This library handles game conventions.
EXTRA_MAX_PEOPLE_ATTRACTED_PER_VISITOR (0.01)
per each nth visitor we can attract 1 more max. visitor per each day during the exhibition.
EXTRA_MAX_PEOPLE_ATTRACTED_PER_REPUTATION (0.001)
per each nth popularity point we can attract 1 more max. visitor.
MINIMUM_ATTRACTED_PEOPLE (0.01)
multiply booth size by this = minimum people attracted.
MAX_ATTRACT_LOWER_PER_VISITOR (0.05)
per every nth person that has already visited our booth, we lower our attractiveness by this much.
VISITOR_ROUNDING_SEGMENT (10)
round the amount of visitors in segments of this much.
ISSUE_SCORE_AFFECTOR (0.75)
multiplier for how much issues affect a game's score at a convention.
BASE_BOOTH_ATTRACTIVENESS (0.2)
the base booth attractiveness value.
BASE_BOOST_EFFICIENCY (0.8)
the base booth efficiency rating.
CHARISMA_BOOST (0.2)
maximum boost in efficiency from charisma.
PUBLIC_KNOWLEDGE_BOOST (0.3)
maximum attractiveness boost from Public Speaking knowledge.
BASE_DEVELOPER_PRESENCE_ATTRACTIVENESS_BOOST (0.2)
the base attractiveness added per each developer that is present, max of this value when all the slots are taken up by the employees.
ATTRACTED_PEOPLE_TO_POPULARITY (1.75)
multiply attracted people by this much when adding to project popularity (word of mouth works very nicely).
INCREASED_EFFICIENCY (2.5)
when the fact is set, the efficiency is multiplied by this much.
BOOKING_IN_ADVANCE(40)
how many days in advance can we book?
MAX_EXTRA_VISITORS_FROM_PLAYER (0.1)
% of total maximum visitors that can be added on top of the visitor count if the player showed awesome games in the previous year.
RATING_FOR_MAX_EXTRA_VISITORS (48)
the total rating of all presented games must be equal to or greater than this value in order to get MAX_EXTRA_VISITORS_FROM_PLAYER extra visitors next year.
RATING_FOR_EXTRA_VISITORS_PRAISE (42)
same as above but for praising the games that the players has presented.
DRIVE_DROP_PER_DAY (2)
employees attending the convention without the Extravert trait will lose this much drive per each day spent there.
MINIMUM_GAME_POPULARITY_AFFECTOR (0.01)
the lowest we can get from a bad game.
DISLIKE_RATING_CUTOFF (5)
lower than this = visitors "disliked" the game.
POST_RELEASE_POPULARITY_GAIN_DROP (0.05)
per each day after the release of the game, we will lose this much % of the gained popularity when presenting a game at a convention.
POST_RELEASE_POPULARITY_MAX_DROP (0.1)
the lowest our popularity gain can drop down to after the game has been released already.
GAME_TO_PRESENT_ADDED
fired when adding a game to present.
GAME_TO_PRESENT_REMOVED
fired when removing a game to present.
STARTED
fired when starting a convention.
FINISHED
fired when a convention is finished.
BOOTH_CHANGED
fired when changing the booth size.
PARTICIPANT_ADDED
fired when adding an employee that should participate in the convention.
PARTICIPANT_REMOVED
fired when removing a participant from the convention.
PARTICIPANTS_FULL
fired when trying to add an employee, but they're worse than all other people selected in terms of booth efficiency boost.
GAME_TO_PRESENT_ADDED
fired when