&gt;
'''Stage of the growing season''' - the current stage of the season. The production cycle (harvesting) takes only part of the game year, the rest of the year the farm does not work, salaries are not paid, tractors do not wear out.&lt;br /&gt;
&lt;br /&gt;
===KPI===&lt;br /&gt;
[[File:farm_kpi_en.png|thumb|Plantation KPI]]&lt;br /&gt;
'''Revenues''' - revenue of the unit for the last turn for the sale of goods and services.&lt;br /&gt;
&lt;br /&gt;
'''Expenses''' - all expenses of the unit that were incurred in the last turn.&lt;br /&gt;
&lt;br /&gt;
'''Taxes''' - taxes paid by the unit. Details on tax burden calculations are found in “Financial report” &amp;gt; “Income Statement”. Full information on the principles of taxation can be found in the article Taxes.&lt;br /&gt;
&lt;br /&gt;
'''Profit''' - cash flow from operations for last turn (difference between Revenues and Expenses).&lt;br /&gt;
&lt;br /&gt;
'''Profitability''' - the profitability of the unit.&lt;br /&gt;
&lt;br /&gt;
===EFFICIENCY===&lt;br /&gt;
[[File:farm_eff_en.png|thumb|Plantation efficiency]]&lt;br /&gt;
'''Efficiency of the Office''' - the efficiency of the managing office of the region, where the subdivision is located.&lt;br /&gt;
'''Efficiency of the staff''' - is determined by the correspondence of the qualification level of the staff to the required value. Requirements for the level of qualification of personnel are determined by the quality of the installed equipment. An increase in the qualifications of personnel above the required level does not affect the performance of the enterprise, but increases the burden on the manager, as a result of which his efficiency may decrease. To maintain the optimal ratio, you can use the Human Resources Department service, which automatically sets the required value for personnel qualifications through wage adjustments.&lt;br /&gt;
&lt;br /&gt;
'''Efficiency of Equipment''' - is determined by the correspondence of the quality of the installed equipment to the required value, and wear and tear. Requirements for the quality of equipment are determined by the level of technology installed in subdivision. An increase in the quality of equipment above the required level does not affect the performance of the enterprise, but imposes increased requirements on personnel.&lt;br /&gt;
&lt;br /&gt;
'''The efficiency of a Top Manager''' - the efficiency of management of Top-manager. Depends on the correspondence of the Top-managers skill “Agriculture” to the qualifications of the staff in all similar (using this skill) subdivision of the company as a whole.&lt;br /&gt;
&lt;br /&gt;
'''Production efficiency''' (at the time of turn) is the main indicator of how well the production is organized. One hundred percent efficiency speaks of the optimal level of correlation between the size of the enterprise, the technological level, the quantity and quality of equipment, the number and qualifications of personnel, the qualifications and loading and efficiency of Top-manager. Low efficiency leads to a decrease in production volume and product quality, as well as a growing proportion of defective products. All this leads to an increase in the cost of production, which means a loss of competitiveness and losses.&lt;br /&gt;
&lt;br /&gt;
Final efficiency depends on four indicators:&lt;br /&gt;
* Office efficiency&lt;br /&gt;
* Staff efficiency;&lt;br /&gt;
* Equipment efficiency;&lt;br /&gt;
* Top-managers &amp;quot;Agriculture&amp;quot; skill level&lt;br /&gt;
&lt;br /&gt;
===EMPLOYEES AND SALARY===&lt;br /&gt;
[[File:farm_staff_en.png|thumb|Plantation staff]]&lt;br /&gt;
'''Quantity''' - the current number of employees in the subdivision.&lt;br /&gt;
&lt;br /&gt;
'''Staff qualification''' - the current qualification level of employees (in addition, the city average qualification value and the required value determined by the quality of equipment are indicated in brackets). Excessive qualification level of employees does not lead to improvement of production parameters and at the same time increases requirements for the level of “Agriculture” skill of Top-manager. Qualification indicator can be raised by training staff, or by a change in salary (the effect of a change in salary is visible immediately, you do not need to wait for next turn).&lt;br /&gt;
&lt;br /&gt;
'''Salary of one employee''' - weekly salary of one employee. The average salary of employees of this type of units in the city is indicated in brackets (each type has its own coefficient).&lt;br /&gt;
&lt;br /&gt;
===EQUIPMENT===&lt;br /&gt;
[[File:farm_eqp_en.png|thumb|Plantation equipment]]&lt;br /&gt;
'''Quantity''' - the amount of equipment installed. Along with the number of workers determines the load of the enterprise and its current production potential in terms of output.&lt;br /&gt;
&lt;br /&gt;
'''Quality''' - the current quality of installed equipment. Higher-quality equipment than required by technology does not affect production parameters.&lt;br /&gt;
&lt;br /&gt;
'''Wear and tear''' - the current degree of equipment wear and tear. A high degree of wear and tear will negatively affect the overall efficiency of the equipment, which leads to a decrease in the quality and quantity of products. Even at 100% efficiency of the equipment, the volume of output is still reduced in proportion to wear and tear. The standard service life of a tractor is 12 virtual years (weekly base wear and tear is approximately 0.16%). In addition, the quality of the equipment itself affects wear and tear (it decreases by 1% per quality unit) and the ratio of the required and current qualifications of the personnel working with it (workers with less than required qualifications wear out equipment faster than more intelligent employees). Worn out equipment directly affects its efficiency. Since depreciation is calculated as a percentage, partial wear and tear of a piece of equipment is possible - in this case, the marker “+1” is added to the value of the worn-out amount of equipment. Partially worn out equipment can be fixed only by fully replacing it.&lt;br /&gt;
&lt;br /&gt;
===TOP MANAGER===&lt;br /&gt;
[[File:farm_top_en.png|thumb|Plantatoin top manager]]&lt;br /&gt;
'''The total number of employees on profile skill''' - is the total number of employees of all subdivisions of this type in the company. It affects the efficiency of the Top-manager.&lt;br /&gt;
&lt;br /&gt;
'''Skill level of player''' - the current level of “Agriculture” skill. Determines the maximum possible number and qualification of employees without loss of efficiency both in this particular unit and in all subdivisions of the company as a whole (an additional hint about the stock of the current level compared to the minimum required can be indicated in brackets, minimum - 0-25%, normal - 25-50%, good 50-100%, excellent - more than 100%).&lt;br /&gt;
&lt;br /&gt;
===SALES===&lt;br /&gt;
Product sales are recorded once a day during game data processing. Sale of products occur if one of the buyers left orders for the purchase of products and the buyer had enough money to pay for the entire batch of the order. The exception is the sale of equipment and animals. These purchases are made online, the goods and money are transferred instantly, at the time of the conclusion of the contract by the buyer.&lt;br /&gt;
&lt;br /&gt;
In order for products to be sold, it is imperative to set a price and select a type of sales. There are five options for organizing product sales:&lt;br /&gt;
&lt;br /&gt;
* “Not for sale” - stop selling products (used for temporary preservation of products, for example, in case of insufficiently favorable market conditions);&lt;br /&gt;
* “To any customer” - to sell products without restriction to all comers (the most commonly used type of sale). In this case, the products will be available for order to all potential buyers;&lt;br /&gt;
* “Only to certain companies” - to sell products only to the enterprises of the selected company. In this case, third-party customers will not be able to order products;&lt;br /&gt;
* “Only to my company” - to sell products only to enterprises of their own company. In this case, the products are not available to buyers of any other companies;&lt;br /&gt;
* “Only to members of the corporation” - sell products only to members of the corporation of which the company is a member of. In this case, products for buyers of any other companies are not available.&lt;br /&gt;
&lt;br /&gt;
By default, the price is set to zero and the “Not for sale” mode.&lt;br /&gt;
&lt;br /&gt;
On the tab of the &amp;quot;Sales&amp;quot; unit, not only the sales parameters of the products are displayed, but also the current list of customers who placed the order. If there are no orders for your products, it is possible that its price is too high, or quality and (or) brand values are to low. You can also change the shipment queue, giving priority to certain contracts.&lt;br /&gt;
&lt;br /&gt;
===TECHNOLOGIES===&lt;br /&gt;
All manufacturing enterprises are characterized by a certain technological level. The level of technology affects the productivity of workers and product quality. The higher the level of technology, the higher labor productivity and higher quality. On the other hand, the technological level imposes higher requirements on the qualifications of workers and the quality of equipment. In addition, with the growth of the technological level, energy costs are rising.&lt;br /&gt;
&lt;br /&gt;
There are 2 ways to introduce a technology: by purchasing the technology itself (or by researching it) and then installing it on any of the subdivision of the corresponding type, or by purchasing a one-time right to install the technology (license) for a particular subdivision. The payment for raising the technological level of an enterprise by purchasing the technology itself consists of two parts: payment for the purchase of technology and payment for implementation. Technology is purchased once by the company, that is, when the technological level of another subdivision of the same type is raised, the company pays only for the introduction of the technology.&lt;br /&gt;
&lt;br /&gt;
Another possibility of introducing technologies in only one division is the creation of a sales market for so-called licenses, as an alternative to the technology market, bought by the players for introduction in all subdivisions of a certain type. For representatives of small and medium-sized businesses, the purchase of licenses is an alternative for buying technology in the case when the player does not have the means to purchase technology, or when the player has a small number of enterprises in one particular industry and the purchase of technology is not economically justified. For more information about the procedure for acquiring licenses, see the Science section.&lt;br /&gt;
&lt;br /&gt;
When you purchase a high-tech subdivision from another player, its technology does not become the property of the company, although it is used at the acquired subdivision. Therefore, if you want to establish this technological level at your other subdivisions, you will again have to pay for both the purchase of the technology and its implementation.&lt;br /&gt;
&lt;br /&gt;
===AUCTION===&lt;br /&gt;
In addition, the “Auction” function is available on Agricultural Farms and Fruit Plantations. This opportunity is present at all highly liquid enterprises acquired from the state fund (mines, sawmills, land). For more information, see the section &amp;quot;Laws - Auction Trading Rules&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===QUALITY OF GROWN CROPS===&lt;br /&gt;
The quality of the resulting crops depends not only on the fertility of the farm, but also on the technological level of production and efficiency of the particular subdivision. The following are the maximum achievable crop qualities depending on the technology and fertility of the farms.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Maximum crop quality depending on fertility&lt;br /&gt;
|-&lt;br /&gt;
!Technology level!!1!!2!!3!!4!!5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |'''	1	'''||1,00	||1,00	||1,00	||1,00	||1,00&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |'''	2	'''||1,57	||2,22	||2,46	||2,46	||2,46&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |'''	3	'''||2,04	||2,89	||3,54	||4,08	||4,17&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |'''	4	'''||2,46	||3,48	||4,26	||4,92	||5,51&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |'''	5	'''||2,85	||4,03	||4,93	||5,69	||6,37&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |'''	6	'''||3,20	||4,53	||5,55	||6,41	||7,17&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |'''	7	'''||3,54	||5,01	||6,14	||7,09	||7,92&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |'''	8	'''||3,86	||5,46	||6,69	||7,73	||8,64&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |'''	9	'''||4,17	||5,90	||7,22	||8,34	||9,33&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |'''	10	'''||4,47	||6,32	||7,74	||8,93	||9,99&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |'''	11	'''||4,75	||6,72	||8,23	||9,50	||10,63&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |'''	12	'''||5,03	||7,11	||8,71	||10,06	||11,24&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |'''	13	'''||5,30	||7,49	||9,18	||10,59	||11,85&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |'''	14	'''||5,56	||7,86	||9,63	||11,12	||12,43&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |'''	15	'''||5,81	||8,22	||10,07	||11,63	||13,00&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |'''	16	'''||6,06	||8,57	||10,50	||12,13	||13,56&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |'''	17	'''||6,31	||8,92	||10,92	||12,61	||14,10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |'''	18	'''||6,55	||9,26	||11,34	||13,09	||14,64&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |'''	19	'''||6,78	||9,59	||11,74	||13,56	||15,16&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |'''	20	'''||7,01	||9,91	||12,14	||14,02	||15,67&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |'''	21	'''||7,24	||10,23	||12,53	||14,47	||16,18&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |'''	22	'''||7,46	||10,55	||12,92	||14,91	||16,67&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |'''	23	'''||7,68	||10,86	||13,29	||15,35	||17,16&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |'''	24	'''||7,89	||11,16	||13,67	||15,78	||17,65&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |'''	25	'''||8,10	||11,46	||14,04	||16,21	||18,12&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |'''	26	'''||8,31	||11,76	||14,40	||16,63	||18,59&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |'''	27	'''||8,52	||12,05	||14,76	||17,04	||19,05&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |'''	28	'''||8,72	||12,34	||15,11	||17,45	||19,50&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |'''	29	'''||8,92	||12,62	||15,46	||17,85	||19,95&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |'''	30	'''||9,12	||12,90	||15,80	||18,25	||20,40&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |'''	31	'''||9,32	||13,18	||16,14	||18,64	||20,84&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |'''	32	'''||9,51	||13,45	||16,48	||19,03	||21,27&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |'''	33	'''||9,71	||13,73	||16,81	||19,41	||21,70&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |'''	34	'''||9,90	||14,00	||17,14	||19,79	||22,13&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |'''	35	'''||10,08	||14,26	||17,47	||20,17	||22,55&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |'''	36	'''||10,27	||14,52	||17,79	||20,54	||22,97&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |'''	37	'''||10,46	||14,79	||18,11	||20,91	||23,38&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |'''	38	'''||10,64	||15,04	||18,43	||21,28	||23,79&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |'''	39	'''||10,82	||15,30	||18,74	||21,64	||24,19&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |'''	40	'''||11,00	||15,55	||19,05	||22,00	||24,59&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |'''	41	'''||11,18	||15,81	||19,36	||22,35	||24,99&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |'''	42	'''||11,35	||16,06	||19,66	||22,71	||25,39&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |'''	43	'''||11,53	||16,30	||19,97	||23,06	||25,78&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |'''	44	'''||11,70	||16,55	||20,27	||23,40	||26,17&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |'''	45	'''||11,87	||16,79	||20,57	||23,75	||26,55&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |'''	46	'''||12,04	||17,03	||20,86	||24,09	||26,93&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |'''	47	'''||12,21	||17,27	||21,16	||24,43	||27,31&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |'''	48	'''||12,38	||17,51	||21,45	||24,76	||27,69&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |'''	49	'''||12,55	||17,75	||21,74	||25,10	||28,06&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |'''	50	'''||12,72	||17,98	||22,02	||25,43	||28,43&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>DarkRyu</name></author>
		
	</entry>
	<entry>
		<id>http://virtonomica.ru/help/index.php?title=SBS-Mine/en&amp;diff=446</id>
		<title>SBS-Mine/en</title>
		<link rel="alternate" type="text/html" href="http://virtonomica.ru/help/index.php?title=SBS-Mine/en&amp;diff=446"/>
		<updated>2020-07-03T11:26:33Z</updated>

		<summary type="html">&lt;p&gt;DarkRyu: /* GEOLOGICAL RESEARCH */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===MINE===&lt;br /&gt;
 [[File:mine_main_en.png|thumb|Mine]]&lt;br /&gt;
'''Specialization''' - current specialization of the subdivision; currently, only one is provided for mines - the main specialization.&lt;br /&gt;
&lt;br /&gt;
'''Size of the mine''' - the size of the subdivision, determining its maximum production. It is indicated in basic units - blocks (the corresponding number of production targets is indicated in brackets).&lt;br /&gt;
&lt;br /&gt;
'''Technology''' level - the current technological level of the enterprise, which determines the quality and quantity of manufactured products and makes demands on the quality of equipment and the level of qualification of employees.&lt;br /&gt;
&lt;br /&gt;
'''Field resources''' - the current amount of unextracted raw materials in the field. Reserves can be replenished for game points through the function - Exploration. 10 weeks before the estimated exhaustion of resources at the mine will be sent alerts about the upcoming completion of production. At the end of production, the mine turns into a specialized warehouse corresponding to the mine type and size corresponding to the reserves of extracted raw materials. In the event of a collapse, all reserves of extracted minerals are stored without exemptions, but the equipment disappears and the workers are fired.&lt;br /&gt;
&lt;br /&gt;
'''Base quality mined materials''' is the basic quality of the raw materials in the mine (it can be any within a city). Not subject to change, graded from 1 (bad) to 5 (good) in increments of 0.25. This indicator, along with technology, affects the final quality of products.&lt;br /&gt;
&lt;br /&gt;
'''Complexity of mining''' is an indicator characterizing the hard-to-gain materials in a mine and affects energy consumption in mining operations. The volume of extractable raw materials in the certificate is indicated for the complexity of extraction 3. The extracted amount with less complexity increases by 40% (power function) for each level, with greater complexity - it decreases by the same amount.&lt;br /&gt;
&lt;br /&gt;
===KPI===&lt;br /&gt;
[[File:Mine_kpi_en.png|thumb|Mine KPI]]&lt;br /&gt;
'''Revenues''' - revenue of the unit for the last turn for the sale of goods and services.&lt;br /&gt;
&lt;br /&gt;
'''Expenses''' - all expenses of the unit that were incurred in the last turn.&lt;br /&gt;
&lt;br /&gt;
'''Taxes''' - taxes paid by the unit. Details on tax burden calculations are found in “Financial report” &amp;gt; “Income Statement”. Full information on the principles of taxation can be found in the article Taxes.&lt;br /&gt;
&lt;br /&gt;
'''Profit''' - cash flow from operations for last turn (difference between Revenues and Expenses).&lt;br /&gt;
&lt;br /&gt;
'''Profitability''' - the profitability of the unit.&lt;br /&gt;
&lt;br /&gt;
===EFFICIENCY===&lt;br /&gt;
 [[File:mine_eff_en.png|thumb|Mine efficiency]]&lt;br /&gt;
'''Efficiency of the Office''' - the efficiency of the managing office of the region, where the subdivision is located.&lt;br /&gt;
&lt;br /&gt;
'''Efficiency of the staff''' - is determined by the correspondence of the qualification level of the staff to the required value. Requirements for the level of qualification of personnel are determined by the quality of the installed equipment. An increase in the qualifications of personnel above the required level does not affect the performance of the enterprise, but increases the burden on the manager, as a result of which his efficiency may decrease. To maintain the optimal ratio, you can use the Human Resources Department service, which automatically sets the required value for personnel qualifications through wage adjustments.&lt;br /&gt;
&lt;br /&gt;
'''Efficiency of Equipment''' - is determined by the correspondence of the quality of the installed equipment to the required value, and wear and tear. Requirements for the quality of equipment are determined by the level of technology installed in subdivision. An increase in the quality of equipment above the required level does not affect the performance of the enterprise, but imposes increased requirements on personnel.&lt;br /&gt;
&lt;br /&gt;
'''The efficiency of a Top-manager''' - the efficiency of management of Top-manager. Depends on the correspondence of the Top-managers skill “Production” to the qualifications of the staff in all similar (using this skill) subdivision of the company as a whole.&lt;br /&gt;
&lt;br /&gt;
'''Production efficiency''' (at the time of turn) is the main indicator of how well the production is organized. One hundred percent efficiency speaks of the optimal level of correlation between the size of the enterprise, the technological level, the quantity and quality of equipment, the number and qualifications of personnel, the qualifications and loading and efficiency of Top-manager. Low efficiency leads to a decrease in production volume and product quality, as well as a growing proportion of defective products. All this leads to an increase in the cost of production, which means a loss of competitiveness and losses.&lt;br /&gt;
&lt;br /&gt;
Final efficiency depends on four indicators:&lt;br /&gt;
* Office efficiency&lt;br /&gt;
* Staff efficiency;&lt;br /&gt;
* Equipment efficiency;&lt;br /&gt;
* Top Managers &amp;quot;Mining&amp;quot; skill level&lt;br /&gt;
&lt;br /&gt;
===EMPLOYEES AND SALARY===&lt;br /&gt;
 [[File:mine_staff_en.png|thumb|Mine staff]]&lt;br /&gt;
'''Quantity''' - the current number of employees in the subdivision.&lt;br /&gt;
&lt;br /&gt;
'''Staff qualification''' - the current qualification level of employees (in addition, the city average qualification value and the required value determined by the quality of equipment are indicated in brackets). Excessive qualification level of employees does not lead to improvement of production parameters and at the same time increases requirements for the level of “Production” skill of Top-manager. Qualification indicator can be raised by training staff, or by a change in salary (the effect of a change in salary is visible immediately, you do not need to wait for next turn).&lt;br /&gt;
&lt;br /&gt;
'''Salary of one employee''' - weekly salary of one employee. The average salary of employees of this type of units in the city is indicated in brackets (each type has its own coefficient).&lt;br /&gt;
&lt;br /&gt;
===EQUIPMENT===&lt;br /&gt;
 [[File:mine_eqp_en.png|thumb|Mine equipment]]&lt;br /&gt;
'''Quantity''' - the amount of equipment installed. Along with the number of workers determines the load of the enterprise and its current production potential in terms of output.&lt;br /&gt;
&lt;br /&gt;
'''Quality''' - the current quality of installed equipment. Higher-quality equipment than required by technology does not affect production parameters.&lt;br /&gt;
&lt;br /&gt;
'''Wear and tear''' - the current degree of equipment wear and tear. A high degree of wear and tear will negatively affect the overall efficiency of the equipment, which leads to a decrease in the quality and quantity of products. Even at 100% efficiency of the equipment, the volume of output is still reduced in proportion to wear and tear. The standard service life of mining machinery is 10 virtual years (weekly base wear and tear is approximately 0.19%). In addition, the quality of the equipment itself affects wear and tear (it decreases by 1% per quality unit) and the ratio of the required and current qualifications of the personnel working with it (workers with less than required qualifications wear out equipment faster than more intelligent employees). Worn out equipment directly affects its efficiency. Since depreciation is calculated as a percentage, partial wear and tear of a piece of equipment is possible - in this case, the marker “+1” is added to the value of the worn-out amount of equipment. Partially worn out equipment can be fixed only by fully replacing it.&lt;br /&gt;
&lt;br /&gt;
===TOP MANAGER===&lt;br /&gt;
 [[File:mine_top_en.png|thumb|Mine top manager]] &lt;br /&gt;
'''The total number of employees on profile skill''' - is the total number of employees of all subdivisions of this type in the company. It affects the efficiency of the Top-manager.&lt;br /&gt;
&lt;br /&gt;
'''Skill level of player''' - the current level of “Mining” skill. Determines the maximum possible number and qualification of employees without loss of efficiency both in this particular unit and in all subdivisions of the company as a whole (an additional hint about the stock of the current level compared to the minimum required can be indicated in brackets, minimum - 0-25%, normal - 25-50%, good 50-100%, excellent - more than 100%).&lt;br /&gt;
&lt;br /&gt;
===SALES===&lt;br /&gt;
Product sales are recorded once a day during game data processing. Sale of products occur if one of the buyers left orders for the purchase of products and the buyer had enough money to pay for the entire batch of the order. The exception is the sale of equipment and animals. These purchases are made online, the goods and money are transferred instantly, at the time of the conclusion of the contract by the buyer.&lt;br /&gt;
&lt;br /&gt;
In order for products to be sold, it is imperative to set a price and select a type of sales. There are five options for organizing product sales:&lt;br /&gt;
&lt;br /&gt;
* “Not for sale” - stop selling products (used for temporary preservation of products, for example, in case of insufficiently favorable market conditions);&lt;br /&gt;
* “To any customer” - to sell products without restriction to all comers (the most commonly used type of sale). In this case, the products will be available for order to all potential buyers;&lt;br /&gt;
* “Only to certain companies” - to sell products only to the enterprises of the selected company. In this case, third-party customers will not be able to order products;&lt;br /&gt;
* “Only to my company” - to sell products only to enterprises of their own company. In this case, the products are not available to buyers of any other companies;&lt;br /&gt;
* “Only to members of the corporation” - sell products only to members of the corporation of which the company is a member of. In this case, products for buyers of any other companies are not available.&lt;br /&gt;
&lt;br /&gt;
By default, the price is set to zero and the “Not for sale” mode.&lt;br /&gt;
&lt;br /&gt;
On the tab of the &amp;quot;Sales&amp;quot; unit, not only the sales parameters of the products are displayed, but also the current list of customers who placed the order. If there are no orders for your products, it is possible that its price is too high, or quality and (or) brand values are to low. You can also change the shipment queue, giving priority to certain contracts.&lt;br /&gt;
&lt;br /&gt;
===TECHNOLOGIES===&lt;br /&gt;
All manufacturing enterprises are characterized by a certain technological level. The level of technology affects the productivity of workers and product quality. The higher the level of technology, the higher labor productivity and higher quality. On the other hand, the technological level imposes higher requirements on the qualifications of workers and the quality of equipment. In addition, with the growth of the technological level, energy costs are rising.&lt;br /&gt;
&lt;br /&gt;
There are 2 ways to introduce a technology: by purchasing the technology itself (or by researching it) and then installing it on any of the subdivision of the corresponding type, or by purchasing a one-time right to install the technology (license) for a particular subdivision. The payment for raising the technological level of an enterprise by purchasing the technology itself consists of two parts: payment for the purchase of technology and payment for implementation. Technology is purchased once by the company, that is, when the technological level of another subdivision of the same type is raised, the company pays only for the introduction of the technology.&lt;br /&gt;
&lt;br /&gt;
Another possibility of introducing technologies in only one division is the creation of a sales market for so-called licenses, as an alternative to the technology market, bought by the players for introduction in all subdivisions of a certain type. For representatives of small and medium-sized businesses, the purchase of licenses is an alternative for buying technology in the case when the player does not have the means to purchase technology, or when the player has a small number of enterprises in one particular industry and the purchase of technology is not economically justified. For more information about the procedure for acquiring licenses, see the Science section.&lt;br /&gt;
&lt;br /&gt;
When you purchase a high-tech subdivision from another player, its technology does not become the property of the company, although it is used at the acquired subdivision. Therefore, if you want to establish this technological level at your other subdivisions, you will again have to pay for both the purchase of the technology and its implementation.&lt;br /&gt;
&lt;br /&gt;
===MINING QUALITY===&lt;br /&gt;
The quality of the extracted mineral product depends not only on the quality of the field itself and the technological level of production, but also on the performance of a particular subdivision. Below is the maximum achievable quality of raw materials depending on the technology and the basic quality of the field.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Maximum quality of raw materials depending on base quality of the mine&lt;br /&gt;
|-&lt;br /&gt;
! Technology level !! 1.00 !! 1.25 !! 1.50 !! 1.75 !! 2.00 !! 2.25 !! 2.50 !! 2.75 !! 3.00 !! 3.25 !! 3.50 !! 3.75 !! 4.00 !! 4.25 !! 4.50 !! 4.75 !! 5.00&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	1	''' || 	1,00	''' || 	1,00	||	1,00	||	1,00	||	1,00	||	1,00	||	1,00	||	1,00	||	1,00	||	1,00	||	1,00	||	1,00	||	1,00	||	1,00	||	1,00	||	1,00	||	1,00&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	2	''' || 	1,00	''' || 	1,00	||	1,00	||	1,00	||	1,07	||	1,24	||	1,43	||	1,61	||	1,81	||	2,00	||	2,21	||	2,41	||	2,46	||	2,46	||	2,46	||	2,46	||	2,46&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	3	''' || 	1,00	''' || 	1,00	||	1,00	||	1,17	||	1,39	||	1,62	||	1,85	||	2,10	||	2,35	||	2,61	||	2,87	||	3,14	||	3,42	||	3,70	||	3,98	||	4,17	||	4,17&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	4	''' || 	1,00	''' || 	1,00	||	1,15	||	1,41	||	1,67	||	1,95	||	2,24	||	2,53	||	2,83	||	3,14	||	3,46	||	3,79	||	4,12	||	4,46	||	4,80	||	5,15	||	5,51&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	5	''' || 	1,00	''' || 	1,05	||	1,33	||	1,63	||	1,93	||	2,25	||	2,59	||	2,93	||	3,28	||	3,64	||	4,00	||	4,38	||	4,76	||	5,15	||	5,55	||	5,95	||	6,37&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	6	''' || 	1,00	''' || 	1,18	||	1,50	||	1,83	||	2,18	||	2,54	||	2,91	||	3,29	||	3,69	||	4,09	||	4,51	||	4,93	||	5,36	||	5,80	||	6,25	||	6,70	||	7,17&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	7	''' || 	1,00	''' || 	1,31	||	1,66	||	2,02	||	2,41	||	2,81	||	3,22	||	3,64	||	4,08	||	4,52	||	4,98	||	5,45	||	5,93	||	6,41	||	6,91	||	7,41	||	7,92&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	8	''' || 	1,07	''' || 	1,43	||	1,81	||	2,21	||	2,63	||	3,06	||	3,51	||	3,97	||	4,45	||	4,93	||	5,43	||	5,94	||	6,46	||	6,99	||	7,53	||	8,08	||	8,64&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	9	''' || 	1,15	''' || 	1,54	||	1,95	||	2,38	||	2,83	||	3,30	||	3,79	||	4,29	||	4,80	||	5,33	||	5,87	||	6,42	||	6,98	||	7,55	||	8,13	||	8,73	||	9,33&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	10	''' || 	1,23	''' || 	1,65	||	2,09	||	2,55	||	3,04	||	3,54	||	4,06	||	4,59	||	5,14	||	5,71	||	6,28	||	6,87	||	7,47	||	8,09	||	8,71	||	9,34	||	9,99&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	11	''' || 	1,31	''' || 	1,75	||	2,22	||	2,71	||	3,23	||	3,76	||	4,32	||	4,88	||	5,47	||	6,07	||	6,68	||	7,31	||	7,95	||	8,60	||	9,27	||	9,94	||	10,63&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	12	''' || 	1,39	''' || 	1,85	||	2,35	||	2,87	||	3,42	||	3,98	||	4,57	||	5,17	||	5,79	||	6,42	||	7,07	||	7,74	||	8,41	||	9,10	||	9,81	||	10,52	||	11,24&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	13	''' || 	1,46	''' || 	1,95	||	2,48	||	3,03	||	3,60	||	4,19	||	4,81	||	5,45	||	6,10	||	6,77	||	7,45	||	8,15	||	8,86	||	9,59	||	10,33	||	11,08	||	11,85&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	14	''' || 	1,53	''' || 	2,05	||	2,60	||	3,18	||	3,78	||	4,40	||	5,05	||	5,71	||	6,40	||	7,10	||	7,82	||	8,55	||	9,30	||	10,06	||	10,84	||	11,63	||	12,43&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	15	''' || 	1,60	''' || 	2,14	||	2,72	||	3,32	||	3,95	||	4,60	||	5,28	||	5,98	||	6,69	||	7,43	||	8,18	||	8,94	||	9,73	||	10,52	||	11,34	||	12,16	||	13,00&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	16	''' || 	1,67	''' || 	2,24	||	2,83	||	3,46	||	4,12	||	4,80	||	5,51	||	6,23	||	6,98	||	7,74	||	8,53	||	9,33	||	10,14	||	10,98	||	11,82	||	12,68	||	13,56&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	17	''' || 	1,74	''' || 	2,33	||	2,95	||	3,60	||	4,29	||	4,99	||	5,73	||	6,48	||	7,26	||	8,05	||	8,87	||	9,70	||	10,55	||	11,42	||	12,30	||	13,19	||	14,10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	18	''' || 	1,81	''' || 	2,41	||	3,06	||	3,74	||	4,45	||	5,18	||	5,94	||	6,73	||	7,53	||	8,36	||	9,21	||	10,07	||	10,95	||	11,85	||	12,76	||	13,69	||	14,64&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	19	''' || 	1,87	''' || 	2,50	||	3,17	||	3,87	||	4,61	||	5,37	||	6,16	||	6,97	||	7,80	||	8,66	||	9,53	||	10,43	||	11,34	||	12,27	||	13,22	||	14,18	||	15,16&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	20	''' || 	1,93	''' || 	2,59	||	3,28	||	4,00	||	4,76	||	5,55	||	6,37	||	7,20	||	8,07	||	8,95	||	9,86	||	10,78	||	11,73	||	12,69	||	13,67	||	14,66	||	15,67&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	21	''' || 	2,00	''' || 	2,67	||	3,38	||	4,13	||	4,92	||	5,73	||	6,57	||	7,44	||	8,33	||	9,24	||	10,18	||	11,13	||	12,10	||	13,10	||	14,11	||	15,13	||	16,18&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	22	''' || 	2,06	''' || 	2,75	||	3,49	||	4,26	||	5,07	||	5,91	||	6,77	||	7,67	||	8,58	||	9,52	||	10,49	||	11,47	||	12,48	||	13,50	||	14,54	||	15,60	||	16,67&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	23	''' || 	2,12	''' || 	2,83	||	3,59	||	4,38	||	5,22	||	6,08	||	6,97	||	7,89	||	8,83	||	9,80	||	10,80	||	11,81	||	12,84	||	13,89	||	14,97	||	16,06	||	17,16&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	24	''' || 	2,18	''' || 	2,91	||	3,69	||	4,51	||	5,36	||	6,25	||	7,17	||	8,11	||	9,08	||	10,08	||	11,10	||	12,14	||	13,20	||	14,28	||	15,39	||	16,51	||	17,65&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	25	''' || 	2,24	''' || 	2,99	||	3,79	||	4,63	||	5,51	||	6,42	||	7,36	||	8,33	||	9,33	||	10,35	||	11,40	||	12,47	||	13,56	||	14,67	||	15,80	||	16,95	||	18,12&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	26	''' || 	2,29	''' || 	3,07	||	3,89	||	4,75	||	5,65	||	6,58	||	7,55	||	8,54	||	9,57	||	10,62	||	11,69	||	12,79	||	13,91	||	15,05	||	16,21	||	17,39	||	18,59&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	27	''' || 	2,35	''' || 	3,14	||	3,98	||	4,87	||	5,79	||	6,75	||	7,74	||	8,76	||	9,81	||	10,88	||	11,98	||	13,11	||	14,25	||	15,42	||	16,61	||	17,82	||	19,05&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	28	''' || 	2,41	''' || 	3,22	||	4,08	||	4,98	||	5,93	||	6,91	||	7,92	||	8,97	||	10,04	||	11,14	||	12,27	||	13,42	||	14,59	||	15,79	||	17,01	||	18,25	||	19,50&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	29	''' || 	2,46	''' || 	3,29	||	4,17	||	5,10	||	6,06	||	7,07	||	8,10	||	9,17	||	10,27	||	11,40	||	12,55	||	13,73	||	14,93	||	16,15	||	17,40	||	18,67	||	19,95&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	30	''' || 	2,52	''' || 	3,36	||	4,26	||	5,21	||	6,20	||	7,22	||	8,28	||	9,38	||	10,50	||	11,65	||	12,83	||	14,03	||	15,26	||	16,51	||	17,79	||	19,08	||	20,40&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	31	''' || 	2,57	''' || 	3,44	||	4,36	||	5,32	||	6,33	||	7,38	||	8,46	||	9,58	||	10,73	||	11,90	||	13,11	||	14,34	||	15,59	||	16,87	||	18,17	||	19,49	||	20,84&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	32	''' || 	2,63	''' || 	3,51	||	4,45	||	5,43	||	6,46	||	7,53	||	8,64	||	9,78	||	10,95	||	12,15	||	13,38	||	14,64	||	15,92	||	17,22	||	18,55	||	19,90	||	21,27&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	33	''' || 	2,68	''' || 	3,58	||	4,54	||	5,54	||	6,59	||	7,69	||	8,81	||	9,98	||	11,17	||	12,40	||	13,65	||	14,93	||	16,24	||	17,57	||	18,92	||	20,30	||	21,70&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	34	''' || 	2,73	''' || 	3,65	||	4,63	||	5,65	||	6,72	||	7,84	||	8,99	||	10,17	||	11,39	||	12,64	||	13,92	||	15,22	||	16,56	||	17,91	||	19,30	||	20,70	||	22,13&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	35	''' || 	2,78	''' || 	3,72	||	4,71	||	5,76	||	6,85	||	7,99	||	9,16	||	10,37	||	11,61	||	12,88	||	14,18	||	15,51	||	16,87	||	18,25	||	19,66	||	21,09	||	22,55&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	36	''' || 	2,83	''' || 	3,79	||	4,80	||	5,87	||	6,98	||	8,13	||	9,33	||	10,56	||	11,82	||	13,12	||	14,44	||	15,80	||	17,18	||	18,59	||	20,03	||	21,48	||	22,97&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	37	''' || 	2,89	''' || 	3,86	||	4,89	||	5,97	||	7,10	||	8,28	||	9,49	||	10,75	||	12,03	||	13,35	||	14,70	||	16,08	||	17,49	||	18,93	||	20,39	||	21,87	||	23,38&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	38	''' || 	2,94	''' || 	3,92	||	4,97	||	6,08	||	7,23	||	8,42	||	9,66	||	10,93	||	12,24	||	13,59	||	14,96	||	16,37	||	17,80	||	19,26	||	20,74	||	22,25	||	23,79&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	39	''' || 	2,99	''' || 	3,99	||	5,06	||	6,18	||	7,35	||	8,57	||	9,83	||	11,12	||	12,45	||	13,82	||	15,22	||	16,64	||	18,10	||	19,58	||	21,10	||	22,63	||	24,19&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	40	''' || 	3,04	''' || 	4,06	||	5,14	||	6,28	||	7,47	||	8,71	||	9,99	||	11,31	||	12,66	||	14,05	||	15,47	||	16,92	||	18,40	||	19,91	||	21,45	||	23,01	||	24,59&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	41	''' || 	3,08	''' || 	4,12	||	5,22	||	6,38	||	7,59	||	8,85	||	10,15	||	11,49	||	12,86	||	14,28	||	15,72	||	17,19	||	18,70	||	20,23	||	21,79	||	23,38	||	24,99&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	42	''' || 	3,13	''' || 	4,19	||	5,31	||	6,48	||	7,71	||	8,99	||	10,31	||	11,67	||	13,07	||	14,50	||	15,97	||	17,47	||	18,99	||	20,55	||	22,14	||	23,75	||	25,39&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	43	''' || 	3,18	''' || 	4,25	||	5,39	||	6,58	||	7,83	||	9,13	||	10,47	||	11,85	||	13,27	||	14,72	||	16,21	||	17,73	||	19,29	||	20,87	||	22,48	||	24,11	||	25,78&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	44	''' || 	3,23	''' || 	4,32	||	5,47	||	6,68	||	7,95	||	9,27	||	10,63	||	12,03	||	13,47	||	14,95	||	16,46	||	18,00	||	19,58	||	21,18	||	22,82	||	24,48	||	26,17&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	45	''' || 	3,28	''' || 	4,38	||	5,55	||	6,78	||	8,07	||	9,40	||	10,78	||	12,21	||	13,67	||	15,17	||	16,70	||	18,27	||	19,87	||	21,49	||	23,15	||	24,84	||	26,55&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	46	''' || 	3,32	''' || 	4,44	||	5,63	||	6,88	||	8,18	||	9,54	||	10,94	||	12,38	||	13,86	||	15,38	||	16,94	||	18,53	||	20,15	||	21,80	||	23,49	||	25,20	||	26,93&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	47	''' || 	3,37	''' || 	4,50	||	5,71	||	6,98	||	8,30	||	9,67	||	11,09	||	12,56	||	14,06	||	15,60	||	17,18	||	18,79	||	20,43	||	22,11	||	23,82	||	25,55	||	27,31&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	48	''' || 	3,42	''' || 	4,57	||	5,79	||	7,07	||	8,41	||	9,81	||	11,24	||	12,73	||	14,25	||	15,82	||	17,41	||	19,05	||	20,72	||	22,41	||	24,14	||	25,90	||	27,69&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	49	''' || 	3,46	''' || 	4,63	||	5,87	||	7,17	||	8,53	||	9,94	||	11,40	||	12,90	||	14,44	||	16,03	||	17,65	||	19,31	||	21,00	||	22,72	||	24,47	||	26,25	||	28,06&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	50	''' || 	3,51	''' || 	4,69	||	5,94	||	7,26	||	8,64	||	10,07	||	11,55	||	13,07	||	14,64	||	16,24	||	17,88	||	19,56	||	21,27	||	23,02	||	24,79	||	26,60	||	28,43&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>DarkRyu</name></author>
		
	</entry>
	<entry>
		<id>http://virtonomica.ru/help/index.php?title=SBS-Mine/en&amp;diff=445</id>
		<title>SBS-Mine/en</title>
		<link rel="alternate" type="text/html" href="http://virtonomica.ru/help/index.php?title=SBS-Mine/en&amp;diff=445"/>
		<updated>2020-07-03T11:26:22Z</updated>

		<summary type="html">&lt;p&gt;DarkRyu: /* AUCTION */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===MINE===&lt;br /&gt;
 [[File:mine_main_en.png|thumb|Mine]]&lt;br /&gt;
'''Specialization''' - current specialization of the subdivision; currently, only one is provided for mines - the main specialization.&lt;br /&gt;
&lt;br /&gt;
'''Size of the mine''' - the size of the subdivision, determining its maximum production. It is indicated in basic units - blocks (the corresponding number of production targets is indicated in brackets).&lt;br /&gt;
&lt;br /&gt;
'''Technology''' level - the current technological level of the enterprise, which determines the quality and quantity of manufactured products and makes demands on the quality of equipment and the level of qualification of employees.&lt;br /&gt;
&lt;br /&gt;
'''Field resources''' - the current amount of unextracted raw materials in the field. Reserves can be replenished for game points through the function - Exploration. 10 weeks before the estimated exhaustion of resources at the mine will be sent alerts about the upcoming completion of production. At the end of production, the mine turns into a specialized warehouse corresponding to the mine type and size corresponding to the reserves of extracted raw materials. In the event of a collapse, all reserves of extracted minerals are stored without exemptions, but the equipment disappears and the workers are fired.&lt;br /&gt;
&lt;br /&gt;
'''Base quality mined materials''' is the basic quality of the raw materials in the mine (it can be any within a city). Not subject to change, graded from 1 (bad) to 5 (good) in increments of 0.25. This indicator, along with technology, affects the final quality of products.&lt;br /&gt;
&lt;br /&gt;
'''Complexity of mining''' is an indicator characterizing the hard-to-gain materials in a mine and affects energy consumption in mining operations. The volume of extractable raw materials in the certificate is indicated for the complexity of extraction 3. The extracted amount with less complexity increases by 40% (power function) for each level, with greater complexity - it decreases by the same amount.&lt;br /&gt;
&lt;br /&gt;
===KPI===&lt;br /&gt;
[[File:Mine_kpi_en.png|thumb|Mine KPI]]&lt;br /&gt;
'''Revenues''' - revenue of the unit for the last turn for the sale of goods and services.&lt;br /&gt;
&lt;br /&gt;
'''Expenses''' - all expenses of the unit that were incurred in the last turn.&lt;br /&gt;
&lt;br /&gt;
'''Taxes''' - taxes paid by the unit. Details on tax burden calculations are found in “Financial report” &amp;gt; “Income Statement”. Full information on the principles of taxation can be found in the article Taxes.&lt;br /&gt;
&lt;br /&gt;
'''Profit''' - cash flow from operations for last turn (difference between Revenues and Expenses).&lt;br /&gt;
&lt;br /&gt;
'''Profitability''' - the profitability of the unit.&lt;br /&gt;
&lt;br /&gt;
===EFFICIENCY===&lt;br /&gt;
 [[File:mine_eff_en.png|thumb|Mine efficiency]]&lt;br /&gt;
'''Efficiency of the Office''' - the efficiency of the managing office of the region, where the subdivision is located.&lt;br /&gt;
&lt;br /&gt;
'''Efficiency of the staff''' - is determined by the correspondence of the qualification level of the staff to the required value. Requirements for the level of qualification of personnel are determined by the quality of the installed equipment. An increase in the qualifications of personnel above the required level does not affect the performance of the enterprise, but increases the burden on the manager, as a result of which his efficiency may decrease. To maintain the optimal ratio, you can use the Human Resources Department service, which automatically sets the required value for personnel qualifications through wage adjustments.&lt;br /&gt;
&lt;br /&gt;
'''Efficiency of Equipment''' - is determined by the correspondence of the quality of the installed equipment to the required value, and wear and tear. Requirements for the quality of equipment are determined by the level of technology installed in subdivision. An increase in the quality of equipment above the required level does not affect the performance of the enterprise, but imposes increased requirements on personnel.&lt;br /&gt;
&lt;br /&gt;
'''The efficiency of a Top-manager''' - the efficiency of management of Top-manager. Depends on the correspondence of the Top-managers skill “Production” to the qualifications of the staff in all similar (using this skill) subdivision of the company as a whole.&lt;br /&gt;
&lt;br /&gt;
'''Production efficiency''' (at the time of turn) is the main indicator of how well the production is organized. One hundred percent efficiency speaks of the optimal level of correlation between the size of the enterprise, the technological level, the quantity and quality of equipment, the number and qualifications of personnel, the qualifications and loading and efficiency of Top-manager. Low efficiency leads to a decrease in production volume and product quality, as well as a growing proportion of defective products. All this leads to an increase in the cost of production, which means a loss of competitiveness and losses.&lt;br /&gt;
&lt;br /&gt;
Final efficiency depends on four indicators:&lt;br /&gt;
* Office efficiency&lt;br /&gt;
* Staff efficiency;&lt;br /&gt;
* Equipment efficiency;&lt;br /&gt;
* Top Managers &amp;quot;Mining&amp;quot; skill level&lt;br /&gt;
&lt;br /&gt;
===EMPLOYEES AND SALARY===&lt;br /&gt;
 [[File:mine_staff_en.png|thumb|Mine staff]]&lt;br /&gt;
'''Quantity''' - the current number of employees in the subdivision.&lt;br /&gt;
&lt;br /&gt;
'''Staff qualification''' - the current qualification level of employees (in addition, the city average qualification value and the required value determined by the quality of equipment are indicated in brackets). Excessive qualification level of employees does not lead to improvement of production parameters and at the same time increases requirements for the level of “Production” skill of Top-manager. Qualification indicator can be raised by training staff, or by a change in salary (the effect of a change in salary is visible immediately, you do not need to wait for next turn).&lt;br /&gt;
&lt;br /&gt;
'''Salary of one employee''' - weekly salary of one employee. The average salary of employees of this type of units in the city is indicated in brackets (each type has its own coefficient).&lt;br /&gt;
&lt;br /&gt;
===EQUIPMENT===&lt;br /&gt;
 [[File:mine_eqp_en.png|thumb|Mine equipment]]&lt;br /&gt;
'''Quantity''' - the amount of equipment installed. Along with the number of workers determines the load of the enterprise and its current production potential in terms of output.&lt;br /&gt;
&lt;br /&gt;
'''Quality''' - the current quality of installed equipment. Higher-quality equipment than required by technology does not affect production parameters.&lt;br /&gt;
&lt;br /&gt;
'''Wear and tear''' - the current degree of equipment wear and tear. A high degree of wear and tear will negatively affect the overall efficiency of the equipment, which leads to a decrease in the quality and quantity of products. Even at 100% efficiency of the equipment, the volume of output is still reduced in proportion to wear and tear. The standard service life of mining machinery is 10 virtual years (weekly base wear and tear is approximately 0.19%). In addition, the quality of the equipment itself affects wear and tear (it decreases by 1% per quality unit) and the ratio of the required and current qualifications of the personnel working with it (workers with less than required qualifications wear out equipment faster than more intelligent employees). Worn out equipment directly affects its efficiency. Since depreciation is calculated as a percentage, partial wear and tear of a piece of equipment is possible - in this case, the marker “+1” is added to the value of the worn-out amount of equipment. Partially worn out equipment can be fixed only by fully replacing it.&lt;br /&gt;
&lt;br /&gt;
===TOP MANAGER===&lt;br /&gt;
 [[File:mine_top_en.png|thumb|Mine top manager]] &lt;br /&gt;
'''The total number of employees on profile skill''' - is the total number of employees of all subdivisions of this type in the company. It affects the efficiency of the Top-manager.&lt;br /&gt;
&lt;br /&gt;
'''Skill level of player''' - the current level of “Mining” skill. Determines the maximum possible number and qualification of employees without loss of efficiency both in this particular unit and in all subdivisions of the company as a whole (an additional hint about the stock of the current level compared to the minimum required can be indicated in brackets, minimum - 0-25%, normal - 25-50%, good 50-100%, excellent - more than 100%).&lt;br /&gt;
&lt;br /&gt;
===SALES===&lt;br /&gt;
Product sales are recorded once a day during game data processing. Sale of products occur if one of the buyers left orders for the purchase of products and the buyer had enough money to pay for the entire batch of the order. The exception is the sale of equipment and animals. These purchases are made online, the goods and money are transferred instantly, at the time of the conclusion of the contract by the buyer.&lt;br /&gt;
&lt;br /&gt;
In order for products to be sold, it is imperative to set a price and select a type of sales. There are five options for organizing product sales:&lt;br /&gt;
&lt;br /&gt;
* “Not for sale” - stop selling products (used for temporary preservation of products, for example, in case of insufficiently favorable market conditions);&lt;br /&gt;
* “To any customer” - to sell products without restriction to all comers (the most commonly used type of sale). In this case, the products will be available for order to all potential buyers;&lt;br /&gt;
* “Only to certain companies” - to sell products only to the enterprises of the selected company. In this case, third-party customers will not be able to order products;&lt;br /&gt;
* “Only to my company” - to sell products only to enterprises of their own company. In this case, the products are not available to buyers of any other companies;&lt;br /&gt;
* “Only to members of the corporation” - sell products only to members of the corporation of which the company is a member of. In this case, products for buyers of any other companies are not available.&lt;br /&gt;
&lt;br /&gt;
By default, the price is set to zero and the “Not for sale” mode.&lt;br /&gt;
&lt;br /&gt;
On the tab of the &amp;quot;Sales&amp;quot; unit, not only the sales parameters of the products are displayed, but also the current list of customers who placed the order. If there are no orders for your products, it is possible that its price is too high, or quality and (or) brand values are to low. You can also change the shipment queue, giving priority to certain contracts.&lt;br /&gt;
&lt;br /&gt;
===TECHNOLOGIES===&lt;br /&gt;
All manufacturing enterprises are characterized by a certain technological level. The level of technology affects the productivity of workers and product quality. The higher the level of technology, the higher labor productivity and higher quality. On the other hand, the technological level imposes higher requirements on the qualifications of workers and the quality of equipment. In addition, with the growth of the technological level, energy costs are rising.&lt;br /&gt;
&lt;br /&gt;
There are 2 ways to introduce a technology: by purchasing the technology itself (or by researching it) and then installing it on any of the subdivision of the corresponding type, or by purchasing a one-time right to install the technology (license) for a particular subdivision. The payment for raising the technological level of an enterprise by purchasing the technology itself consists of two parts: payment for the purchase of technology and payment for implementation. Technology is purchased once by the company, that is, when the technological level of another subdivision of the same type is raised, the company pays only for the introduction of the technology.&lt;br /&gt;
&lt;br /&gt;
Another possibility of introducing technologies in only one division is the creation of a sales market for so-called licenses, as an alternative to the technology market, bought by the players for introduction in all subdivisions of a certain type. For representatives of small and medium-sized businesses, the purchase of licenses is an alternative for buying technology in the case when the player does not have the means to purchase technology, or when the player has a small number of enterprises in one particular industry and the purchase of technology is not economically justified. For more information about the procedure for acquiring licenses, see the Science section.&lt;br /&gt;
&lt;br /&gt;
When you purchase a high-tech subdivision from another player, its technology does not become the property of the company, although it is used at the acquired subdivision. Therefore, if you want to establish this technological level at your other subdivisions, you will again have to pay for both the purchase of the technology and its implementation.&lt;br /&gt;
&lt;br /&gt;
===GEOLOGICAL RESEARCH===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===MINING QUALITY===&lt;br /&gt;
The quality of the extracted mineral product depends not only on the quality of the field itself and the technological level of production, but also on the performance of a particular subdivision. Below is the maximum achievable quality of raw materials depending on the technology and the basic quality of the field.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Maximum quality of raw materials depending on base quality of the mine&lt;br /&gt;
|-&lt;br /&gt;
! Technology level !! 1.00 !! 1.25 !! 1.50 !! 1.75 !! 2.00 !! 2.25 !! 2.50 !! 2.75 !! 3.00 !! 3.25 !! 3.50 !! 3.75 !! 4.00 !! 4.25 !! 4.50 !! 4.75 !! 5.00&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	1	''' || 	1,00	''' || 	1,00	||	1,00	||	1,00	||	1,00	||	1,00	||	1,00	||	1,00	||	1,00	||	1,00	||	1,00	||	1,00	||	1,00	||	1,00	||	1,00	||	1,00	||	1,00&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	2	''' || 	1,00	''' || 	1,00	||	1,00	||	1,00	||	1,07	||	1,24	||	1,43	||	1,61	||	1,81	||	2,00	||	2,21	||	2,41	||	2,46	||	2,46	||	2,46	||	2,46	||	2,46&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	3	''' || 	1,00	''' || 	1,00	||	1,00	||	1,17	||	1,39	||	1,62	||	1,85	||	2,10	||	2,35	||	2,61	||	2,87	||	3,14	||	3,42	||	3,70	||	3,98	||	4,17	||	4,17&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	4	''' || 	1,00	''' || 	1,00	||	1,15	||	1,41	||	1,67	||	1,95	||	2,24	||	2,53	||	2,83	||	3,14	||	3,46	||	3,79	||	4,12	||	4,46	||	4,80	||	5,15	||	5,51&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	5	''' || 	1,00	''' || 	1,05	||	1,33	||	1,63	||	1,93	||	2,25	||	2,59	||	2,93	||	3,28	||	3,64	||	4,00	||	4,38	||	4,76	||	5,15	||	5,55	||	5,95	||	6,37&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	6	''' || 	1,00	''' || 	1,18	||	1,50	||	1,83	||	2,18	||	2,54	||	2,91	||	3,29	||	3,69	||	4,09	||	4,51	||	4,93	||	5,36	||	5,80	||	6,25	||	6,70	||	7,17&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	7	''' || 	1,00	''' || 	1,31	||	1,66	||	2,02	||	2,41	||	2,81	||	3,22	||	3,64	||	4,08	||	4,52	||	4,98	||	5,45	||	5,93	||	6,41	||	6,91	||	7,41	||	7,92&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	8	''' || 	1,07	''' || 	1,43	||	1,81	||	2,21	||	2,63	||	3,06	||	3,51	||	3,97	||	4,45	||	4,93	||	5,43	||	5,94	||	6,46	||	6,99	||	7,53	||	8,08	||	8,64&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	9	''' || 	1,15	''' || 	1,54	||	1,95	||	2,38	||	2,83	||	3,30	||	3,79	||	4,29	||	4,80	||	5,33	||	5,87	||	6,42	||	6,98	||	7,55	||	8,13	||	8,73	||	9,33&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	10	''' || 	1,23	''' || 	1,65	||	2,09	||	2,55	||	3,04	||	3,54	||	4,06	||	4,59	||	5,14	||	5,71	||	6,28	||	6,87	||	7,47	||	8,09	||	8,71	||	9,34	||	9,99&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	11	''' || 	1,31	''' || 	1,75	||	2,22	||	2,71	||	3,23	||	3,76	||	4,32	||	4,88	||	5,47	||	6,07	||	6,68	||	7,31	||	7,95	||	8,60	||	9,27	||	9,94	||	10,63&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	12	''' || 	1,39	''' || 	1,85	||	2,35	||	2,87	||	3,42	||	3,98	||	4,57	||	5,17	||	5,79	||	6,42	||	7,07	||	7,74	||	8,41	||	9,10	||	9,81	||	10,52	||	11,24&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	13	''' || 	1,46	''' || 	1,95	||	2,48	||	3,03	||	3,60	||	4,19	||	4,81	||	5,45	||	6,10	||	6,77	||	7,45	||	8,15	||	8,86	||	9,59	||	10,33	||	11,08	||	11,85&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	14	''' || 	1,53	''' || 	2,05	||	2,60	||	3,18	||	3,78	||	4,40	||	5,05	||	5,71	||	6,40	||	7,10	||	7,82	||	8,55	||	9,30	||	10,06	||	10,84	||	11,63	||	12,43&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	15	''' || 	1,60	''' || 	2,14	||	2,72	||	3,32	||	3,95	||	4,60	||	5,28	||	5,98	||	6,69	||	7,43	||	8,18	||	8,94	||	9,73	||	10,52	||	11,34	||	12,16	||	13,00&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	16	''' || 	1,67	''' || 	2,24	||	2,83	||	3,46	||	4,12	||	4,80	||	5,51	||	6,23	||	6,98	||	7,74	||	8,53	||	9,33	||	10,14	||	10,98	||	11,82	||	12,68	||	13,56&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	17	''' || 	1,74	''' || 	2,33	||	2,95	||	3,60	||	4,29	||	4,99	||	5,73	||	6,48	||	7,26	||	8,05	||	8,87	||	9,70	||	10,55	||	11,42	||	12,30	||	13,19	||	14,10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	18	''' || 	1,81	''' || 	2,41	||	3,06	||	3,74	||	4,45	||	5,18	||	5,94	||	6,73	||	7,53	||	8,36	||	9,21	||	10,07	||	10,95	||	11,85	||	12,76	||	13,69	||	14,64&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	19	''' || 	1,87	''' || 	2,50	||	3,17	||	3,87	||	4,61	||	5,37	||	6,16	||	6,97	||	7,80	||	8,66	||	9,53	||	10,43	||	11,34	||	12,27	||	13,22	||	14,18	||	15,16&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	20	''' || 	1,93	''' || 	2,59	||	3,28	||	4,00	||	4,76	||	5,55	||	6,37	||	7,20	||	8,07	||	8,95	||	9,86	||	10,78	||	11,73	||	12,69	||	13,67	||	14,66	||	15,67&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	21	''' || 	2,00	''' || 	2,67	||	3,38	||	4,13	||	4,92	||	5,73	||	6,57	||	7,44	||	8,33	||	9,24	||	10,18	||	11,13	||	12,10	||	13,10	||	14,11	||	15,13	||	16,18&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	22	''' || 	2,06	''' || 	2,75	||	3,49	||	4,26	||	5,07	||	5,91	||	6,77	||	7,67	||	8,58	||	9,52	||	10,49	||	11,47	||	12,48	||	13,50	||	14,54	||	15,60	||	16,67&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	23	''' || 	2,12	''' || 	2,83	||	3,59	||	4,38	||	5,22	||	6,08	||	6,97	||	7,89	||	8,83	||	9,80	||	10,80	||	11,81	||	12,84	||	13,89	||	14,97	||	16,06	||	17,16&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	24	''' || 	2,18	''' || 	2,91	||	3,69	||	4,51	||	5,36	||	6,25	||	7,17	||	8,11	||	9,08	||	10,08	||	11,10	||	12,14	||	13,20	||	14,28	||	15,39	||	16,51	||	17,65&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	25	''' || 	2,24	''' || 	2,99	||	3,79	||	4,63	||	5,51	||	6,42	||	7,36	||	8,33	||	9,33	||	10,35	||	11,40	||	12,47	||	13,56	||	14,67	||	15,80	||	16,95	||	18,12&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	26	''' || 	2,29	''' || 	3,07	||	3,89	||	4,75	||	5,65	||	6,58	||	7,55	||	8,54	||	9,57	||	10,62	||	11,69	||	12,79	||	13,91	||	15,05	||	16,21	||	17,39	||	18,59&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	27	''' || 	2,35	''' || 	3,14	||	3,98	||	4,87	||	5,79	||	6,75	||	7,74	||	8,76	||	9,81	||	10,88	||	11,98	||	13,11	||	14,25	||	15,42	||	16,61	||	17,82	||	19,05&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	28	''' || 	2,41	''' || 	3,22	||	4,08	||	4,98	||	5,93	||	6,91	||	7,92	||	8,97	||	10,04	||	11,14	||	12,27	||	13,42	||	14,59	||	15,79	||	17,01	||	18,25	||	19,50&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	29	''' || 	2,46	''' || 	3,29	||	4,17	||	5,10	||	6,06	||	7,07	||	8,10	||	9,17	||	10,27	||	11,40	||	12,55	||	13,73	||	14,93	||	16,15	||	17,40	||	18,67	||	19,95&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	30	''' || 	2,52	''' || 	3,36	||	4,26	||	5,21	||	6,20	||	7,22	||	8,28	||	9,38	||	10,50	||	11,65	||	12,83	||	14,03	||	15,26	||	16,51	||	17,79	||	19,08	||	20,40&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	31	''' || 	2,57	''' || 	3,44	||	4,36	||	5,32	||	6,33	||	7,38	||	8,46	||	9,58	||	10,73	||	11,90	||	13,11	||	14,34	||	15,59	||	16,87	||	18,17	||	19,49	||	20,84&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	32	''' || 	2,63	''' || 	3,51	||	4,45	||	5,43	||	6,46	||	7,53	||	8,64	||	9,78	||	10,95	||	12,15	||	13,38	||	14,64	||	15,92	||	17,22	||	18,55	||	19,90	||	21,27&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	33	''' || 	2,68	''' || 	3,58	||	4,54	||	5,54	||	6,59	||	7,69	||	8,81	||	9,98	||	11,17	||	12,40	||	13,65	||	14,93	||	16,24	||	17,57	||	18,92	||	20,30	||	21,70&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	34	''' || 	2,73	''' || 	3,65	||	4,63	||	5,65	||	6,72	||	7,84	||	8,99	||	10,17	||	11,39	||	12,64	||	13,92	||	15,22	||	16,56	||	17,91	||	19,30	||	20,70	||	22,13&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	35	''' || 	2,78	''' || 	3,72	||	4,71	||	5,76	||	6,85	||	7,99	||	9,16	||	10,37	||	11,61	||	12,88	||	14,18	||	15,51	||	16,87	||	18,25	||	19,66	||	21,09	||	22,55&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	36	''' || 	2,83	''' || 	3,79	||	4,80	||	5,87	||	6,98	||	8,13	||	9,33	||	10,56	||	11,82	||	13,12	||	14,44	||	15,80	||	17,18	||	18,59	||	20,03	||	21,48	||	22,97&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	37	''' || 	2,89	''' || 	3,86	||	4,89	||	5,97	||	7,10	||	8,28	||	9,49	||	10,75	||	12,03	||	13,35	||	14,70	||	16,08	||	17,49	||	18,93	||	20,39	||	21,87	||	23,38&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	38	''' || 	2,94	''' || 	3,92	||	4,97	||	6,08	||	7,23	||	8,42	||	9,66	||	10,93	||	12,24	||	13,59	||	14,96	||	16,37	||	17,80	||	19,26	||	20,74	||	22,25	||	23,79&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	39	''' || 	2,99	''' || 	3,99	||	5,06	||	6,18	||	7,35	||	8,57	||	9,83	||	11,12	||	12,45	||	13,82	||	15,22	||	16,64	||	18,10	||	19,58	||	21,10	||	22,63	||	24,19&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	40	''' || 	3,04	''' || 	4,06	||	5,14	||	6,28	||	7,47	||	8,71	||	9,99	||	11,31	||	12,66	||	14,05	||	15,47	||	16,92	||	18,40	||	19,91	||	21,45	||	23,01	||	24,59&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	41	''' || 	3,08	''' || 	4,12	||	5,22	||	6,38	||	7,59	||	8,85	||	10,15	||	11,49	||	12,86	||	14,28	||	15,72	||	17,19	||	18,70	||	20,23	||	21,79	||	23,38	||	24,99&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	42	''' || 	3,13	''' || 	4,19	||	5,31	||	6,48	||	7,71	||	8,99	||	10,31	||	11,67	||	13,07	||	14,50	||	15,97	||	17,47	||	18,99	||	20,55	||	22,14	||	23,75	||	25,39&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	43	''' || 	3,18	''' || 	4,25	||	5,39	||	6,58	||	7,83	||	9,13	||	10,47	||	11,85	||	13,27	||	14,72	||	16,21	||	17,73	||	19,29	||	20,87	||	22,48	||	24,11	||	25,78&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	44	''' || 	3,23	''' || 	4,32	||	5,47	||	6,68	||	7,95	||	9,27	||	10,63	||	12,03	||	13,47	||	14,95	||	16,46	||	18,00	||	19,58	||	21,18	||	22,82	||	24,48	||	26,17&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	45	''' || 	3,28	''' || 	4,38	||	5,55	||	6,78	||	8,07	||	9,40	||	10,78	||	12,21	||	13,67	||	15,17	||	16,70	||	18,27	||	19,87	||	21,49	||	23,15	||	24,84	||	26,55&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	46	''' || 	3,32	''' || 	4,44	||	5,63	||	6,88	||	8,18	||	9,54	||	10,94	||	12,38	||	13,86	||	15,38	||	16,94	||	18,53	||	20,15	||	21,80	||	23,49	||	25,20	||	26,93&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	47	''' || 	3,37	''' || 	4,50	||	5,71	||	6,98	||	8,30	||	9,67	||	11,09	||	12,56	||	14,06	||	15,60	||	17,18	||	18,79	||	20,43	||	22,11	||	23,82	||	25,55	||	27,31&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	48	''' || 	3,42	''' || 	4,57	||	5,79	||	7,07	||	8,41	||	9,81	||	11,24	||	12,73	||	14,25	||	15,82	||	17,41	||	19,05	||	20,72	||	22,41	||	24,14	||	25,90	||	27,69&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	49	''' || 	3,46	''' || 	4,63	||	5,87	||	7,17	||	8,53	||	9,94	||	11,40	||	12,90	||	14,44	||	16,03	||	17,65	||	19,31	||	21,00	||	22,72	||	24,47	||	26,25	||	28,06&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	50	''' || 	3,51	''' || 	4,69	||	5,94	||	7,26	||	8,64	||	10,07	||	11,55	||	13,07	||	14,64	||	16,24	||	17,88	||	19,56	||	21,27	||	23,02	||	24,79	||	26,60	||	28,43&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>DarkRyu</name></author>
		
	</entry>
	<entry>
		<id>http://virtonomica.ru/help/index.php?title=SBS-Mine/en&amp;diff=444</id>
		<title>SBS-Mine/en</title>
		<link rel="alternate" type="text/html" href="http://virtonomica.ru/help/index.php?title=SBS-Mine/en&amp;diff=444"/>
		<updated>2020-07-03T11:25:41Z</updated>

		<summary type="html">&lt;p&gt;DarkRyu: Created page with &amp;quot;===MINE===  Mine '''Specialization''' - current specialization of the subdivision; currently, only one is provided for mines - the main special...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===MINE===&lt;br /&gt;
 [[File:mine_main_en.png|thumb|Mine]]&lt;br /&gt;
'''Specialization''' - current specialization of the subdivision; currently, only one is provided for mines - the main specialization.&lt;br /&gt;
&lt;br /&gt;
'''Size of the mine''' - the size of the subdivision, determining its maximum production. It is indicated in basic units - blocks (the corresponding number of production targets is indicated in brackets).&lt;br /&gt;
&lt;br /&gt;
'''Technology''' level - the current technological level of the enterprise, which determines the quality and quantity of manufactured products and makes demands on the quality of equipment and the level of qualification of employees.&lt;br /&gt;
&lt;br /&gt;
'''Field resources''' - the current amount of unextracted raw materials in the field. Reserves can be replenished for game points through the function - Exploration. 10 weeks before the estimated exhaustion of resources at the mine will be sent alerts about the upcoming completion of production. At the end of production, the mine turns into a specialized warehouse corresponding to the mine type and size corresponding to the reserves of extracted raw materials. In the event of a collapse, all reserves of extracted minerals are stored without exemptions, but the equipment disappears and the workers are fired.&lt;br /&gt;
&lt;br /&gt;
'''Base quality mined materials''' is the basic quality of the raw materials in the mine (it can be any within a city). Not subject to change, graded from 1 (bad) to 5 (good) in increments of 0.25. This indicator, along with technology, affects the final quality of products.&lt;br /&gt;
&lt;br /&gt;
'''Complexity of mining''' is an indicator characterizing the hard-to-gain materials in a mine and affects energy consumption in mining operations. The volume of extractable raw materials in the certificate is indicated for the complexity of extraction 3. The extracted amount with less complexity increases by 40% (power function) for each level, with greater complexity - it decreases by the same amount.&lt;br /&gt;
&lt;br /&gt;
===KPI===&lt;br /&gt;
[[File:Mine_kpi_en.png|thumb|Mine KPI]]&lt;br /&gt;
'''Revenues''' - revenue of the unit for the last turn for the sale of goods and services.&lt;br /&gt;
&lt;br /&gt;
'''Expenses''' - all expenses of the unit that were incurred in the last turn.&lt;br /&gt;
&lt;br /&gt;
'''Taxes''' - taxes paid by the unit. Details on tax burden calculations are found in “Financial report” &amp;gt; “Income Statement”. Full information on the principles of taxation can be found in the article Taxes.&lt;br /&gt;
&lt;br /&gt;
'''Profit''' - cash flow from operations for last turn (difference between Revenues and Expenses).&lt;br /&gt;
&lt;br /&gt;
'''Profitability''' - the profitability of the unit.&lt;br /&gt;
&lt;br /&gt;
===EFFICIENCY===&lt;br /&gt;
 [[File:mine_eff_en.png|thumb|Mine efficiency]]&lt;br /&gt;
'''Efficiency of the Office''' - the efficiency of the managing office of the region, where the subdivision is located.&lt;br /&gt;
&lt;br /&gt;
'''Efficiency of the staff''' - is determined by the correspondence of the qualification level of the staff to the required value. Requirements for the level of qualification of personnel are determined by the quality of the installed equipment. An increase in the qualifications of personnel above the required level does not affect the performance of the enterprise, but increases the burden on the manager, as a result of which his efficiency may decrease. To maintain the optimal ratio, you can use the Human Resources Department service, which automatically sets the required value for personnel qualifications through wage adjustments.&lt;br /&gt;
&lt;br /&gt;
'''Efficiency of Equipment''' - is determined by the correspondence of the quality of the installed equipment to the required value, and wear and tear. Requirements for the quality of equipment are determined by the level of technology installed in subdivision. An increase in the quality of equipment above the required level does not affect the performance of the enterprise, but imposes increased requirements on personnel.&lt;br /&gt;
&lt;br /&gt;
'''The efficiency of a Top-manager''' - the efficiency of management of Top-manager. Depends on the correspondence of the Top-managers skill “Production” to the qualifications of the staff in all similar (using this skill) subdivision of the company as a whole.&lt;br /&gt;
&lt;br /&gt;
'''Production efficiency''' (at the time of turn) is the main indicator of how well the production is organized. One hundred percent efficiency speaks of the optimal level of correlation between the size of the enterprise, the technological level, the quantity and quality of equipment, the number and qualifications of personnel, the qualifications and loading and efficiency of Top-manager. Low efficiency leads to a decrease in production volume and product quality, as well as a growing proportion of defective products. All this leads to an increase in the cost of production, which means a loss of competitiveness and losses.&lt;br /&gt;
&lt;br /&gt;
Final efficiency depends on four indicators:&lt;br /&gt;
* Office efficiency&lt;br /&gt;
* Staff efficiency;&lt;br /&gt;
* Equipment efficiency;&lt;br /&gt;
* Top Managers &amp;quot;Mining&amp;quot; skill level&lt;br /&gt;
&lt;br /&gt;
===EMPLOYEES AND SALARY===&lt;br /&gt;
 [[File:mine_staff_en.png|thumb|Mine staff]]&lt;br /&gt;
'''Quantity''' - the current number of employees in the subdivision.&lt;br /&gt;
&lt;br /&gt;
'''Staff qualification''' - the current qualification level of employees (in addition, the city average qualification value and the required value determined by the quality of equipment are indicated in brackets). Excessive qualification level of employees does not lead to improvement of production parameters and at the same time increases requirements for the level of “Production” skill of Top-manager. Qualification indicator can be raised by training staff, or by a change in salary (the effect of a change in salary is visible immediately, you do not need to wait for next turn).&lt;br /&gt;
&lt;br /&gt;
'''Salary of one employee''' - weekly salary of one employee. The average salary of employees of this type of units in the city is indicated in brackets (each type has its own coefficient).&lt;br /&gt;
&lt;br /&gt;
===EQUIPMENT===&lt;br /&gt;
 [[File:mine_eqp_en.png|thumb|Mine equipment]]&lt;br /&gt;
'''Quantity''' - the amount of equipment installed. Along with the number of workers determines the load of the enterprise and its current production potential in terms of output.&lt;br /&gt;
&lt;br /&gt;
'''Quality''' - the current quality of installed equipment. Higher-quality equipment than required by technology does not affect production parameters.&lt;br /&gt;
&lt;br /&gt;
'''Wear and tear''' - the current degree of equipment wear and tear. A high degree of wear and tear will negatively affect the overall efficiency of the equipment, which leads to a decrease in the quality and quantity of products. Even at 100% efficiency of the equipment, the volume of output is still reduced in proportion to wear and tear. The standard service life of mining machinery is 10 virtual years (weekly base wear and tear is approximately 0.19%). In addition, the quality of the equipment itself affects wear and tear (it decreases by 1% per quality unit) and the ratio of the required and current qualifications of the personnel working with it (workers with less than required qualifications wear out equipment faster than more intelligent employees). Worn out equipment directly affects its efficiency. Since depreciation is calculated as a percentage, partial wear and tear of a piece of equipment is possible - in this case, the marker “+1” is added to the value of the worn-out amount of equipment. Partially worn out equipment can be fixed only by fully replacing it.&lt;br /&gt;
&lt;br /&gt;
===TOP MANAGER===&lt;br /&gt;
 [[File:mine_top_en.png|thumb|Mine top manager]] &lt;br /&gt;
'''The total number of employees on profile skill''' - is the total number of employees of all subdivisions of this type in the company. It affects the efficiency of the Top-manager.&lt;br /&gt;
&lt;br /&gt;
'''Skill level of player''' - the current level of “Mining” skill. Determines the maximum possible number and qualification of employees without loss of efficiency both in this particular unit and in all subdivisions of the company as a whole (an additional hint about the stock of the current level compared to the minimum required can be indicated in brackets, minimum - 0-25%, normal - 25-50%, good 50-100%, excellent - more than 100%).&lt;br /&gt;
&lt;br /&gt;
===SALES===&lt;br /&gt;
Product sales are recorded once a day during game data processing. Sale of products occur if one of the buyers left orders for the purchase of products and the buyer had enough money to pay for the entire batch of the order. The exception is the sale of equipment and animals. These purchases are made online, the goods and money are transferred instantly, at the time of the conclusion of the contract by the buyer.&lt;br /&gt;
&lt;br /&gt;
In order for products to be sold, it is imperative to set a price and select a type of sales. There are five options for organizing product sales:&lt;br /&gt;
&lt;br /&gt;
* “Not for sale” - stop selling products (used for temporary preservation of products, for example, in case of insufficiently favorable market conditions);&lt;br /&gt;
* “To any customer” - to sell products without restriction to all comers (the most commonly used type of sale). In this case, the products will be available for order to all potential buyers;&lt;br /&gt;
* “Only to certain companies” - to sell products only to the enterprises of the selected company. In this case, third-party customers will not be able to order products;&lt;br /&gt;
* “Only to my company” - to sell products only to enterprises of their own company. In this case, the products are not available to buyers of any other companies;&lt;br /&gt;
* “Only to members of the corporation” - sell products only to members of the corporation of which the company is a member of. In this case, products for buyers of any other companies are not available.&lt;br /&gt;
&lt;br /&gt;
By default, the price is set to zero and the “Not for sale” mode.&lt;br /&gt;
&lt;br /&gt;
On the tab of the &amp;quot;Sales&amp;quot; unit, not only the sales parameters of the products are displayed, but also the current list of customers who placed the order. If there are no orders for your products, it is possible that its price is too high, or quality and (or) brand values are to low. You can also change the shipment queue, giving priority to certain contracts.&lt;br /&gt;
&lt;br /&gt;
===TECHNOLOGIES===&lt;br /&gt;
All manufacturing enterprises are characterized by a certain technological level. The level of technology affects the productivity of workers and product quality. The higher the level of technology, the higher labor productivity and higher quality. On the other hand, the technological level imposes higher requirements on the qualifications of workers and the quality of equipment. In addition, with the growth of the technological level, energy costs are rising.&lt;br /&gt;
&lt;br /&gt;
There are 2 ways to introduce a technology: by purchasing the technology itself (or by researching it) and then installing it on any of the subdivision of the corresponding type, or by purchasing a one-time right to install the technology (license) for a particular subdivision. The payment for raising the technological level of an enterprise by purchasing the technology itself consists of two parts: payment for the purchase of technology and payment for implementation. Technology is purchased once by the company, that is, when the technological level of another subdivision of the same type is raised, the company pays only for the introduction of the technology.&lt;br /&gt;
&lt;br /&gt;
Another possibility of introducing technologies in only one division is the creation of a sales market for so-called licenses, as an alternative to the technology market, bought by the players for introduction in all subdivisions of a certain type. For representatives of small and medium-sized businesses, the purchase of licenses is an alternative for buying technology in the case when the player does not have the means to purchase technology, or when the player has a small number of enterprises in one particular industry and the purchase of technology is not economically justified. For more information about the procedure for acquiring licenses, see the Science section.&lt;br /&gt;
&lt;br /&gt;
When you purchase a high-tech subdivision from another player, its technology does not become the property of the company, although it is used at the acquired subdivision. Therefore, if you want to establish this technological level at your other subdivisions, you will again have to pay for both the purchase of the technology and its implementation.&lt;br /&gt;
&lt;br /&gt;
===GEOLOGICAL RESEARCH===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===AUCTION===&lt;br /&gt;
In addition, the function &amp;quot;put up for auction&amp;quot; is available at the mines. This opportunity is presented for all highly liquid enterprises acquired from the state fund (mines, sawmills, land). For more information, see the section &amp;quot;Laws - Auction Trading Rules&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===MINING QUALITY===&lt;br /&gt;
The quality of the extracted mineral product depends not only on the quality of the field itself and the technological level of production, but also on the performance of a particular subdivision. Below is the maximum achievable quality of raw materials depending on the technology and the basic quality of the field.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Maximum quality of raw materials depending on base quality of the mine&lt;br /&gt;
|-&lt;br /&gt;
! Technology level !! 1.00 !! 1.25 !! 1.50 !! 1.75 !! 2.00 !! 2.25 !! 2.50 !! 2.75 !! 3.00 !! 3.25 !! 3.50 !! 3.75 !! 4.00 !! 4.25 !! 4.50 !! 4.75 !! 5.00&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	1	''' || 	1,00	''' || 	1,00	||	1,00	||	1,00	||	1,00	||	1,00	||	1,00	||	1,00	||	1,00	||	1,00	||	1,00	||	1,00	||	1,00	||	1,00	||	1,00	||	1,00	||	1,00&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	2	''' || 	1,00	''' || 	1,00	||	1,00	||	1,00	||	1,07	||	1,24	||	1,43	||	1,61	||	1,81	||	2,00	||	2,21	||	2,41	||	2,46	||	2,46	||	2,46	||	2,46	||	2,46&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	3	''' || 	1,00	''' || 	1,00	||	1,00	||	1,17	||	1,39	||	1,62	||	1,85	||	2,10	||	2,35	||	2,61	||	2,87	||	3,14	||	3,42	||	3,70	||	3,98	||	4,17	||	4,17&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	4	''' || 	1,00	''' || 	1,00	||	1,15	||	1,41	||	1,67	||	1,95	||	2,24	||	2,53	||	2,83	||	3,14	||	3,46	||	3,79	||	4,12	||	4,46	||	4,80	||	5,15	||	5,51&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	5	''' || 	1,00	''' || 	1,05	||	1,33	||	1,63	||	1,93	||	2,25	||	2,59	||	2,93	||	3,28	||	3,64	||	4,00	||	4,38	||	4,76	||	5,15	||	5,55	||	5,95	||	6,37&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	6	''' || 	1,00	''' || 	1,18	||	1,50	||	1,83	||	2,18	||	2,54	||	2,91	||	3,29	||	3,69	||	4,09	||	4,51	||	4,93	||	5,36	||	5,80	||	6,25	||	6,70	||	7,17&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	7	''' || 	1,00	''' || 	1,31	||	1,66	||	2,02	||	2,41	||	2,81	||	3,22	||	3,64	||	4,08	||	4,52	||	4,98	||	5,45	||	5,93	||	6,41	||	6,91	||	7,41	||	7,92&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	8	''' || 	1,07	''' || 	1,43	||	1,81	||	2,21	||	2,63	||	3,06	||	3,51	||	3,97	||	4,45	||	4,93	||	5,43	||	5,94	||	6,46	||	6,99	||	7,53	||	8,08	||	8,64&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	9	''' || 	1,15	''' || 	1,54	||	1,95	||	2,38	||	2,83	||	3,30	||	3,79	||	4,29	||	4,80	||	5,33	||	5,87	||	6,42	||	6,98	||	7,55	||	8,13	||	8,73	||	9,33&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	10	''' || 	1,23	''' || 	1,65	||	2,09	||	2,55	||	3,04	||	3,54	||	4,06	||	4,59	||	5,14	||	5,71	||	6,28	||	6,87	||	7,47	||	8,09	||	8,71	||	9,34	||	9,99&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	11	''' || 	1,31	''' || 	1,75	||	2,22	||	2,71	||	3,23	||	3,76	||	4,32	||	4,88	||	5,47	||	6,07	||	6,68	||	7,31	||	7,95	||	8,60	||	9,27	||	9,94	||	10,63&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	12	''' || 	1,39	''' || 	1,85	||	2,35	||	2,87	||	3,42	||	3,98	||	4,57	||	5,17	||	5,79	||	6,42	||	7,07	||	7,74	||	8,41	||	9,10	||	9,81	||	10,52	||	11,24&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	13	''' || 	1,46	''' || 	1,95	||	2,48	||	3,03	||	3,60	||	4,19	||	4,81	||	5,45	||	6,10	||	6,77	||	7,45	||	8,15	||	8,86	||	9,59	||	10,33	||	11,08	||	11,85&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	14	''' || 	1,53	''' || 	2,05	||	2,60	||	3,18	||	3,78	||	4,40	||	5,05	||	5,71	||	6,40	||	7,10	||	7,82	||	8,55	||	9,30	||	10,06	||	10,84	||	11,63	||	12,43&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	15	''' || 	1,60	''' || 	2,14	||	2,72	||	3,32	||	3,95	||	4,60	||	5,28	||	5,98	||	6,69	||	7,43	||	8,18	||	8,94	||	9,73	||	10,52	||	11,34	||	12,16	||	13,00&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	16	''' || 	1,67	''' || 	2,24	||	2,83	||	3,46	||	4,12	||	4,80	||	5,51	||	6,23	||	6,98	||	7,74	||	8,53	||	9,33	||	10,14	||	10,98	||	11,82	||	12,68	||	13,56&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	17	''' || 	1,74	''' || 	2,33	||	2,95	||	3,60	||	4,29	||	4,99	||	5,73	||	6,48	||	7,26	||	8,05	||	8,87	||	9,70	||	10,55	||	11,42	||	12,30	||	13,19	||	14,10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	18	''' || 	1,81	''' || 	2,41	||	3,06	||	3,74	||	4,45	||	5,18	||	5,94	||	6,73	||	7,53	||	8,36	||	9,21	||	10,07	||	10,95	||	11,85	||	12,76	||	13,69	||	14,64&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	19	''' || 	1,87	''' || 	2,50	||	3,17	||	3,87	||	4,61	||	5,37	||	6,16	||	6,97	||	7,80	||	8,66	||	9,53	||	10,43	||	11,34	||	12,27	||	13,22	||	14,18	||	15,16&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	20	''' || 	1,93	''' || 	2,59	||	3,28	||	4,00	||	4,76	||	5,55	||	6,37	||	7,20	||	8,07	||	8,95	||	9,86	||	10,78	||	11,73	||	12,69	||	13,67	||	14,66	||	15,67&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	21	''' || 	2,00	''' || 	2,67	||	3,38	||	4,13	||	4,92	||	5,73	||	6,57	||	7,44	||	8,33	||	9,24	||	10,18	||	11,13	||	12,10	||	13,10	||	14,11	||	15,13	||	16,18&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	22	''' || 	2,06	''' || 	2,75	||	3,49	||	4,26	||	5,07	||	5,91	||	6,77	||	7,67	||	8,58	||	9,52	||	10,49	||	11,47	||	12,48	||	13,50	||	14,54	||	15,60	||	16,67&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	23	''' || 	2,12	''' || 	2,83	||	3,59	||	4,38	||	5,22	||	6,08	||	6,97	||	7,89	||	8,83	||	9,80	||	10,80	||	11,81	||	12,84	||	13,89	||	14,97	||	16,06	||	17,16&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	24	''' || 	2,18	''' || 	2,91	||	3,69	||	4,51	||	5,36	||	6,25	||	7,17	||	8,11	||	9,08	||	10,08	||	11,10	||	12,14	||	13,20	||	14,28	||	15,39	||	16,51	||	17,65&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	25	''' || 	2,24	''' || 	2,99	||	3,79	||	4,63	||	5,51	||	6,42	||	7,36	||	8,33	||	9,33	||	10,35	||	11,40	||	12,47	||	13,56	||	14,67	||	15,80	||	16,95	||	18,12&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	26	''' || 	2,29	''' || 	3,07	||	3,89	||	4,75	||	5,65	||	6,58	||	7,55	||	8,54	||	9,57	||	10,62	||	11,69	||	12,79	||	13,91	||	15,05	||	16,21	||	17,39	||	18,59&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	27	''' || 	2,35	''' || 	3,14	||	3,98	||	4,87	||	5,79	||	6,75	||	7,74	||	8,76	||	9,81	||	10,88	||	11,98	||	13,11	||	14,25	||	15,42	||	16,61	||	17,82	||	19,05&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	28	''' || 	2,41	''' || 	3,22	||	4,08	||	4,98	||	5,93	||	6,91	||	7,92	||	8,97	||	10,04	||	11,14	||	12,27	||	13,42	||	14,59	||	15,79	||	17,01	||	18,25	||	19,50&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	29	''' || 	2,46	''' || 	3,29	||	4,17	||	5,10	||	6,06	||	7,07	||	8,10	||	9,17	||	10,27	||	11,40	||	12,55	||	13,73	||	14,93	||	16,15	||	17,40	||	18,67	||	19,95&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	30	''' || 	2,52	''' || 	3,36	||	4,26	||	5,21	||	6,20	||	7,22	||	8,28	||	9,38	||	10,50	||	11,65	||	12,83	||	14,03	||	15,26	||	16,51	||	17,79	||	19,08	||	20,40&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	31	''' || 	2,57	''' || 	3,44	||	4,36	||	5,32	||	6,33	||	7,38	||	8,46	||	9,58	||	10,73	||	11,90	||	13,11	||	14,34	||	15,59	||	16,87	||	18,17	||	19,49	||	20,84&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	32	''' || 	2,63	''' || 	3,51	||	4,45	||	5,43	||	6,46	||	7,53	||	8,64	||	9,78	||	10,95	||	12,15	||	13,38	||	14,64	||	15,92	||	17,22	||	18,55	||	19,90	||	21,27&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	33	''' || 	2,68	''' || 	3,58	||	4,54	||	5,54	||	6,59	||	7,69	||	8,81	||	9,98	||	11,17	||	12,40	||	13,65	||	14,93	||	16,24	||	17,57	||	18,92	||	20,30	||	21,70&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	34	''' || 	2,73	''' || 	3,65	||	4,63	||	5,65	||	6,72	||	7,84	||	8,99	||	10,17	||	11,39	||	12,64	||	13,92	||	15,22	||	16,56	||	17,91	||	19,30	||	20,70	||	22,13&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	35	''' || 	2,78	''' || 	3,72	||	4,71	||	5,76	||	6,85	||	7,99	||	9,16	||	10,37	||	11,61	||	12,88	||	14,18	||	15,51	||	16,87	||	18,25	||	19,66	||	21,09	||	22,55&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	36	''' || 	2,83	''' || 	3,79	||	4,80	||	5,87	||	6,98	||	8,13	||	9,33	||	10,56	||	11,82	||	13,12	||	14,44	||	15,80	||	17,18	||	18,59	||	20,03	||	21,48	||	22,97&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	37	''' || 	2,89	''' || 	3,86	||	4,89	||	5,97	||	7,10	||	8,28	||	9,49	||	10,75	||	12,03	||	13,35	||	14,70	||	16,08	||	17,49	||	18,93	||	20,39	||	21,87	||	23,38&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	38	''' || 	2,94	''' || 	3,92	||	4,97	||	6,08	||	7,23	||	8,42	||	9,66	||	10,93	||	12,24	||	13,59	||	14,96	||	16,37	||	17,80	||	19,26	||	20,74	||	22,25	||	23,79&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	39	''' || 	2,99	''' || 	3,99	||	5,06	||	6,18	||	7,35	||	8,57	||	9,83	||	11,12	||	12,45	||	13,82	||	15,22	||	16,64	||	18,10	||	19,58	||	21,10	||	22,63	||	24,19&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	40	''' || 	3,04	''' || 	4,06	||	5,14	||	6,28	||	7,47	||	8,71	||	9,99	||	11,31	||	12,66	||	14,05	||	15,47	||	16,92	||	18,40	||	19,91	||	21,45	||	23,01	||	24,59&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	41	''' || 	3,08	''' || 	4,12	||	5,22	||	6,38	||	7,59	||	8,85	||	10,15	||	11,49	||	12,86	||	14,28	||	15,72	||	17,19	||	18,70	||	20,23	||	21,79	||	23,38	||	24,99&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	42	''' || 	3,13	''' || 	4,19	||	5,31	||	6,48	||	7,71	||	8,99	||	10,31	||	11,67	||	13,07	||	14,50	||	15,97	||	17,47	||	18,99	||	20,55	||	22,14	||	23,75	||	25,39&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	43	''' || 	3,18	''' || 	4,25	||	5,39	||	6,58	||	7,83	||	9,13	||	10,47	||	11,85	||	13,27	||	14,72	||	16,21	||	17,73	||	19,29	||	20,87	||	22,48	||	24,11	||	25,78&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	44	''' || 	3,23	''' || 	4,32	||	5,47	||	6,68	||	7,95	||	9,27	||	10,63	||	12,03	||	13,47	||	14,95	||	16,46	||	18,00	||	19,58	||	21,18	||	22,82	||	24,48	||	26,17&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	45	''' || 	3,28	''' || 	4,38	||	5,55	||	6,78	||	8,07	||	9,40	||	10,78	||	12,21	||	13,67	||	15,17	||	16,70	||	18,27	||	19,87	||	21,49	||	23,15	||	24,84	||	26,55&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	46	''' || 	3,32	''' || 	4,44	||	5,63	||	6,88	||	8,18	||	9,54	||	10,94	||	12,38	||	13,86	||	15,38	||	16,94	||	18,53	||	20,15	||	21,80	||	23,49	||	25,20	||	26,93&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	47	''' || 	3,37	''' || 	4,50	||	5,71	||	6,98	||	8,30	||	9,67	||	11,09	||	12,56	||	14,06	||	15,60	||	17,18	||	18,79	||	20,43	||	22,11	||	23,82	||	25,55	||	27,31&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	48	''' || 	3,42	''' || 	4,57	||	5,79	||	7,07	||	8,41	||	9,81	||	11,24	||	12,73	||	14,25	||	15,82	||	17,41	||	19,05	||	20,72	||	22,41	||	24,14	||	25,90	||	27,69&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	49	''' || 	3,46	''' || 	4,63	||	5,87	||	7,17	||	8,53	||	9,94	||	11,40	||	12,90	||	14,44	||	16,03	||	17,65	||	19,31	||	21,00	||	22,72	||	24,47	||	26,25	||	28,06&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#eaecf0;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''	50	''' || 	3,51	''' || 	4,69	||	5,94	||	7,26	||	8,64	||	10,07	||	11,55	||	13,07	||	14,64	||	16,24	||	17,88	||	19,56	||	21,27	||	23,02	||	24,79	||	26,60	||	28,43&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>DarkRyu</name></author>
		
	</entry>
	<entry>
		<id>http://virtonomica.ru/help/index.php?title=SBS-Factory/en&amp;diff=443</id>
		<title>SBS-Factory/en</title>
		<link rel="alternate" type="text/html" href="http://virtonomica.ru/help/index.php?title=SBS-Factory/en&amp;diff=443"/>
		<updated>2020-07-03T11:20:50Z</updated>

		<summary type="html">&lt;p&gt;DarkRyu: Created page with &amp;quot;===FACTORY=== Factory '''Specialization''' - the current specialization of the enterprise, which determines the type of products to be produ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===FACTORY===&lt;br /&gt;
[[File:factory_main_en.png|thumb|Factory]]&lt;br /&gt;
'''Specialization''' - the current specialization of the enterprise, which determines the type of products to be produced.&lt;br /&gt;
&lt;br /&gt;
'''Size''' - the size of the subdivision, determining its maximum production capacity. It is indicated in basic units - blocks (the corresponding number of work places is indicated in brackets).&lt;br /&gt;
&lt;br /&gt;
'''Technology''' - the current technological level of the subdivision, which determines quality and quantity of manufactured products and defines requirements for the quality of equipment and the level of qualification of employees.&lt;br /&gt;
&lt;br /&gt;
===SAWMILL===&lt;br /&gt;
[[File:saw_main_en.png|thumb|Sawmill]]&lt;br /&gt;
'''Size''' (cutting area) - the size of the subdivision, determining its maximum production capacity. It is indicated in basic units - blocks (the corresponding forest area is indicated in brackets).&lt;br /&gt;
&lt;br /&gt;
'''Base quality of woods''' - is the basic quality of wood in the home town of the sawmill. Not subject to change, gradation from 1 (bad) to 5 (good). This indicator, along with technology, affects the final quality of wood produced at the Sawmill.&lt;br /&gt;
&lt;br /&gt;
'''Technology''' - the current technological level of the subdivision, which determines the quality and quantity of manufactured products and defines requirements for the quality of equipment and the level of qualification of employees.&lt;br /&gt;
&lt;br /&gt;
===KPI===&lt;br /&gt;
[[File:factory_kpi_en.png|thumb|Factory KPI]]&lt;br /&gt;
'''Revenues''' - revenue of the unit for the last turn for the sale of goods and services.&lt;br /&gt;
&lt;br /&gt;
'''Expenses''' - all expenses of the unit that were incurred in the last turn.&lt;br /&gt;
&lt;br /&gt;
'''Taxes''' - taxes paid by the unit. Details on tax burden calculations are found in “Financial report” &amp;gt; “Income Statement”. Full information on the principles of taxation can be found in the article Taxes.&lt;br /&gt;
&lt;br /&gt;
'''Profit''' - cash flow from operations for last turn (difference between Revenues and Expenses).&lt;br /&gt;
&lt;br /&gt;
'''Profitability''' - the profitability of the unit.&lt;br /&gt;
&lt;br /&gt;
===EFFICIENCY===&lt;br /&gt;
[[File:factory_eff_en.png|thumb|Factory efficiency]]&lt;br /&gt;
'''Efficiency of the Office''' - the efficiency of the managing office of the region, where the subdivision is located.&lt;br /&gt;
&lt;br /&gt;
'''Efficiency of the staff''' - is determined by the correspondence of the qualification level of the staff to the required value. Requirements for the level of qualification of personnel are determined by the quality of the installed equipment. An increase in the qualifications of personnel above the required level does not affect the performance of the enterprise, but increases the burden on the manager, as a result of which his efficiency may decrease. To maintain the optimal ratio, you can use the Human Resources Department service, which automatically sets the required value for personnel qualifications through wage adjustments.&lt;br /&gt;
&lt;br /&gt;
'''Efficiency of Equipment''' - is determined by the correspondence of the quality of the installed equipment to the required value, and wear and tear. Requirements for the quality of equipment are determined by the level of technology installed in subdivision. An increase in the quality of equipment above the required level does not affect the performance of the enterprise, but imposes increased requirements on personnel.&lt;br /&gt;
&lt;br /&gt;
'''The efficiency of a Top-manager''' - the efficiency of management of Top-manager. Depends on the correspondence of the Top-managers skill “Production” to the qualifications of the staff in all similar (using this skill) subdivision of the company as a whole.&lt;br /&gt;
&lt;br /&gt;
'''Production efficiency''' (at the time of turn) is the main indicator of how well the production is organized. One hundred percent efficiency speaks of the optimal level of correlation between the size of the enterprise, the technological level, the quantity and quality of equipment, the number and qualifications of personnel, the qualifications and loading and efficiency of Top-manager. Low efficiency leads to a decrease in production volume and product quality, as well as a growing proportion of defective products. All this leads to an increase in the cost of production, which means a loss of competitiveness and losses.&lt;br /&gt;
&lt;br /&gt;
Final efficiency depends on four indicators:&lt;br /&gt;
&lt;br /&gt;
* Office efficiency&lt;br /&gt;
* Staff efficiency;&lt;br /&gt;
* Equipment efficiency;&lt;br /&gt;
* Top-managers &amp;quot;Production&amp;quot; skill level&lt;br /&gt;
&lt;br /&gt;
===EMPLOYEES AND SALARY===&lt;br /&gt;
[[File:factory_staff_en.png|thumb|Factory staff]]&lt;br /&gt;
'''Quantity''' - the current number of employees in the subdivision.&lt;br /&gt;
&lt;br /&gt;
'''Staff qualification''' - the current qualification level of employees (in addition, the city average qualification value and the required value determined by the quality of equipment are indicated in brackets). Excessive qualification level of employees does not lead to improvement of production parameters and at the same time increases requirements for the level of “Production” skill of Top-manager. Qualification indicator can be raised by training staff, or by a change in salary (the effect of a change in salary is visible immediately, you do not need to wait for next turn).&lt;br /&gt;
&lt;br /&gt;
'''Salary of one employee''' - weekly salary of one employee. The average salary of employees of this type of units in the city is indicated in brackets (each type has its own coefficient).&lt;br /&gt;
&lt;br /&gt;
===EQUIPMENT=== &lt;br /&gt;
[[File:factory_eqp_en.png|thumb|Factory equipment]]&lt;br /&gt;
'''Quantity''' - the amount of equipment installed. Along with the number of workers determines the load of the enterprise and its current production potential in terms of output.&lt;br /&gt;
&lt;br /&gt;
'''Quality''' - the current quality of installed equipment. Higher-quality equipment than required by technology does not affect production parameters.&lt;br /&gt;
&lt;br /&gt;
'''Wear and tear''' - the current degree of equipment wear and tear. A high degree of wear and tear will negatively affect the overall efficiency of the equipment, which leads to a decrease in the quality and quantity of products. Even at 100% efficiency of the equipment, the volume of output is still reduced in proportion to wear and tear. The standard service life of machine tools and sawmills is 10 virtual years (weekly base wear and tear is approximately 0.19%). In addition, the quality of the equipment itself affects wear and tear (it decreases by 1% per quality unit) and the ratio of the required and current qualifications of the personnel working with it (workers with less than required qualifications wear out equipment faster than more intelligent employees). Worn out equipment directly affects its efficiency. Since depreciation is calculated as a percentage, partial wear and tear of a piece of equipment is possible - in this case, the marker “+1” is added to the value of the worn-out amount of equipment. Partially worn out equipment can be fixed only by fully replacing it.&lt;br /&gt;
&lt;br /&gt;
===TOP MANAGER===&lt;br /&gt;
[[File:factory_top_en.png|thumb|Factory top manager]] &lt;br /&gt;
'''The total number of employees on profile skill''' - is the total number of employees of all subdivisions of this type in the company. It affects the efficiency of the Top-manager.&lt;br /&gt;
&lt;br /&gt;
'''Skill level of player''' - the current level of “Production” skill. Determines the maximum possible number and qualification of employees without loss of efficiency both in this particular unit and in all subdivisions of the company as a whole (an additional hint about the stock of the current level compared to the minimum required can be indicated in brackets, minimum - 0-25%, normal - 25-50%, good 50-100%, excellent - more than 100%).&lt;br /&gt;
&lt;br /&gt;
===SUPPLY===&lt;br /&gt;
Manufacturing enterprises depend on the supply of raw materials. Various products can be used as raw materials: minerals, agricultural products, or materials. The need for raw materials for the production of a particular product is determined by the technological scheme of production.&lt;br /&gt;
&lt;br /&gt;
Raw materials can be purchased at the enterprises of any company in the entire playing space. In addition, some strategic types of raw materials can be purchased from independent suppliers in the global market. Your company can buy raw materials from various suppliers of different quality and at different prices at the same time. The choice of one or another supplier depends on the availability of a sufficient amount of raw materials in its warehouse, the quality of raw materials, as well as the prices established by supplier, as well as the geographic location of the supplier. Some suppliers may have restrictions in their sales policy, so not all manufacturers of this type of raw material will sell it openly.&lt;br /&gt;
&lt;br /&gt;
When purchasing raw materials, it is necessary to determine the volume of a batch purchased from each of the suppliers per week. The volume of supplies of raw materials should ensure the continuity of production, therefore it is often necessary to have some reserve in the warehouse of raw materials in case of interruptions in the work of suppliers or changes in their sales policies. However, the accumulation of too much stock of raw materials can be unprofitable, since it leads to a freezing of capital in assets that do not bring profit, as well as an increase in storage costs.&lt;br /&gt;
&lt;br /&gt;
'''Supply''' - the activity of supplying the necessary raw materials and goods for the successful operation of the enterprise (selling goods in a store or manufacturing products in factories, mills and farms).&lt;br /&gt;
&lt;br /&gt;
In order to supply the subdivision with raw materials (goods), contract is necessary in order for one of the suppliers to provide a required amount of raw materials (goods). There are two ways to place an order for supply.&lt;br /&gt;
&lt;br /&gt;
First way:&lt;br /&gt;
* Go to the “Supply tab”&lt;br /&gt;
* Go to the “Order” for list of suppliers (there click &amp;quot;add supplier button&amp;quot;)&lt;br /&gt;
* The list of suppliers displays: the name of the company, the amount of resources in its warehouse and the number of free (available for order) resources. You can also find out the cost of a resource (separately - price, delivery cost and amount of duties, total cost) and its quality. You can sort the list by any of the categories and find the company with the lowest price or the largest number of available resources.&lt;br /&gt;
&lt;br /&gt;
You can also use vendor filtering (click &amp;quot;advanced filter&amp;quot;). Filtering will allow you to quickly discard enterprises that no longer have available resources to fulfill your orders, as well as companies that offer products of insufficient quality.&lt;br /&gt;
&lt;br /&gt;
The second way to order for supply is convenient if you place a supply order for supplier, that belonging to you. For example, if you have a mill, a bakery and shops, then you can go to the &amp;quot;sales&amp;quot; tab and click on the button (green car) to the left of the manufactured goods (flour), select your bakery and shops and indicate the delivery quantity for each. Similarly, by entering the bakery, you can specify the amount of bread delivery for each of your stores without going to the management pages of the stores themselves.&lt;br /&gt;
&lt;br /&gt;
The raw materials ordered by you will automatically arrive at the enterprise’s warehouse every turn if there is sufficient quantity available for ordering in the supplier’s warehouse. A break in supply is possible both on the part of the buyer (triggering a filter by quality or price, or manual contract break), and on the part of the supplier (changing the marketing policy of sales, manual break). Also note that your order can be moved up or down in the shipping queue. The queue is formed manually by the supplier, and you can contact him with a request to stabilize and guarantee the supply of raw materials to your enterprise.&lt;br /&gt;
&lt;br /&gt;
The filter for cutting off the supply of products makes it possible to carry out quality control of the parameters of the purchased raw materials price and quality wise. Cut-off of deliveries at a price occurs the next turn after the supplier changes the price above the established threshold. In the course of the price change, the products are delivered at the OLD price, and a color notification about the price change appears in the supply window. The price cut-off setting has 6 percent values (5%, 10%, 20%, 50%, 100%, never) and an absolute value that can be set. When the price rises by the set value (by 5%, by $ 100), the algorithm is triggered.&lt;br /&gt;
&lt;br /&gt;
Quality cut-off occurs when the quality of the delivered products decreases below the established level. If the supplier’s proposal does not meet the specified quality limits, then the contract is not processed for transaction, but it does not break and is not reset. However, these contracts (which do not satisfy the quality conditions) do not affect the displayed quantity of available goods for other buyers.&lt;br /&gt;
&lt;br /&gt;
The restriction on the minimum quality of the purchased goods may operate in parallel with price limits.&lt;br /&gt;
&lt;br /&gt;
===SALE===&lt;br /&gt;
Product sales are recorded once a day during game data processing. Sale of products occur if one of the buyers left orders for the purchase of products and the buyer had enough money to pay for the entire batch of the order. The exception is the sale of equipment and animals. These purchases are made online, the goods and money are transferred instantly, at the time of the conclusion of the contract by the buyer.&lt;br /&gt;
&lt;br /&gt;
In order for products to be sold, it is imperative to set a price and select a type of sales. There are five options for organizing product sales:&lt;br /&gt;
&lt;br /&gt;
* “Not for sale” - stop selling products (used for temporary preservation of products, for example, in case of insufficiently favorable market conditions);&lt;br /&gt;
* “To any customer” - to sell products without restriction to all comers (the most commonly used type of sale). In this case, the products will be available for order to all potential buyers;&lt;br /&gt;
* “Only to certain companies” - to sell products only to the enterprises of the selected company. In this case, third-party customers will not be able to order products;&lt;br /&gt;
* “Only to my company” - to sell products only to enterprises of their own company. In this case, the products are not available to buyers of any other companies;&lt;br /&gt;
* “Only to members of the corporation” - sell products only to members of the corporation of which the company is a member of. In this case, products for buyers of any other companies are not available.&lt;br /&gt;
&lt;br /&gt;
By default, the price is set to zero and the “Not for sale” mode.&lt;br /&gt;
&lt;br /&gt;
On the tab of the &amp;quot;Sales&amp;quot; unit, not only the sales parameters of the products are displayed, but also the current list of customers who placed the order. If there are no orders for your products, it is possible that its price is too high, or quality and (or) brand values are to low. You can also change the shipment queue, giving priority to certain contracts.&lt;br /&gt;
&lt;br /&gt;
===TECHNOLOGIES===&lt;br /&gt;
All manufacturing enterprises are characterized by a certain technological level. The level of technology affects the productivity of workers and product quality. The higher the level of technology, the higher labor productivity and higher quality. On the other hand, the technological level imposes higher requirements on the qualifications of workers and the quality of equipment. In addition, with the growth of the technological level, energy costs are rising.&lt;br /&gt;
&lt;br /&gt;
There are 2 ways to introduce a technology: by purchasing the technology itself (or by researching it) and then installing it on any of the subdivision of the corresponding type, or by purchasing a one-time right to install the technology (license) for a particular subdivision. The payment for raising the technological level of an enterprise by purchasing the technology itself consists of two parts: payment for the purchase of technology and payment for implementation. Technology is purchased once by the company, that is, when the technological level of another subdivision of the same type is raised, the company pays only for the introduction of the technology.&lt;br /&gt;
&lt;br /&gt;
Another possibility of introducing technologies in only one division is the creation of a sales market for so-called licenses, as an alternative to the technology market, bought by the players for introduction in all subdivisions of a certain type. For representatives of small and medium-sized businesses, the purchase of licenses is an alternative for buying technology in the case when the player does not have the means to purchase technology, or when the player has a small number of enterprises in one particular industry and the purchase of technology is not economically justified. For more information about the procedure for acquiring licenses, see the Science section.&lt;br /&gt;
&lt;br /&gt;
When you purchase a high-tech subdivision from another player, its technology does not become the property of the company, although it is used at the acquired subdivision. Therefore, if you want to establish this technological level at your other subdivisions, you will again have to pay for both the purchase of the technology and its implementation.&lt;br /&gt;
&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>DarkRyu</name></author>
		
	</entry>
	<entry>
		<id>http://virtonomica.ru/help/index.php?title=SBS-Store/en&amp;diff=438</id>
		<title>SBS-Store/en</title>
		<link rel="alternate" type="text/html" href="http://virtonomica.ru/help/index.php?title=SBS-Store/en&amp;diff=438"/>
		<updated>2020-07-01T11:15:50Z</updated>

		<summary type="html">&lt;p&gt;DarkRyu: Created page with &amp;quot;===STORE=== Store '''The size of the store ''' largely determines the traffic of visitors. The larger the store, the greater the number of cus...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===STORE===&lt;br /&gt;
[[File:store_main_en.png|thumb|Store]]&lt;br /&gt;
'''The size of the store ''' largely determines the traffic of visitors. The larger the store, the greater the number of customers who enter the store simply “from the street” - this is the so-called basic traffic. In addition, the larger the store, the greater the influence of the store’s popularity on growth of traffic - at the same level of popularity, a store with a larger size will attract a relatively large number of visitors (as a percentage of basic traffic). Given that the basic traffic to a larger store is also higher, the absolute increase due to popularity will be quite significant.&lt;br /&gt;
&lt;br /&gt;
However, this does not mean that every time you open a store it should be of maximum size. A large store is highly demanding in terms of staff qualification, top manager skills and volume of supplies. The ideal size of the store is sufficient to maintain a high level of service and store efficiency.&lt;br /&gt;
&lt;br /&gt;
In addition, from the point of view of a buyer, the product offers in large stores are more passive. The smaller the store, the more visitors react to the appearance on the shelves of a truly good product. While in a large store, a visitor may simply not notice a profitable offer.&lt;br /&gt;
&lt;br /&gt;
'''Location of the store''', as well as its size, determines the basic traffic. Stores located in the City center have the maximum basic traffic. Next in descending order by traffic decrease: Residential area, Outskirts, Suburbs and Trendy neighborhood. The average level of wealth in a Residential area corresponds to the average level in a city. As you move from the center to the suburbs, the level of wealth gradually decreases. But in a Trendy neighborhood, the level of wealth can significantly exceed the average value of the city. Naturally, the number of buyers with such a high level of income is not very large.&lt;br /&gt;
&lt;br /&gt;
In addition to traffic and the level of wealth, as well as the buyers’ preferences (determined by the level of wealth), the location of the store can be significant in markets with strong competition. Specifically, in saturated markets there is strong competition on city district level. Accordingly, if most of the stores are located in the city center, then they will suffer primarily from a high level of competition. While a lonely store on the outskirts will not be affected by those major trade wars.&lt;br /&gt;
&lt;br /&gt;
===KPI===&lt;br /&gt;
[[File:store_kpi_en.png|thumb|Store KPI]]&lt;br /&gt;
'''The number of departments''' in the store is determined by the number of product categories in the Trade hall. The fewer departments, the better, as given other equal conditions, each specific product is sold. In addition, with higher number of departments, it is more difficult to maintain a high level of service. The total area of the store is divided equally into all departments. At the same time, it does not matter what is the reserve (in warehouse) of the goods presented in Trade hall and how well they sell. Therefore, it is recommended to timely clean up the Trade hall from &amp;quot;ballast&amp;quot;, for which the operations - &amp;quot;Move products to the warehouse&amp;quot; and the group operation &amp;quot;Eliminate the remaining goods&amp;quot; are provided in the Trade hall.&lt;br /&gt;
&lt;br /&gt;
'''The store’s popularity''' level determines the actual store traffic in relation to the basic traffic. The higher the popularity value, the more visitors come to the store on average. Popularity of the store can be increased through advertising. The number of visitors that come to the store, depends on its popularity and the size of the store - the larger the store, the more curious visitors it attracts for each unit of the popularity value.&lt;br /&gt;
&lt;br /&gt;
The store’s sales volume primarily depends on the number of visitors. The number of visitors, in turn, depends on the degree of popularity of the store. When a new store is opened, its level of popularity is zero and only random visitors from the street enter it. You can increase the popularity of the store through advertising. An advertising campaign can cost quite a lot of money, but the effect of increasing sales can significantly cover costs. Sometimes it makes sense to conduct a large-scale advertising campaign immediately after the opening, as this will allow to ensure initial popularity of the store and quickly make it profitable.&lt;br /&gt;
&lt;br /&gt;
The efficiency of an advertising campaign of the store depends on the amount of money spent, as well as on the type of advertising and its efficiency. The more money you invest into advertising, the more large-scale channels you can use to attract the attention of the buyers: from the Internet and outdoor advertising to radio and television. It is necessary to ensure that the visitors of the store are provided with the necessary level of service, that is, the size of the retail space and the number of personnel correspond to the tasks of the store.&lt;br /&gt;
&lt;br /&gt;
Over time the effect of promotions decreases, and the amount required to maintain the store’s current popularity increases. To maintain a constant level of fame for the store requires almost constant promotions.&lt;br /&gt;
&lt;br /&gt;
The number of customers who come to the store is one of the key characteristics that determine the sales volume and, accordingly, the success of trade. The more customers visit the store, the greater the sales. On the other hand, an excessive number of visitors can jeopardize the effectiveness of sellers and significantly reduce the level of service, which will not increase, but, on the contrary, reduce sales. The number of customers is determined by the number of residents in the city, the size of the store and its location. This is the so-called basic traffic. The final number of buyers is calculated relative to the basic traffic, taking into account the effect of advertising, as well as a random factor (± 20%).&lt;br /&gt;
&lt;br /&gt;
===EFFICIENCY===&lt;br /&gt;
[[File:store_eff_en.png|thumb|Store efficiency]]&lt;br /&gt;
'''Efficiency of the Office''' - the efficiency of the managing office of the region, where the store is located.&lt;br /&gt;
&lt;br /&gt;
'''The efficiency of the staff'''. The efficiency of the sellers determines how well the store staff copes with their duties and how well the visitors (who arrived) are served. The higher the number of store visitors and their wealth level, the more sellers are needed for their highly efficient work, and the higher their qualification should be (the richer the customer, the more finicky he is). The effectiveness of sellers affects the overall performance of the store and the level of service in the store.&lt;br /&gt;
&lt;br /&gt;
'''The efficiency of a Top-manager''' - the efficiency of Top-manager. Depends on the correspondence of the top managers skill (Trade) to the qualifications of the staff in all similar (use Trade skill) subdivisions of the company as a whole.&lt;br /&gt;
&lt;br /&gt;
'''Efficiency''' - the efficiency of the store for the last turn. It is a function of 3 indicators of efficiency - staff, office and Top-manager. Efficiency is a key parameter that determines the success of a store. Low efficiency negatively affects sales, regardless of product mix and level of service. The low efficiency of the store means that not all visitors who wanted to make purchases were able to do this. With a decrease in work efficiency by 30%, sales can be halved.&lt;br /&gt;
&lt;br /&gt;
===EMPLOYEES AND SALARY===&lt;br /&gt;
[[File:store_staff_en.png|thumb|Store staff]]&lt;br /&gt;
'''Quantity of employees''' - the current number of employees in the store. Determines the level of service. Additionally, the size of inventories affects the required number of employees. When the warehouse is overcrowded, the required number of employees increases, which can affect the drop in the level of service.&lt;br /&gt;
&lt;br /&gt;
'''Salary of one employee''' - weekly salary of one employee. The average salary of employees of this type of unit in the city is indicated in brackets (each type of business unit has its own coefficient).&lt;br /&gt;
&lt;br /&gt;
'''Staff qualification''' - the current qualification level of employees (in addition, the average city qualification value and the required value determined by the quality of goods are indicated in brackets).&lt;br /&gt;
&lt;br /&gt;
===LEVEL OF SERVICE AND SALES===&lt;br /&gt;
[[File:store_service_en.png|thumb|Store service]]&lt;br /&gt;
'''Level of service''' is an important characteristic of the store, which determines the quality of customer service. Ultimately, the higher the level of customer solvency, the more level of service affects sales. For wealthy customers (for example, from Trendy neighborhood), the level of service can be very important, more important than the price of goods. The level of service consists of two components: the sufficiency of retail space and the coordinated work of sellers. And, of course, it primarily depends on the number of visitors, since five people can easily fit in an area of 20 square meters, but 500 can hardly be accommodated. Lack of space, insufficient number of sellers and / or insufficient qualifications of sellers are the main reasons for the decline in the level of service. Since the total area of the store and sellers are evenly distributed across each product group, the level of service directly depends on the number of departments in the store.&lt;br /&gt;
&lt;br /&gt;
Service includes a certain proportion of attention given to each buyer by sellers. The more visitors, the fewer sellers - the less attention each seller can give to customers. The store staff is also characterized by the level of qualification: the higher the qualification, the higher the level of service. Often, a small number of highly qualified sellers can serve visitors better than an army of low-skilled sellers.&lt;br /&gt;
&lt;br /&gt;
However, one should not forget: if, in the pursuit of high service, the store owner will hire too many sellers and / or the sellers will be too qualified, then due to the insufficient skill “Commerce” of the store management of Top-manager, the overall efficiency of the store may drop sharply.&lt;br /&gt;
&lt;br /&gt;
Another important detail: it is very difficult for huge developed supermarkets in large cities to provide an elite level of service. Therefore, a powerful advertising campaign will lead to an influx of visitors, and that will cause a catastrophic collapse in the level of service, as a result bringing the store more harm than good.&lt;br /&gt;
&lt;br /&gt;
When evaluating the level of service, it is useful to pay attention to the staff efficiency. These characteristics perfectly complement each other. However, it should be remembered that when assessing effectiveness, the area factor and the number of product sections are not taken into account.&lt;br /&gt;
&lt;br /&gt;
===TOP MANAGER===&lt;br /&gt;
[[File:store_top_en.png|thumb|Store top manager]] &lt;br /&gt;
'''Total number of employees on profile skill''' is the total number of employees of all enterprises in this field in the company. It affects the effectiveness of the top manager.&lt;br /&gt;
&lt;br /&gt;
'''Skill level of player''' - current “Commerce” skill level of the Top-manager. Determines maximum manageable number and qualification of personnel without loss of efficiency both in this particular unit and in all enterprises of the company as a whole (an additional hint about the reserve of the current level compared to the minimum requirements can be indicated in brackets, minimum - 0-25%, normal - 25-50%, good 50-100%, excellent more than 100%).&lt;br /&gt;
&lt;br /&gt;
===TRADE HALL===&lt;br /&gt;
'''Trade hall''' reflects the current state of affairs in your store. It shows all the goods presented on the shelves of your store, as well as ordered goods and those which sale has already been discontinued. &lt;br /&gt;
For each good, column “Sales volume” indicates sales for the last week (turn), and the link below this value leads to statistics on sales of goods for the last 52 weeks (indicating the quantity of goods, quality, brand and selling price for each week).&lt;br /&gt;
&lt;br /&gt;
The following columns contain information about the current supply of the store with this type of product. “Purchase volume” - current order / actual purchase for the last week (in brackets). Information about the current stock of products - “In stock”, “Quality”, “Brand” and “Purchasing price” of products. “Market share” of your store of a specific product in the whole city, and the average city statistics for the same good (including both Local suppliers and all existing player stores).&lt;br /&gt;
&lt;br /&gt;
To start sales in the store, you must have goods on the shelves of the Trading Hall and be sure to set the price and type of sale on it. By default, the type of sale is set to &amp;quot;Regular sale&amp;quot;, in which the store operates in standard mode and sells goods in accordance with the prices set by the manager (you). Please note that if you do not set a price (leave 0.00), it will be equivalent to setting the type &amp;quot;Do not sell&amp;quot; and there will be no sales of the specified product. In the &amp;quot;Sale&amp;quot; mode, the system automatically selects a price based on conditions to maximize sales. At the same time, price is not influenced by the cost of the goods or on the price set by the manager (you). At the same time, under the price-setting window, the inscription “sale” appears and in the window itself the price, at which the goods were sold in the last turn, is displayed.&lt;br /&gt;
&lt;br /&gt;
Under the window to choose the type of sale, there is a form for simplified choice of supplier of goods and a block of special operations to eliminate the remaining goods. If you want to close the department, then you need to check the boxes next to ALL products from the department and click &amp;quot;Eliminate remaining goods&amp;quot;. Moreover, all inventories will be completely eliminated without any compensation. However, be careful: this function does not interrupt orders for these types of goods, so if you do not stop the supply orders for these items, the department may reappear when purchasing at least one unit of any product from the category of the department.&lt;br /&gt;
&lt;br /&gt;
===SUPPLY===&lt;br /&gt;
'''Supply''' tab displays all contracts for the purchase of products in your store. You have the opportunity to adjust existing contracts: &lt;br /&gt;
* change the number of products purchased, &lt;br /&gt;
* set limits on contract for cancellation if - there is a certain relative or absolute change in price or there is a decrease in the quality of delivered goods below a certain threshold), &lt;br /&gt;
* and enter new contracts for the supply of any product present in the game.&lt;br /&gt;
&lt;br /&gt;
Above the list of contracts, the preliminary value of order is calculated at current prices (at the declared quantity and at affordable prices), as well as the sum spent for purchase for the previous turn. This will allow you to plan the company's budget for the current turn.&lt;br /&gt;
&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>DarkRyu</name></author>
		
	</entry>
	<entry>
		<id>http://virtonomica.ru/help/index.php?title=SBS-Office/en&amp;diff=437</id>
		<title>SBS-Office/en</title>
		<link rel="alternate" type="text/html" href="http://virtonomica.ru/help/index.php?title=SBS-Office/en&amp;diff=437"/>
		<updated>2020-07-01T11:14:44Z</updated>

		<summary type="html">&lt;p&gt;DarkRyu: Created page with &amp;quot;All production, trading and other enterprises are managed from the company's offices. In each region where the company has enterprises, a branch/regional office should be open...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All production, trading and other enterprises are managed from the company's offices. In each region where the company has enterprises, a branch/regional office should be opened, otherwise the enterprises will not be able to work.&lt;br /&gt;
&lt;br /&gt;
The efficiency of the office depends on a sufficient number of employees and their qualification, as well as on the installed equipment - computers. The more enterprises are managed by the office and the higher the level of advertising costs, the more employees are required for its effective work. On the other hand, the more employees there are in the office, the greater skill level is required from the Top manager.&lt;br /&gt;
&lt;br /&gt;
===OFFICE===&lt;br /&gt;
[[File:office_main_en.png|thumb|Office]]&lt;br /&gt;
&lt;br /&gt;
'''Office size''' - the unit size in basic units - blocks (maximum number of employees for the current office size is shown in the brackets).&lt;br /&gt;
&lt;br /&gt;
'''Rent expenses''' - weekly office expenses for the rent of premises. The cost of rent of an office is directly proportional to its size. The location of the city of the office also matters - the more economically developed the city and country, the higher the rental cost.&lt;br /&gt;
&lt;br /&gt;
===KPI===&lt;br /&gt;
[[File:office_kpi_en.png|thumb|Office KPI]]&lt;br /&gt;
'''Office workload''' is an indicator that determines how loaded office “capacities” are. The load consists of three main factors: advertising of goods and shops, warehouses (the total area of enterprises of the “Warehouse” type in a given region) and it is loaded by total number of employees of controlled subdivisions (not only their total number, but also their qualifications, and type of enterprise, for example, 10 scientists will require more effort from the management office, compared to 10 miners). Advertising load in the office is calculated accordingly - the advertising costs of stores located in the region load office two times less than advertising of goods for the same amount. In both cases, the level of skill “Marketing” of the Top Manager, additionally reduces the load (by about 3% for each subsequent skill level).&lt;br /&gt;
&lt;br /&gt;
'''Units under control''' - number of subdivisions in the region in which the office is located.&lt;br /&gt;
&lt;br /&gt;
'''Number of workers''' - total number of workers in these enterprises.&lt;br /&gt;
&lt;br /&gt;
'''Advertising expenses''' - the total current costs of branding for all advertising campaigns at the moment. It affects the level of Office workload.&lt;br /&gt;
&lt;br /&gt;
'''Advertising efficiency''' - the efficiency of advertising in the office (only in it!) at the current level of advertising costs. An advertising efficiency of less than 100% means that the advertising budget is not spent perfectly, i.e. part of the money is wasted. It is determined by the ratio of the total amount of advertising costs and the maximum amount acceptable for the current level of “Marketing” skill of the Top Manager. Also, the effectiveness of advertising depends on the overall efficiency of the office (the indicator is dynamically recalculated with any change in the amount of advertising campaigns in the office, however, the CURRENT office efficiency (for the last turn) is taken into account).&lt;br /&gt;
&lt;br /&gt;
'''Advertised products''' — A list of products advertised by the office.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===EFFICIENCY===&lt;br /&gt;
[[File:office_eff_en.png|thumb|Office efficiency]]&lt;br /&gt;
'''Staff efficiency''' - employee efficiency. In order to achieve 100% staff efficiency, it is necessary to: (a) ensure the minimum required level of staff qualifications; (b) further increase the management capacity of the office in order to meet the level of workload that the office bears.&lt;br /&gt;
&lt;br /&gt;
'''Equipment efficiency''' - is the final indicator of the work of computers in the office. Depends on equipment wear and tear.&lt;br /&gt;
&lt;br /&gt;
'''Efficiency of a Тop Мanager''' - the efficiency of office management by a Тop Мanager. Depends on how “Management” skill of the Top Manager corresponds to qualifications of the staff both in this particular office and in all the offices of the company as a whole.&lt;br /&gt;
&lt;br /&gt;
'''Office Efficiency''' – level of efficiency achieved by the office by managing all of its subdivisions during last turn. Summary of 3 indicators: personnel efficiency, equipment efficiency and Top Manager efficiency. If office efficiency is less than 100%, the efficiency of all enterprises in the region may decrease.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===EMPLOYEES AND SALARY===&lt;br /&gt;
[[File:office_staff_en.png|thumb|Office staff]]&lt;br /&gt;
'''Number of employees''' - the current number of employees in the office.&lt;br /&gt;
&lt;br /&gt;
'''Staff qualification''' - the current level of qualification of employees in the office (in addition, the average city qualification value and the required value, which is determined by the quality of computers, are indicated in brackets).&lt;br /&gt;
&lt;br /&gt;
'''Salary of one employee''' - weekly salary of one employee. The average salary of office workers in the city is shown in brackets, which is equal to 150% of the average city wage level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===EQUIPMENT===&lt;br /&gt;
[[File:office_eqp_en.png|thumb|Office equipment]]&lt;br /&gt;
'''Quantity''' - the current number of computers in the office. The optimal number of computers in the office is equal to the number of employees. If the current number of computers is less than the number of office employees, some employees will not be able to work. If the current number of computers is more than the number of office employees, some of the computers are not used, while only used computers are worn out, and wear and tear is applied for everything (the percentage of wear and tear is proportionally reduced).&lt;br /&gt;
&lt;br /&gt;
'''Quality''' - an indicator of the quality of computers installed in the office. The higher the quality of the equipment, the greater the qualification of the personnel is required to work effectively with it. At the same time, each unit of equipment quality increases office capacity by 3%.&lt;br /&gt;
&lt;br /&gt;
'''Wear and tear''' - the level of deterioration of equipment. The standard life of computers is 5 virtual years (weekly base wear is approximately 0.38%). In addition, the quality of the equipment itself affects the wear and tear (reduced by 1% per 1 quality of unit) and the ratio of the required and current qualifications of the personnel working with it (workers with less than required qualifications wear out equipment faster than more intelligent employees). Worn equipment directly affects its performance. Allowed wear and tear of computers in the office, not affecting the efficiency of the equipment, is set within 3%. The brackets indicate the wear of the equipment in units. Since depreciation is calculated as a percentage, partial wear and tear of a piece of equipment is possible - in this case, the “+1” marker is added to the value of the amount of the worn-out equipment. You can fix an incompletely worn computer only by completely replacing it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===TOP MANAGER===&lt;br /&gt;
[[File:office_top_en.png|thumb|Office top-manager]]&lt;br /&gt;
'''Total number of employees on profile skill''' - is the total number of employees of all offices of the company. It affects the effectiveness of the top manager.&lt;br /&gt;
&lt;br /&gt;
'''Player skill level''' - the current level of “Management” skill of the Top manager. Determines the maximum possible number and qualifications of employees without loss of efficiency both in this particular office and in all offices of the company as a whole (an additional hint about the reserve of the current skill level compared to the minimum required can be indicated in the brackets, minimum - 0-25%, normal - 25-50%, good 50-100%, excellent more than 100%).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===SUBDIVISIONS===&lt;br /&gt;
In the &amp;quot;Units&amp;quot; tab, information is provided about all units managed by the region office. In addition to general information about the type of unit, its location and effectiveness, the share of the administrative load on the office, that each specific unit provides, is indicated. Often this information helps identify problematic enterprises that are causing an excess load due to improper management.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===ADVERTISING===&lt;br /&gt;
Information on current advertising campaigns is presented on the &amp;quot;Advertising&amp;quot; control tab, where the following indicators are presented:&lt;br /&gt;
*A summary table of promotions, including information about the advertised goods, their brand value, cities in the region where the ad is running, total costs and effectiveness;&lt;br /&gt;
*A detailed summary of each action: expenses per week, advertising channels (Internet, print media, outdoor advertising, radio, television), cities and effectiveness.&lt;br /&gt;
*Advertising Efficiency - The expected performance of an ad campaign next week. The optimal level of efficiency is 100%. If the effectiveness of advertising is less than 100%, the advertising budget needs to be reviewed, as part of the cost of advertising will be wasted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===ENERGY===&lt;br /&gt;
A summary table of the energy consumption of enterprises in the region. The total energy consumption at all enterprises is indicated on the top line, and the total energy consumption for each city in the region is indicated in the city column. This information is very important when supplying enterprises with energy of their own production. Please note that a number of power plants have a restriction on the sale of electricity (region, city), therefore, when placing capacities, it is necessary to be guided by the correspondence of generation and consumption.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===OTHER OFFICES===&lt;br /&gt;
Information about all the offices of your company.&lt;br /&gt;
&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>DarkRyu</name></author>
		
	</entry>
	<entry>
		<id>http://virtonomica.ru/help/index.php?title=Simformer/MainPage&amp;diff=436</id>
		<title>Simformer/MainPage</title>
		<link rel="alternate" type="text/html" href="http://virtonomica.ru/help/index.php?title=Simformer/MainPage&amp;diff=436"/>
		<updated>2020-07-01T11:14:07Z</updated>

		<summary type="html">&lt;p&gt;DarkRyu: /* Game units */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Simformer ==&lt;br /&gt;
&lt;br /&gt;
=='''Game units'''==&lt;br /&gt;
&lt;br /&gt;
*'''[[SBS-Office/en|Office]]'''&lt;br /&gt;
*'''[[SBS-Store/en|Store]]'''&lt;br /&gt;
*'''[[SBS-Factory/en|Factory]]'''&lt;br /&gt;
*'''[[SBS-Mine/en|Mine]]'''&lt;br /&gt;
*'''[[SBS-Agricultural farm/en|Agricultural farm]]'''&lt;br /&gt;
*'''[[SBS-Animalfarm/en|Animal farm]]'''&lt;br /&gt;
*'''[[SBS-Laboratory/en|Laboratory]]'''&lt;br /&gt;
&lt;br /&gt;
=='''Game algorithms'''==&lt;br /&gt;
&lt;br /&gt;
*'''[[General_information/en|General information]]'''&lt;br /&gt;
*'''[[Qualification_and_Control/en|Qualification and Management]]'''&lt;br /&gt;
*'''[[Commerce/en|Commerce]]'''&lt;br /&gt;
*'''[[Production/en|Production]]'''&lt;br /&gt;
*'''[[Science/en|Science]]'''&lt;br /&gt;
*'''[[Taxes/en|Taxes]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''[[Bonds/en|Bonds]]'''&lt;br /&gt;
*'''[[Corporation/en|Corporation]]'''&lt;br /&gt;
*'''[[Politics/en|Politics]]'''&lt;/div&gt;</summary>
		<author><name>DarkRyu</name></author>
		
	</entry>
	<entry>
		<id>http://virtonomica.ru/help/index.php?title=Simformer/MainPage&amp;diff=434</id>
		<title>Simformer/MainPage</title>
		<link rel="alternate" type="text/html" href="http://virtonomica.ru/help/index.php?title=Simformer/MainPage&amp;diff=434"/>
		<updated>2020-07-01T10:56:55Z</updated>

		<summary type="html">&lt;p&gt;DarkRyu: /* Game units */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Simformer ==&lt;br /&gt;
&lt;br /&gt;
=='''Game units'''==&lt;br /&gt;
&lt;br /&gt;
*'''[[SBSOffice/en|Office]]'''&lt;br /&gt;
*'''[[SBSStore/en|Store]]'''&lt;br /&gt;
*'''[[SBSFactory/en|Factory]]'''&lt;br /&gt;
*'''[[SBSMine/en|Mine]]'''&lt;br /&gt;
*'''[[SBSAgricultural farm/en|Agricultural farm]]'''&lt;br /&gt;
*'''[[SBSAnimalfarm/en|Animal farm]]'''&lt;br /&gt;
*'''[[SBSLaboratory/en|Laboratory]]'''&lt;br /&gt;
&lt;br /&gt;
=='''Game algorithms'''==&lt;br /&gt;
&lt;br /&gt;
*'''[[General_information/en|General information]]'''&lt;br /&gt;
*'''[[Qualification_and_Control/en|Qualification and Management]]'''&lt;br /&gt;
*'''[[Commerce/en|Commerce]]'''&lt;br /&gt;
*'''[[Production/en|Production]]'''&lt;br /&gt;
*'''[[Science/en|Science]]'''&lt;br /&gt;
*'''[[Taxes/en|Taxes]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''[[Bonds/en|Bonds]]'''&lt;br /&gt;
*'''[[Corporation/en|Corporation]]'''&lt;br /&gt;
*'''[[Politics/en|Politics]]'''&lt;/div&gt;</summary>
		<author><name>DarkRyu</name></author>
		
	</entry>
	<entry>
		<id>http://virtonomica.ru/help/index.php?title=Simformer/MainPage&amp;diff=433</id>
		<title>Simformer/MainPage</title>
		<link rel="alternate" type="text/html" href="http://virtonomica.ru/help/index.php?title=Simformer/MainPage&amp;diff=433"/>
		<updated>2020-07-01T10:55:51Z</updated>

		<summary type="html">&lt;p&gt;DarkRyu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Simformer ==&lt;br /&gt;
&lt;br /&gt;
=='''Game units'''==&lt;br /&gt;
&lt;br /&gt;
*'''[[Office/en|Office]]'''&lt;br /&gt;
*'''[[Store/en|Store]]'''&lt;br /&gt;
*'''[[Factory/en|Factory]]'''&lt;br /&gt;
*'''[[Mine/en|Mine]]'''&lt;br /&gt;
*'''[[Agricultural farm/en|Agricultural farm]]'''&lt;br /&gt;
*'''[[Animalfarm/en|Animal farm]]'''&lt;br /&gt;
*'''[[Laboratory/en|Laboratory]]'''&lt;br /&gt;
&lt;br /&gt;
=='''Game algorithms'''==&lt;br /&gt;
&lt;br /&gt;
*'''[[General_information/en|General information]]'''&lt;br /&gt;
*'''[[Qualification_and_Control/en|Qualification and Management]]'''&lt;br /&gt;
*'''[[Commerce/en|Commerce]]'''&lt;br /&gt;
*'''[[Production/en|Production]]'''&lt;br /&gt;
*'''[[Science/en|Science]]'''&lt;br /&gt;
*'''[[Taxes/en|Taxes]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''[[Bonds/en|Bonds]]'''&lt;br /&gt;
*'''[[Corporation/en|Corporation]]'''&lt;br /&gt;
*'''[[Politics/en|Politics]]'''&lt;/div&gt;</summary>
		<author><name>DarkRyu</name></author>
		
	</entry>
	<entry>
		<id>http://virtonomica.ru/help/index.php?title=Main_Page&amp;diff=431</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://virtonomica.ru/help/index.php?title=Main_Page&amp;diff=431"/>
		<updated>2020-06-30T15:03:21Z</updated>

		<summary type="html">&lt;p&gt;DarkRyu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Virtonomics''' is a massively multi-user online business simulation of managing an industrial and trading company. The company can develop in completely different directions - extraction of natural resources and their primary processing, cultivation of agricultural products, production of semi-finished products and finished products, science, sales to end consumers. In each division of a virtual company, key business processes and functions are modeled: HR, production, marketing, sales, logistics, strategic management, finance, procurement, etc.&lt;br /&gt;
&lt;br /&gt;
The unique feature of '''Virtonomics''' is that the development of the game world does not have a predetermined algorithm. Participants in their actions influence markets that are changing and, in turn, again affect the actions of other players. In addition, all participants are connected with each other - some real players act as buyers and sellers of products, equipment, raw materials and materials for other players. All this creates a realistic market environment, which is characterized by risk and uncertainty. All actions in the simulation are processed at regular intervals. This processing is called a recalculation. The time between recalculations is called a turn, during the turn you make decisions on managing virtual companies.&lt;br /&gt;
&lt;br /&gt;
=='''Game units'''==&lt;br /&gt;
&lt;br /&gt;
*'''[[Office/en|Office]]'''&lt;br /&gt;
*'''[[Store/en|Store]]'''&lt;br /&gt;
*'''[[Factory/en|Factory]]'''&lt;br /&gt;
*'''[[Mine/en|Mine]]'''&lt;br /&gt;
*'''[[Agricultural farm/en|Agricultural farm]]'''&lt;br /&gt;
*'''[[Animalfarm/en|Animal farm]]'''&lt;br /&gt;
*'''[[Laboratory/en|Laboratory]]'''&lt;br /&gt;
&lt;br /&gt;
=='''Game algorithms'''==&lt;br /&gt;
&lt;br /&gt;
*'''[[General_information/en|General information]]'''&lt;br /&gt;
*'''[[Qualification_and_Control/en|Qualification and Management]]'''&lt;br /&gt;
*'''[[Commerce/en|Commerce]]'''&lt;br /&gt;
*'''[[Production/en|Production]]'''&lt;br /&gt;
*'''[[Science/en|Science]]'''&lt;br /&gt;
*'''[[Taxes/en|Taxes]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''[[Bonds/en|Bonds]]'''&lt;br /&gt;
*'''[[Corporation/en|Corporation]]'''&lt;br /&gt;
*'''[[Politics/en|Politics]]'''&lt;/div&gt;</summary>
		<author><name>DarkRyu</name></author>
		
	</entry>
	<entry>
		<id>http://virtonomica.ru/help/index.php?title=Taxes/en&amp;diff=430</id>
		<title>Taxes/en</title>
		<link rel="alternate" type="text/html" href="http://virtonomica.ru/help/index.php?title=Taxes/en&amp;diff=430"/>
		<updated>2020-06-29T08:52:23Z</updated>

		<summary type="html">&lt;p&gt;DarkRyu: /* COMMON TAX FOR IMPUTED EARNINGS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;http://wiki.virtonomica.ru/index.php/Principles:Taxes&lt;br /&gt;
https://virtonomica.ru/help/index.php/Taxes/ru&lt;br /&gt;
&lt;br /&gt;
==PROFIT TAX==&lt;br /&gt;
'''Profit tax''' - is the basic tax levied on transactions (sales from warehouses, vacation of manufactured products by production units, retail sales in stores) and in the provision of services.&lt;br /&gt;
&lt;br /&gt;
According to the current algorithm, the tax is accrued '' 'only' '' 'for profits directly to this game recount of goods sold or services rendered. Such an algorithm eliminated the possibility of double taxation in undelivered deliveries, which are common among beginners quite often.&lt;br /&gt;
&lt;br /&gt;
'''Profit tax (PT)''' is calculated by the formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''PT''' = ('''R''' - '''PC''' - '''C''') × ('''PT_rate'''/100)&amp;lt;/big&amp;gt;, where:&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
'''R''' — actual revenue from the sale of products or services;&lt;br /&gt;
'''PC''' — estimated '' 'prime costs' '' of the sold products or expendables spent on the provision of services, for enterprises in the service sector without consumables PC = 0;&lt;br /&gt;
'''C''' — expenses of the enterprise not included in the SS, but lowering the tax base in this specific turn;&amp;lt;br/&amp;gt;&lt;br /&gt;
'''PT_rate''' — profit tax rate (%).&lt;br /&gt;
&lt;br /&gt;
Cost items that are not included in the cost but reduce the tax base:&lt;br /&gt;
&lt;br /&gt;
* For production units, only storage costs are not included in the SS of manufactured products, but they reduce the tax base;&lt;br /&gt;
* In warehouses, warehouse costs, rental of premises and payments for innovations are taken into account;&lt;br /&gt;
* In stores and at service enterprises, storage costs, rental of premises, innovation payments, salary costs, advertising costs, management expenses and maintenance costs (for the service sector) are taken into account.&lt;br /&gt;
&lt;br /&gt;
Expenses for the purchase of goods are not reflected in the cost price in absolute terms, '' 'but in accordance with the used up (sold or used in production) inventory' ''. Thus, it is possible that a unit has a negative balance (for example, due to large volumes of purchases for future use), but still pays income tax.&lt;br /&gt;
&lt;br /&gt;
The tax of production units '' 'cannot be zero' '', even if a player, for example, sells manufactured products below cost. The minimum tax amount, in any case paid from a unit of goods produced, is determined by the basic profitability of production (see the description of the `` UTII '' below). At the same time, the tax on the warehouse, trade and service units in the game may not be levied if the taxable base is less than or equal to zero.&lt;br /&gt;
&lt;br /&gt;
=== Tax break ===&lt;br /&gt;
Each newly registered company is granted tax holidays with a duration of '' '26 recounts' '', provided that the company grows at a moderate pace (without external infusions).&lt;br /&gt;
&lt;br /&gt;
Each company which has just been registered is provided with the right for tax holiday which lasts for 26 updates on the condition that the development of the company is moderate (without external investments).&lt;br /&gt;
&lt;br /&gt;
Therefore, during the first 26 updates of their existence companies are taxed according to the following table:&lt;br /&gt;
&lt;br /&gt;
Total, in the first 26 recounts of the existence of the company taxes are levied in accordance with the table:&lt;br /&gt;
{| border=&amp;quot;2&amp;quot; width=&amp;quot;40%&amp;quot; cellspacing=&amp;quot;4&amp;quot; cellpadding=&amp;quot;3&amp;quot; rules=&amp;quot;all&amp;quot; style=&amp;quot;margin:1em 1em 1em 0; border:solid 1px #AAAAAA; empty-cells:show;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=&amp;quot;#A7C1F2&amp;quot; align=&amp;quot;center&amp;quot;| Ставка налога на прибыль&lt;br /&gt;
!bgcolor=&amp;quot;#A7C1F2&amp;quot; align=&amp;quot;center&amp;quot;| Условие для налоговых каникул&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| 0%&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| Активы меньше 2 млн.&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| 50%&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| Активы меньше 5 млн.&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| 100%&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| Активы больше 5 млн.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The transition from tax holidays to the standard taxation scheme is carried out automatically in recalculation after the expiration of a 26-day period. Each recalculation is calculated separately, that is, if the company during the period of the possible holidays (26 recounts) goes beyond the border values ​​of the value of assets, and then returns to them, then it again has the right to tax relief.&lt;br /&gt;
&lt;br /&gt;
Transfer from tax holiday to standard taxation is automatic and happens during the update upon the expiration of 26 days. Every update is calculated separately, i.e. if a company oversteps the limits of the border indices of assets cost during the period when tax holiday may be brought to effect (26 updates) and then returns to follow the limits, the company has the right to get another easing of the taxation scheme.&lt;br /&gt;
&lt;br /&gt;
==TAX ON THE SALE OF TECHNOLOGIES AND LICENSES==&lt;br /&gt;
====Sale of technologies====&lt;br /&gt;
Налог на продажу технологии взимается с продавца технологии в момент покупки. Ставка единая и равняется 7% от продажной цены технологии.&lt;br /&gt;
&lt;br /&gt;
The tax is collected from the seller in the moment of purchase. The rate is single and is equal to 7% from the selling value of the technology.&lt;br /&gt;
 &lt;br /&gt;
====Sale of licenses====&lt;br /&gt;
Налог на продажу лицензии взимается с продавца лицензии в момент установки. Ставка единая и равняется 7% от продажной цены лицензии или, если цена занижена, от одной пятидесятой максимальной цены соответствующей технологии на общем рынке, по уровню меньшей или равной устанавливаемой.&lt;br /&gt;
&lt;br /&gt;
The tax is collected from the seller in the moment of installation. The rate is single and is equal to 7% from the selling value of the license or, if the price has been lowered, the percentage is drawn from one fiftieth of the maximal price of the relevant technology on the common market of the level which is less or equal to the one being installed. &lt;br /&gt;
&lt;br /&gt;
==PROPERTY SALE TAX==&lt;br /&gt;
'''Property sale tax''' is a tax collected upon any kind of sale of property via the '''Enterprise market''' or '''Enterprise auctions'''. The base tax rate is 10% from the selling value of the property. &lt;br /&gt;
If the receipts from the sale of an enterprise exceed the cost of the enterprise’s assets, the tax is calculated as 10% from the receipts. If not, the tax is calculated as 10% from the cost of assets of the enterprise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==COMMON TAX FOR IMPUTED EARNINGS==&lt;br /&gt;
'''Common tax for imputed earnings (CTIE)''' of Virtonomics is the tax which determines the minimal sum of the tax on the production activity (is not applied to commercial subdivisions).&amp;lt;br/&amp;gt;&lt;br /&gt;
'''CTIE''' is not an extra tax to the profit tax for the operating subdivisions collected in Virtonomics.&amp;lt;br/&amp;gt; The scheme of collecting the CTIE is activated in case the products are sold for the price which is lower than their cost price, or if the products are sold with the rate of profit lower than the basic production profitability equal to the regional profit tax rate (specific connection between the rate of profit and the profit tax rate in the region is conditional).&amp;lt;br/&amp;gt;&lt;br /&gt;
If the produced goods are sold for the price where the rate of profit is higher than the regional profit tax rate, the CTIE is not charged and a player pays the profit tax '''''only'''''.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
'''CTIE''' for one item of produced and sold goods is calculated according to the following formula:&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' CTIE=''' &amp;lt;font color=&amp;quot;#FF4500&amp;quot;&amp;gt;'''CC × '''('''PT_rate'''/100)&amp;lt;/font&amp;gt; '''×''' &amp;lt;font color=&amp;quot;#0000CD&amp;quot;&amp;gt;('''IE'''product/100)&amp;lt;/font&amp;gt;&amp;lt;/big&amp;gt;  where:&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''CC''' — estimated '''[[production costs]]''' of produced goods;&amp;lt;br/&amp;gt;&lt;br /&gt;
'''PT_rate''' - profit tax rate (%);&amp;lt;br/&amp;gt;&lt;br /&gt;
'''IE'''product – imputed earnings (%) for a specific product.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;#FF4500&amp;quot;&amp;gt;'''The red part of the formula'''&amp;lt;/font&amp;gt; is taxable income determined by the product of '''&amp;quot;CC'''&amp;quot; (estimated [[production cost]] of produced goods) and basic production profitability which (in Virtonomics) is equal to the '''PT_rate''' (profit tax rate (per cent) in the specific region where the production subdivision is situated). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#0000CD&amp;quot;&amp;gt;'''The blue part of the formula'''&amp;lt;/font&amp;gt; is the tax rate of the '''CTIE'''.&amp;lt;br/&amp;gt;&lt;br /&gt;
The '''CTIE''' rate is a macroeconomic way to control the efficiency of different kinds of production.&amp;lt;br/&amp;gt;&lt;br /&gt;
In Virtonomics for the productions which are currently highly profitable and massive we use the tax rate up to 1,0 (100%).&amp;lt;br/&amp;gt; I.e. the '''CTIE''' is charged from full taxable profit without any kind of benefits.&amp;lt;br/&amp;gt;&lt;br /&gt;
For the productions which are not developed enough according to the level of supplies and other analytical data we use differentiated benefits for each kind of products. &lt;br /&gt;
The benefits can be quite significant: CTIE for some kinds of products are up to 20 times lower (when the '''imputed earnings''' for the product are equal to 5%)&amp;lt;br/&amp;gt;&lt;br /&gt;
In order to learn the current CTIE rates you need '''Analytics''' ► '''Macroeconomics''' ► '''''Choose any country''''' ► '''''Region''''', and then from the list of the cities switch to the CTIE rates.&lt;br /&gt;
&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>DarkRyu</name></author>
		
	</entry>
	<entry>
		<id>http://virtonomica.ru/help/index.php?title=Taxes/en&amp;diff=429</id>
		<title>Taxes/en</title>
		<link rel="alternate" type="text/html" href="http://virtonomica.ru/help/index.php?title=Taxes/en&amp;diff=429"/>
		<updated>2020-06-29T08:41:10Z</updated>

		<summary type="html">&lt;p&gt;DarkRyu: /* COMMON TAX FOR IMPUTED EARNINGS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;http://wiki.virtonomica.ru/index.php/Principles:Taxes&lt;br /&gt;
https://virtonomica.ru/help/index.php/Taxes/ru&lt;br /&gt;
&lt;br /&gt;
==PROFIT TAX==&lt;br /&gt;
'''Profit tax''' - is the basic tax levied on transactions (sales from warehouses, vacation of manufactured products by production units, retail sales in stores) and in the provision of services.&lt;br /&gt;
&lt;br /&gt;
According to the current algorithm, the tax is accrued '' 'only' '' 'for profits directly to this game recount of goods sold or services rendered. Such an algorithm eliminated the possibility of double taxation in undelivered deliveries, which are common among beginners quite often.&lt;br /&gt;
&lt;br /&gt;
'''Profit tax (PT)''' is calculated by the formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''PT''' = ('''R''' - '''PC''' - '''C''') × ('''PT_rate'''/100)&amp;lt;/big&amp;gt;, where:&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
'''R''' — actual revenue from the sale of products or services;&lt;br /&gt;
'''PC''' — estimated '' 'prime costs' '' of the sold products or expendables spent on the provision of services, for enterprises in the service sector without consumables PC = 0;&lt;br /&gt;
'''C''' — expenses of the enterprise not included in the SS, but lowering the tax base in this specific turn;&amp;lt;br/&amp;gt;&lt;br /&gt;
'''PT_rate''' — profit tax rate (%).&lt;br /&gt;
&lt;br /&gt;
Cost items that are not included in the cost but reduce the tax base:&lt;br /&gt;
&lt;br /&gt;
* For production units, only storage costs are not included in the SS of manufactured products, but they reduce the tax base;&lt;br /&gt;
* In warehouses, warehouse costs, rental of premises and payments for innovations are taken into account;&lt;br /&gt;
* In stores and at service enterprises, storage costs, rental of premises, innovation payments, salary costs, advertising costs, management expenses and maintenance costs (for the service sector) are taken into account.&lt;br /&gt;
&lt;br /&gt;
Expenses for the purchase of goods are not reflected in the cost price in absolute terms, '' 'but in accordance with the used up (sold or used in production) inventory' ''. Thus, it is possible that a unit has a negative balance (for example, due to large volumes of purchases for future use), but still pays income tax.&lt;br /&gt;
&lt;br /&gt;
The tax of production units '' 'cannot be zero' '', even if a player, for example, sells manufactured products below cost. The minimum tax amount, in any case paid from a unit of goods produced, is determined by the basic profitability of production (see the description of the `` UTII '' below). At the same time, the tax on the warehouse, trade and service units in the game may not be levied if the taxable base is less than or equal to zero.&lt;br /&gt;
&lt;br /&gt;
=== Tax break ===&lt;br /&gt;
Each newly registered company is granted tax holidays with a duration of '' '26 recounts' '', provided that the company grows at a moderate pace (without external infusions).&lt;br /&gt;
&lt;br /&gt;
Each company which has just been registered is provided with the right for tax holiday which lasts for 26 updates on the condition that the development of the company is moderate (without external investments).&lt;br /&gt;
&lt;br /&gt;
Therefore, during the first 26 updates of their existence companies are taxed according to the following table:&lt;br /&gt;
&lt;br /&gt;
Total, in the first 26 recounts of the existence of the company taxes are levied in accordance with the table:&lt;br /&gt;
{| border=&amp;quot;2&amp;quot; width=&amp;quot;40%&amp;quot; cellspacing=&amp;quot;4&amp;quot; cellpadding=&amp;quot;3&amp;quot; rules=&amp;quot;all&amp;quot; style=&amp;quot;margin:1em 1em 1em 0; border:solid 1px #AAAAAA; empty-cells:show;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=&amp;quot;#A7C1F2&amp;quot; align=&amp;quot;center&amp;quot;| Ставка налога на прибыль&lt;br /&gt;
!bgcolor=&amp;quot;#A7C1F2&amp;quot; align=&amp;quot;center&amp;quot;| Условие для налоговых каникул&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| 0%&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| Активы меньше 2 млн.&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| 50%&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| Активы меньше 5 млн.&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| 100%&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| Активы больше 5 млн.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The transition from tax holidays to the standard taxation scheme is carried out automatically in recalculation after the expiration of a 26-day period. Each recalculation is calculated separately, that is, if the company during the period of the possible holidays (26 recounts) goes beyond the border values ​​of the value of assets, and then returns to them, then it again has the right to tax relief.&lt;br /&gt;
&lt;br /&gt;
Transfer from tax holiday to standard taxation is automatic and happens during the update upon the expiration of 26 days. Every update is calculated separately, i.e. if a company oversteps the limits of the border indices of assets cost during the period when tax holiday may be brought to effect (26 updates) and then returns to follow the limits, the company has the right to get another easing of the taxation scheme.&lt;br /&gt;
&lt;br /&gt;
==TAX ON THE SALE OF TECHNOLOGIES AND LICENSES==&lt;br /&gt;
====Sale of technologies====&lt;br /&gt;
Налог на продажу технологии взимается с продавца технологии в момент покупки. Ставка единая и равняется 7% от продажной цены технологии.&lt;br /&gt;
&lt;br /&gt;
The tax is collected from the seller in the moment of purchase. The rate is single and is equal to 7% from the selling value of the technology.&lt;br /&gt;
 &lt;br /&gt;
====Sale of licenses====&lt;br /&gt;
Налог на продажу лицензии взимается с продавца лицензии в момент установки. Ставка единая и равняется 7% от продажной цены лицензии или, если цена занижена, от одной пятидесятой максимальной цены соответствующей технологии на общем рынке, по уровню меньшей или равной устанавливаемой.&lt;br /&gt;
&lt;br /&gt;
The tax is collected from the seller in the moment of installation. The rate is single and is equal to 7% from the selling value of the license or, if the price has been lowered, the percentage is drawn from one fiftieth of the maximal price of the relevant technology on the common market of the level which is less or equal to the one being installed. &lt;br /&gt;
&lt;br /&gt;
==PROPERTY SALE TAX==&lt;br /&gt;
'''Property sale tax''' is a tax collected upon any kind of sale of property via the '''Enterprise market''' or '''Enterprise auctions'''. The base tax rate is 10% from the selling value of the property. &lt;br /&gt;
If the receipts from the sale of an enterprise exceed the cost of the enterprise’s assets, the tax is calculated as 10% from the receipts. If not, the tax is calculated as 10% from the cost of assets of the enterprise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==COMMON TAX FOR IMPUTED EARNINGS==&lt;br /&gt;
'''Common tax for imputed earnings (CTIE)''' of Virtonomics is the tax which determines the minimal sum of the tax on the production activity (is not applied to commercial subdivisions).&amp;lt;br/&amp;gt;&lt;br /&gt;
'''CTIE''' is not an extra tax to the profit tax for the operating subdivisions collected in Virtonomics.&amp;lt;br/&amp;gt; The scheme of collecting the CTIE is activated in case the products are sold for the price which is lower than their cost price, or if the products are sold with the rate of profit lower than the basic production profitability equal to the regional profit tax rate (specific connection between the rate of profit and the profit tax rate in the region is conditional).&amp;lt;br/&amp;gt;&lt;br /&gt;
If the produced goods are sold for the price where the rate of profit is higher than the regional profit tax rate, the CTIE is not charged and a player pays the profit tax '''''only'''''.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
'''CTIE''' for one item of produced and sold goods is calculated according to the following formula:&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' CTIE=''' &amp;lt;font color=&amp;quot;#FF4500&amp;quot;&amp;gt;'''CC × '''('''PT_rate'''/100)&amp;lt;/font&amp;gt; '''×''' &amp;lt;font color=&amp;quot;#0000CD&amp;quot;&amp;gt;('''IE'''product/100)&amp;lt;/font&amp;gt;&amp;lt;/big&amp;gt;  where:&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''CC''' — calculated '''[[production costs]]''' of produced goods;&amp;lt;br/&amp;gt;&lt;br /&gt;
'''PT_rate''' - profit tax rate (%);&amp;lt;br/&amp;gt;&lt;br /&gt;
'''IE'''product – imputed earnings (%) for a specific product.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;#FF4500&amp;quot;&amp;gt;'''The red part of the formula'''&amp;lt;/font&amp;gt; is taxable income determined by the product of '''&amp;quot;CC'''&amp;quot; (calculated [[production cost]] of produced goods) and basic production profitability which (in Virtonomics) is equal to the '''PT_rate''' (profit tax rate (per cent) in the specific region where the production subdivision is situated). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#0000CD&amp;quot;&amp;gt;'''The blue part of the formula'''&amp;lt;/font&amp;gt; is the tax rate of the '''CTIE'''.&amp;lt;br/&amp;gt;&lt;br /&gt;
The '''CTIE''' rate is a macroeconomic way to control the efficiency of different kinds of production.&amp;lt;br/&amp;gt;&lt;br /&gt;
In Virtonomics for the productions which are currently highly profitable and massive we use the tax rate up to 1,0 (100%).&amp;lt;br/&amp;gt; I.e. the '''CTIE''' is charged from full taxable profit without any kind of benefits.&amp;lt;br/&amp;gt;&lt;br /&gt;
For the productions which are not developed enough according to the level of supplies and other analytical data we use differentiated benefits for each kind of products. &lt;br /&gt;
The benefits can be quite significant: CTIE for some kinds of products are up to 20 times lower (when the '''imputed earnings''' for the product are equal to 5%)&amp;lt;br/&amp;gt;&lt;br /&gt;
In order to learn the current CTIE rates you need '''Game world''' ► '''World map''' ► '''''Choose any country''''' ► '''''Region''''', and then from the list of the cities switch to the CTIE rates&lt;br /&gt;
&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>DarkRyu</name></author>
		
	</entry>
	<entry>
		<id>http://virtonomica.ru/help/index.php?title=Taxes/en&amp;diff=428</id>
		<title>Taxes/en</title>
		<link rel="alternate" type="text/html" href="http://virtonomica.ru/help/index.php?title=Taxes/en&amp;diff=428"/>
		<updated>2020-06-29T08:40:33Z</updated>

		<summary type="html">&lt;p&gt;DarkRyu: /* COMMON TAX FOR IMPUTED EARNINGS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;http://wiki.virtonomica.ru/index.php/Principles:Taxes&lt;br /&gt;
https://virtonomica.ru/help/index.php/Taxes/ru&lt;br /&gt;
&lt;br /&gt;
==PROFIT TAX==&lt;br /&gt;
'''Profit tax''' - is the basic tax levied on transactions (sales from warehouses, vacation of manufactured products by production units, retail sales in stores) and in the provision of services.&lt;br /&gt;
&lt;br /&gt;
According to the current algorithm, the tax is accrued '' 'only' '' 'for profits directly to this game recount of goods sold or services rendered. Such an algorithm eliminated the possibility of double taxation in undelivered deliveries, which are common among beginners quite often.&lt;br /&gt;
&lt;br /&gt;
'''Profit tax (PT)''' is calculated by the formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''PT''' = ('''R''' - '''PC''' - '''C''') × ('''PT_rate'''/100)&amp;lt;/big&amp;gt;, where:&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
'''R''' — actual revenue from the sale of products or services;&lt;br /&gt;
'''PC''' — estimated '' 'prime costs' '' of the sold products or expendables spent on the provision of services, for enterprises in the service sector without consumables PC = 0;&lt;br /&gt;
'''C''' — expenses of the enterprise not included in the SS, but lowering the tax base in this specific turn;&amp;lt;br/&amp;gt;&lt;br /&gt;
'''PT_rate''' — profit tax rate (%).&lt;br /&gt;
&lt;br /&gt;
Cost items that are not included in the cost but reduce the tax base:&lt;br /&gt;
&lt;br /&gt;
* For production units, only storage costs are not included in the SS of manufactured products, but they reduce the tax base;&lt;br /&gt;
* In warehouses, warehouse costs, rental of premises and payments for innovations are taken into account;&lt;br /&gt;
* In stores and at service enterprises, storage costs, rental of premises, innovation payments, salary costs, advertising costs, management expenses and maintenance costs (for the service sector) are taken into account.&lt;br /&gt;
&lt;br /&gt;
Expenses for the purchase of goods are not reflected in the cost price in absolute terms, '' 'but in accordance with the used up (sold or used in production) inventory' ''. Thus, it is possible that a unit has a negative balance (for example, due to large volumes of purchases for future use), but still pays income tax.&lt;br /&gt;
&lt;br /&gt;
The tax of production units '' 'cannot be zero' '', even if a player, for example, sells manufactured products below cost. The minimum tax amount, in any case paid from a unit of goods produced, is determined by the basic profitability of production (see the description of the `` UTII '' below). At the same time, the tax on the warehouse, trade and service units in the game may not be levied if the taxable base is less than or equal to zero.&lt;br /&gt;
&lt;br /&gt;
=== Tax break ===&lt;br /&gt;
Each newly registered company is granted tax holidays with a duration of '' '26 recounts' '', provided that the company grows at a moderate pace (without external infusions).&lt;br /&gt;
&lt;br /&gt;
Each company which has just been registered is provided with the right for tax holiday which lasts for 26 updates on the condition that the development of the company is moderate (without external investments).&lt;br /&gt;
&lt;br /&gt;
Therefore, during the first 26 updates of their existence companies are taxed according to the following table:&lt;br /&gt;
&lt;br /&gt;
Total, in the first 26 recounts of the existence of the company taxes are levied in accordance with the table:&lt;br /&gt;
{| border=&amp;quot;2&amp;quot; width=&amp;quot;40%&amp;quot; cellspacing=&amp;quot;4&amp;quot; cellpadding=&amp;quot;3&amp;quot; rules=&amp;quot;all&amp;quot; style=&amp;quot;margin:1em 1em 1em 0; border:solid 1px #AAAAAA; empty-cells:show;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=&amp;quot;#A7C1F2&amp;quot; align=&amp;quot;center&amp;quot;| Ставка налога на прибыль&lt;br /&gt;
!bgcolor=&amp;quot;#A7C1F2&amp;quot; align=&amp;quot;center&amp;quot;| Условие для налоговых каникул&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| 0%&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| Активы меньше 2 млн.&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| 50%&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| Активы меньше 5 млн.&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| 100%&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| Активы больше 5 млн.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The transition from tax holidays to the standard taxation scheme is carried out automatically in recalculation after the expiration of a 26-day period. Each recalculation is calculated separately, that is, if the company during the period of the possible holidays (26 recounts) goes beyond the border values ​​of the value of assets, and then returns to them, then it again has the right to tax relief.&lt;br /&gt;
&lt;br /&gt;
Transfer from tax holiday to standard taxation is automatic and happens during the update upon the expiration of 26 days. Every update is calculated separately, i.e. if a company oversteps the limits of the border indices of assets cost during the period when tax holiday may be brought to effect (26 updates) and then returns to follow the limits, the company has the right to get another easing of the taxation scheme.&lt;br /&gt;
&lt;br /&gt;
==TAX ON THE SALE OF TECHNOLOGIES AND LICENSES==&lt;br /&gt;
====Sale of technologies====&lt;br /&gt;
Налог на продажу технологии взимается с продавца технологии в момент покупки. Ставка единая и равняется 7% от продажной цены технологии.&lt;br /&gt;
&lt;br /&gt;
The tax is collected from the seller in the moment of purchase. The rate is single and is equal to 7% from the selling value of the technology.&lt;br /&gt;
 &lt;br /&gt;
====Sale of licenses====&lt;br /&gt;
Налог на продажу лицензии взимается с продавца лицензии в момент установки. Ставка единая и равняется 7% от продажной цены лицензии или, если цена занижена, от одной пятидесятой максимальной цены соответствующей технологии на общем рынке, по уровню меньшей или равной устанавливаемой.&lt;br /&gt;
&lt;br /&gt;
The tax is collected from the seller in the moment of installation. The rate is single and is equal to 7% from the selling value of the license or, if the price has been lowered, the percentage is drawn from one fiftieth of the maximal price of the relevant technology on the common market of the level which is less or equal to the one being installed. &lt;br /&gt;
&lt;br /&gt;
==PROPERTY SALE TAX==&lt;br /&gt;
'''Property sale tax''' is a tax collected upon any kind of sale of property via the '''Enterprise market''' or '''Enterprise auctions'''. The base tax rate is 10% from the selling value of the property. &lt;br /&gt;
If the receipts from the sale of an enterprise exceed the cost of the enterprise’s assets, the tax is calculated as 10% from the receipts. If not, the tax is calculated as 10% from the cost of assets of the enterprise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==COMMON TAX FOR IMPUTED EARNINGS==&lt;br /&gt;
'''Common tax for imputed earnings (CTIE)''' of Virtonomics is the tax which determines the minimal sum of the tax on the production activity (is not applied to commercial subdivisions).&amp;lt;br/&amp;gt;&lt;br /&gt;
'''CTIE''' is not an extra tax to the profit tax for the operating subdivisions collected in Virtonomics.&amp;lt;br/&amp;gt; The scheme of collecting the CTIE is activated in case the products are sold for the price which is lower than their cost price, or if the products are sold with the rate of profit lower than the basic production profitability equal to the regional profit tax rate (specific connection between the rate of profit and the profit tax rate in the region is conditional).&amp;lt;br/&amp;gt;&lt;br /&gt;
If the produced goods are sold for the price where the rate of profit is higher than the regional profit tax rate, the CTIE is not charged and a player pays the profit tax '''''only'''''.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
'''CTIE''' for one item of produced and sold goods is calculated according to the following formula:&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' CTIE=''' &amp;lt;font color=&amp;quot;#FF4500&amp;quot;&amp;gt;'''CC × '''('''PT_rate'''/100)&amp;lt;/font&amp;gt; '''×''' &amp;lt;font color=&amp;quot;#0000CD&amp;quot;&amp;gt;('''IE'''product/100)&amp;lt;/font&amp;gt;&amp;lt;/big&amp;gt;  where:&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''CC''' — calculated '''[[production costs]]''' of produced goods;&amp;lt;br/&amp;gt;&lt;br /&gt;
'''PT_rate''' - profit tax rate (%);&amp;lt;br/&amp;gt;&lt;br /&gt;
'''IE'''product – imputed earnings (%) for a specific product.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;}}&lt;br /&gt;
&amp;lt;font color=&amp;quot;#FF4500&amp;quot;&amp;gt;'''The red part of the formula'''&amp;lt;/font&amp;gt; is taxable income determined by the product of '''&amp;quot;CC'''&amp;quot; (calculated [[production cost]] of produced goods) and basic production profitability which (in Virtonomics) is equal to the '''PT_rate''' (profit tax rate (per cent) in the specific region where the production subdivision is situated). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#0000CD&amp;quot;&amp;gt;'''The blue part of the formula'''&amp;lt;/font&amp;gt; is the tax rate of the '''CTIE'''.&amp;lt;br/&amp;gt;&lt;br /&gt;
The '''CTIE''' rate is a macroeconomic way to control the efficiency of different kinds of production.&amp;lt;br/&amp;gt;&lt;br /&gt;
In Virtonomics for the productions which are currently highly profitable and massive we use the tax rate up to 1,0 (100%).&amp;lt;br/&amp;gt; I.e. the '''CTIE''' is charged from full taxable profit without any kind of benefits.&amp;lt;br/&amp;gt;&lt;br /&gt;
For the productions which are not developed enough according to the level of supplies and other analytical data we use differentiated benefits for each kind of products. &lt;br /&gt;
The benefits can be quite significant: CTIE for some kinds of products are up to 20 times lower (when the '''imputed earnings''' for the product are equal to 5%)&amp;lt;br/&amp;gt;&lt;br /&gt;
In order to learn the current CTIE rates you need '''Game world''' ► '''World map''' ► '''''Choose any country''''' ► '''''Region''''', and then from the list of the cities switch to the CTIE rates&lt;br /&gt;
&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>DarkRyu</name></author>
		
	</entry>
	<entry>
		<id>http://virtonomica.ru/help/index.php?title=Taxes/en&amp;diff=427</id>
		<title>Taxes/en</title>
		<link rel="alternate" type="text/html" href="http://virtonomica.ru/help/index.php?title=Taxes/en&amp;diff=427"/>
		<updated>2020-06-29T08:38:59Z</updated>

		<summary type="html">&lt;p&gt;DarkRyu: /* COMMON TAX FOR IMPUTED EARNINGS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;http://wiki.virtonomica.ru/index.php/Principles:Taxes&lt;br /&gt;
https://virtonomica.ru/help/index.php/Taxes/ru&lt;br /&gt;
&lt;br /&gt;
==PROFIT TAX==&lt;br /&gt;
'''Profit tax''' - is the basic tax levied on transactions (sales from warehouses, vacation of manufactured products by production units, retail sales in stores) and in the provision of services.&lt;br /&gt;
&lt;br /&gt;
According to the current algorithm, the tax is accrued '' 'only' '' 'for profits directly to this game recount of goods sold or services rendered. Such an algorithm eliminated the possibility of double taxation in undelivered deliveries, which are common among beginners quite often.&lt;br /&gt;
&lt;br /&gt;
'''Profit tax (PT)''' is calculated by the formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''PT''' = ('''R''' - '''PC''' - '''C''') × ('''PT_rate'''/100)&amp;lt;/big&amp;gt;, where:&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
'''R''' — actual revenue from the sale of products or services;&lt;br /&gt;
'''PC''' — estimated '' 'prime costs' '' of the sold products or expendables spent on the provision of services, for enterprises in the service sector without consumables PC = 0;&lt;br /&gt;
'''C''' — expenses of the enterprise not included in the SS, but lowering the tax base in this specific turn;&amp;lt;br/&amp;gt;&lt;br /&gt;
'''PT_rate''' — profit tax rate (%).&lt;br /&gt;
&lt;br /&gt;
Cost items that are not included in the cost but reduce the tax base:&lt;br /&gt;
&lt;br /&gt;
* For production units, only storage costs are not included in the SS of manufactured products, but they reduce the tax base;&lt;br /&gt;
* In warehouses, warehouse costs, rental of premises and payments for innovations are taken into account;&lt;br /&gt;
* In stores and at service enterprises, storage costs, rental of premises, innovation payments, salary costs, advertising costs, management expenses and maintenance costs (for the service sector) are taken into account.&lt;br /&gt;
&lt;br /&gt;
Expenses for the purchase of goods are not reflected in the cost price in absolute terms, '' 'but in accordance with the used up (sold or used in production) inventory' ''. Thus, it is possible that a unit has a negative balance (for example, due to large volumes of purchases for future use), but still pays income tax.&lt;br /&gt;
&lt;br /&gt;
The tax of production units '' 'cannot be zero' '', even if a player, for example, sells manufactured products below cost. The minimum tax amount, in any case paid from a unit of goods produced, is determined by the basic profitability of production (see the description of the `` UTII '' below). At the same time, the tax on the warehouse, trade and service units in the game may not be levied if the taxable base is less than or equal to zero.&lt;br /&gt;
&lt;br /&gt;
=== Tax break ===&lt;br /&gt;
Each newly registered company is granted tax holidays with a duration of '' '26 recounts' '', provided that the company grows at a moderate pace (without external infusions).&lt;br /&gt;
&lt;br /&gt;
Each company which has just been registered is provided with the right for tax holiday which lasts for 26 updates on the condition that the development of the company is moderate (without external investments).&lt;br /&gt;
&lt;br /&gt;
Therefore, during the first 26 updates of their existence companies are taxed according to the following table:&lt;br /&gt;
&lt;br /&gt;
Total, in the first 26 recounts of the existence of the company taxes are levied in accordance with the table:&lt;br /&gt;
{| border=&amp;quot;2&amp;quot; width=&amp;quot;40%&amp;quot; cellspacing=&amp;quot;4&amp;quot; cellpadding=&amp;quot;3&amp;quot; rules=&amp;quot;all&amp;quot; style=&amp;quot;margin:1em 1em 1em 0; border:solid 1px #AAAAAA; empty-cells:show;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=&amp;quot;#A7C1F2&amp;quot; align=&amp;quot;center&amp;quot;| Ставка налога на прибыль&lt;br /&gt;
!bgcolor=&amp;quot;#A7C1F2&amp;quot; align=&amp;quot;center&amp;quot;| Условие для налоговых каникул&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| 0%&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| Активы меньше 2 млн.&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| 50%&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| Активы меньше 5 млн.&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| 100%&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| Активы больше 5 млн.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The transition from tax holidays to the standard taxation scheme is carried out automatically in recalculation after the expiration of a 26-day period. Each recalculation is calculated separately, that is, if the company during the period of the possible holidays (26 recounts) goes beyond the border values ​​of the value of assets, and then returns to them, then it again has the right to tax relief.&lt;br /&gt;
&lt;br /&gt;
Transfer from tax holiday to standard taxation is automatic and happens during the update upon the expiration of 26 days. Every update is calculated separately, i.e. if a company oversteps the limits of the border indices of assets cost during the period when tax holiday may be brought to effect (26 updates) and then returns to follow the limits, the company has the right to get another easing of the taxation scheme.&lt;br /&gt;
&lt;br /&gt;
==TAX ON THE SALE OF TECHNOLOGIES AND LICENSES==&lt;br /&gt;
====Sale of technologies====&lt;br /&gt;
Налог на продажу технологии взимается с продавца технологии в момент покупки. Ставка единая и равняется 7% от продажной цены технологии.&lt;br /&gt;
&lt;br /&gt;
The tax is collected from the seller in the moment of purchase. The rate is single and is equal to 7% from the selling value of the technology.&lt;br /&gt;
 &lt;br /&gt;
====Sale of licenses====&lt;br /&gt;
Налог на продажу лицензии взимается с продавца лицензии в момент установки. Ставка единая и равняется 7% от продажной цены лицензии или, если цена занижена, от одной пятидесятой максимальной цены соответствующей технологии на общем рынке, по уровню меньшей или равной устанавливаемой.&lt;br /&gt;
&lt;br /&gt;
The tax is collected from the seller in the moment of installation. The rate is single and is equal to 7% from the selling value of the license or, if the price has been lowered, the percentage is drawn from one fiftieth of the maximal price of the relevant technology on the common market of the level which is less or equal to the one being installed. &lt;br /&gt;
&lt;br /&gt;
==PROPERTY SALE TAX==&lt;br /&gt;
'''Property sale tax''' is a tax collected upon any kind of sale of property via the '''Enterprise market''' or '''Enterprise auctions'''. The base tax rate is 10% from the selling value of the property. &lt;br /&gt;
If the receipts from the sale of an enterprise exceed the cost of the enterprise’s assets, the tax is calculated as 10% from the receipts. If not, the tax is calculated as 10% from the cost of assets of the enterprise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==COMMON TAX FOR IMPUTED EARNINGS==&lt;br /&gt;
'''Common tax for imputed earnings (CTIE)''' of Virtonomics is the tax which determines the minimal sum of the tax on the production activity (is not applied to commercial subdivisions).&amp;lt;br/&amp;gt;&lt;br /&gt;
'''CTIE''' is not an extra tax to the profit tax for the operating subdivisions collected in Virtonomics.&amp;lt;br/&amp;gt; The scheme of collecting the CTIE is activated in case the products are sold for the price which is lower than their cost price, or if the products are sold with the rate of profit lower than the basic production profitability equal to the regional profit tax rate (specific connection between the rate of profit and the profit tax rate in the region is conditional).&amp;lt;br/&amp;gt;&lt;br /&gt;
If the produced goods are sold for the price where the rate of profit is higher than the regional profit tax rate, the CTIE is not charged and a player pays the profit tax '''''only'''''.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
'''CTIE''' for one item of produced and sold goods is calculated according to the following formula:&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Example|text=&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' CTIE=''' &amp;lt;font color=&amp;quot;#FF4500&amp;quot;&amp;gt;'''CC × '''('''PT_rate'''/100)&amp;lt;/font&amp;gt; '''×''' &amp;lt;font color=&amp;quot;#0000CD&amp;quot;&amp;gt;('''IE'''product/100)&amp;lt;/font&amp;gt;&amp;lt;/big&amp;gt;  where:&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''CC''' — calculated '''[[production costs]]''' of produced goods;&amp;lt;br/&amp;gt;&lt;br /&gt;
'''PT_rate''' - profit tax rate (%);&amp;lt;br/&amp;gt;&lt;br /&gt;
'''IE'''product – imputed earnings (%) for a specific product.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;}}&lt;br /&gt;
&amp;lt;font color=&amp;quot;#FF4500&amp;quot;&amp;gt;'''The red part of the formula'''&amp;lt;/font&amp;gt; is taxable income determined by the product of '''&amp;quot;CC'''&amp;quot; (calculated [[production cost]] of produced goods) and basic production profitability which (in Virtonomics) is equal to the '''PT_rate''' (profit tax rate (per cent) in the specific region where the production subdivision is situated). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#0000CD&amp;quot;&amp;gt;'''The blue part of the formula'''&amp;lt;/font&amp;gt; is the tax rate of the '''CTIE'''.&amp;lt;br/&amp;gt;&lt;br /&gt;
The '''CTIE''' rate is a macroeconomic way to control the efficiency of different kinds of production.&amp;lt;br/&amp;gt;&lt;br /&gt;
In Virtonomics for the productions which are currently highly profitable and massive we use the tax rate up to 1,0 (100%).&amp;lt;br/&amp;gt; I.e. the '''CTIE''' is charged from full taxable profit without any kind of benefits.&amp;lt;br/&amp;gt;&lt;br /&gt;
For the productions which are not developed enough according to the level of supplies and other analytical data we use differentiated benefits for each kind of products. &lt;br /&gt;
The benefits can be quite significant: CTIE for some kinds of products are up to 20 times lower (when the '''imputed earnings''' for the product are equal to 5%)&amp;lt;br/&amp;gt;&lt;br /&gt;
In order to learn the current CTIE rates you need '''Game world''' ► '''World map''' ► '''''Choose any country''''' ► '''''Region''''', and then from the list of the cities switch to the CTIE rates&lt;br /&gt;
&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>DarkRyu</name></author>
		
	</entry>
	<entry>
		<id>http://virtonomica.ru/help/index.php?title=Taxes/en&amp;diff=415</id>
		<title>Taxes/en</title>
		<link rel="alternate" type="text/html" href="http://virtonomica.ru/help/index.php?title=Taxes/en&amp;diff=415"/>
		<updated>2020-06-26T12:09:22Z</updated>

		<summary type="html">&lt;p&gt;DarkRyu: /* COMMON TAX FOR IMPUTED EARNINGS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;http://wiki.virtonomica.ru/index.php/Principles:Taxes&lt;br /&gt;
https://virtonomica.ru/help/index.php/Taxes/ru&lt;br /&gt;
&lt;br /&gt;
==PROFIT TAX==&lt;br /&gt;
'''Profit tax''' - is the basic tax levied on transactions (sales from warehouses, vacation of manufactured products by production units, retail sales in stores) and in the provision of services.&lt;br /&gt;
&lt;br /&gt;
According to the current algorithm, the tax is accrued '' 'only' '' 'for profits directly to this game recount of goods sold or services rendered. Such an algorithm eliminated the possibility of double taxation in undelivered deliveries, which are common among beginners quite often.&lt;br /&gt;
&lt;br /&gt;
'''Profit tax (PT)''' is calculated by the formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''PT''' = ('''R''' - '''PC''' - '''C''') × ('''PT_rate'''/100)&amp;lt;/big&amp;gt;, where:&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
'''R''' — actual revenue from the sale of products or services;&lt;br /&gt;
'''PC''' — estimated '' 'prime costs' '' of the sold products or expendables spent on the provision of services, for enterprises in the service sector without consumables PC = 0;&lt;br /&gt;
'''C''' — expenses of the enterprise not included in the SS, but lowering the tax base in this specific turn;&amp;lt;br/&amp;gt;&lt;br /&gt;
'''PT_rate''' — profit tax rate (%).&lt;br /&gt;
&lt;br /&gt;
Cost items that are not included in the cost but reduce the tax base:&lt;br /&gt;
&lt;br /&gt;
* For production units, only storage costs are not included in the SS of manufactured products, but they reduce the tax base;&lt;br /&gt;
* In warehouses, warehouse costs, rental of premises and payments for innovations are taken into account;&lt;br /&gt;
* In stores and at service enterprises, storage costs, rental of premises, innovation payments, salary costs, advertising costs, management expenses and maintenance costs (for the service sector) are taken into account.&lt;br /&gt;
&lt;br /&gt;
Expenses for the purchase of goods are not reflected in the cost price in absolute terms, '' 'but in accordance with the used up (sold or used in production) inventory' ''. Thus, it is possible that a unit has a negative balance (for example, due to large volumes of purchases for future use), but still pays income tax.&lt;br /&gt;
&lt;br /&gt;
The tax of production units '' 'cannot be zero' '', even if a player, for example, sells manufactured products below cost. The minimum tax amount, in any case paid from a unit of goods produced, is determined by the basic profitability of production (see the description of the `` UTII '' below). At the same time, the tax on the warehouse, trade and service units in the game may not be levied if the taxable base is less than or equal to zero.&lt;br /&gt;
&lt;br /&gt;
=== Tax break ===&lt;br /&gt;
Each newly registered company is granted tax holidays with a duration of '' '26 recounts' '', provided that the company grows at a moderate pace (without external infusions).&lt;br /&gt;
&lt;br /&gt;
Each company which has just been registered is provided with the right for tax holiday which lasts for 26 updates on the condition that the development of the company is moderate (without external investments).&lt;br /&gt;
&lt;br /&gt;
Therefore, during the first 26 updates of their existence companies are taxed according to the following table:&lt;br /&gt;
&lt;br /&gt;
Total, in the first 26 recounts of the existence of the company taxes are levied in accordance with the table:&lt;br /&gt;
{| border=&amp;quot;2&amp;quot; width=&amp;quot;40%&amp;quot; cellspacing=&amp;quot;4&amp;quot; cellpadding=&amp;quot;3&amp;quot; rules=&amp;quot;all&amp;quot; style=&amp;quot;margin:1em 1em 1em 0; border:solid 1px #AAAAAA; empty-cells:show;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!bgcolor=&amp;quot;#A7C1F2&amp;quot; align=&amp;quot;center&amp;quot;| Ставка налога на прибыль&lt;br /&gt;
!bgcolor=&amp;quot;#A7C1F2&amp;quot; align=&amp;quot;center&amp;quot;| Условие для налоговых каникул&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| 0%&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| Активы меньше 2 млн.&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| 50%&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| Активы меньше 5 млн.&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| 100%&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| Активы больше 5 млн.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The transition from tax holidays to the standard taxation scheme is carried out automatically in recalculation after the expiration of a 26-day period. Each recalculation is calculated separately, that is, if the company during the period of the possible holidays (26 recounts) goes beyond the border values ​​of the value of assets, and then returns to them, then it again has the right to tax relief.&lt;br /&gt;
&lt;br /&gt;
Transfer from tax holiday to standard taxation is automatic and happens during the update upon the expiration of 26 days. Every update is calculated separately, i.e. if a company oversteps the limits of the border indices of assets cost during the period when tax holiday may be brought to effect (26 updates) and then returns to follow the limits, the company has the right to get another easing of the taxation scheme.&lt;br /&gt;
&lt;br /&gt;
==TAX ON THE SALE OF TECHNOLOGIES AND LICENSES==&lt;br /&gt;
====Sale of technologies====&lt;br /&gt;
Налог на продажу технологии взимается с продавца технологии в момент покупки. Ставка единая и равняется 7% от продажной цены технологии.&lt;br /&gt;
&lt;br /&gt;
The tax is collected from the seller in the moment of purchase. The rate is single and is equal to 7% from the selling value of the technology.&lt;br /&gt;
 &lt;br /&gt;
====Sale of licenses====&lt;br /&gt;
Налог на продажу лицензии взимается с продавца лицензии в момент установки. Ставка единая и равняется 7% от продажной цены лицензии или, если цена занижена, от одной пятидесятой максимальной цены соответствующей технологии на общем рынке, по уровню меньшей или равной устанавливаемой.&lt;br /&gt;
&lt;br /&gt;
The tax is collected from the seller in the moment of installation. The rate is single and is equal to 7% from the selling value of the license or, if the price has been lowered, the percentage is drawn from one fiftieth of the maximal price of the relevant technology on the common market of the level which is less or equal to the one being installed. &lt;br /&gt;
&lt;br /&gt;
==PROPERTY SALE TAX==&lt;br /&gt;
'''Property sale tax''' is a tax collected upon any kind of sale of property via the '''Enterprise market''' or '''Enterprise auctions'''. The base tax rate is 10% from the selling value of the property. &lt;br /&gt;
If the receipts from the sale of an enterprise exceed the cost of the enterprise’s assets, the tax is calculated as 10% from the receipts. If not, the tax is calculated as 10% from the cost of assets of the enterprise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==COMMON TAX FOR IMPUTED EARNINGS==&lt;br /&gt;
'''Common tax for imputed earnings (CTIE)''' of Virtonomics is the tax which determines the minimal sum of the tax on the production activity (is not applied to commercial subdivisions).&amp;lt;br/&amp;gt;&lt;br /&gt;
'''CTIE''' is not an extra tax to the profit tax for the operating subdivisions collected in Virtonomics.&amp;lt;br/&amp;gt; The scheme of collecting the CTIE is activated in case the products are sold for the price which is lower than their cost price, or if the products are sold with the rate of profit lower than the basic production profitability equal to the regional profit tax rate (specific connection between the rate of profit and the profit tax rate in the region is conditional).&amp;lt;br/&amp;gt;&lt;br /&gt;
If the produced goods are sold for the price where the rate of profit is higher than the regional profit tax rate, the CTIE is not charged and a player pays the profit tax '''''only'''''.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
'''CTIE''' for one item of produced and sold goods is calculated according to the following formula:&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Example|text=&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;''' CTIE=''' &amp;lt;font color=&amp;quot;#FF4500&amp;quot;&amp;gt;'''PP × '''('''PT_rate'''/100)&amp;lt;/font&amp;gt; '''×''' &amp;lt;font color=&amp;quot;#0000CD&amp;quot;&amp;gt;('''IE'''product/100)&amp;lt;/font&amp;gt;&amp;lt;/big&amp;gt;  where:&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''PP''' — calculated '''[[production price]]''' of produced goods;&amp;lt;br/&amp;gt;&lt;br /&gt;
'''PT_rate''' - profit tax rate (%);&amp;lt;br/&amp;gt;&lt;br /&gt;
'''IE'''product – imputed earnings (%) for a specific product.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;}}&lt;br /&gt;
&amp;lt;font color=&amp;quot;#FF4500&amp;quot;&amp;gt;'''The red part of the formula'''&amp;lt;/font&amp;gt; is taxable income determined by the product of '''&amp;quot;PP'''&amp;quot; (calculated [[production price]] of produced goods) and basic production profitability which (in Virtonomics) is equal to the '''PT_rate''' (profit tax rate (per cent) in the specific region where the production subdivision is situated). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#0000CD&amp;quot;&amp;gt;'''The blue part of the formula'''&amp;lt;/font&amp;gt; is the tax rate of the '''CTIE'''.&amp;lt;br/&amp;gt;&lt;br /&gt;
The '''CTIE''' rate is a macroeconomic way to control the efficiency of different kinds of production.&amp;lt;br/&amp;gt;&lt;br /&gt;
In Virtonomics for the productions which are currently highly profitable and massive we use the tax rate up to 1,0 (100%).&amp;lt;br/&amp;gt; I.e. the '''CTIE''' is charged from full taxable profit without any kind of benefits.&amp;lt;br/&amp;gt;&lt;br /&gt;
For the productions which are not developed enough according to the level of supplies and other analytical data we use differentiated benefits for each kind of products. &lt;br /&gt;
The benefits can be quite significant: CTIE for some kinds of products are up to 20 times lower (when the '''imputed earnings''' for the product are equal to 5%)&amp;lt;br/&amp;gt;&lt;br /&gt;
In order to learn the current CTIE rates you need '''Game world''' ► '''World map''' ► '''''Choose any country''''' ► '''''Region''''', and then from the list of the cities switch to the CTIE rates&lt;br /&gt;
&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>DarkRyu</name></author>
		
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