How the math works
How is "ceiling price" calculated?
Each gram has a base price (set by the product) plus an effect-multiplier (sum of effect bonuses, capped at 8 effects). That's the ceiling a perfectly-matched customer will pay. We pull this number live from the same engine the Mix Calculator uses.
What does "effect match" actually do?
Customers in Schedule I have preferred effects. If your mix hits all of them, they pay the full ceiling. If it partly matches, they pay a fraction. The slider blends those two outcomes — 35% means roughly a third of customers pay full ceiling, the rest pay an average ~75% of it. Tune it down for unfocused mixes and up for purpose-built recipes.
Why "in-game day" instead of real time?
One Schedule I day is roughly 24 real-world minutes. We project per in-game day so the numbers compare cleanly to your save. Multiply by ~2.5 to get an hour of real-world play, or use the week/month cards to see longer arcs.
Should I always hire dealers?
Not always. Dealers take a 20% cut, so if you can comfortably run a route yourself early-game, do it. The "what-if" panel shows your number with 0–3 dealers side by side — once your customer pool stops growing, more dealers just print money.
Is this the same data as the Mix Calculator?
Yes — both tools share /assets/s1-mix-data.js for products, ingredients, and effects. Update one, the other gets the new numbers automatically.