Shangyi Business Simulation Challenge · Yunchuan Agriculture
Settlement formulas
Use this reference to check losses, capacity, charges, stock and rankings in the V5 Yunchuan Agriculture scenario. The formulas and fixed constants are public before play. Round-specific prices, yields, demand and operating coefficients are announced in their own rounds. Use the published map distances, current plot and land settings, and your receipts for actual settlement amounts.
01 Units, opening capital and cash
1 batch = 100 pieces. 1 coin = 100 cents. Source purchases use whole batches. Commercial trades, processing and terminal bids use whole pieces.
Posted charge = new exact cumulative amount rounded half-up to cents − previous exact cumulative amount rounded the same way. Cumulative amounts are grouped by round, payer, recipient and fee category. This applies to goods, freight, pre-cooling, operating and dispatch costs, processing, interest, terminal receipts and delivery. Each category is posted separately.
Invested capital = starting capital + confirmed angel investment. Staff confirm the proposal grade once during setup.
Coins per company
Industry
Starting capital
Grade A
Grade B
Grade C
Co-op R
700
+70
+35
0
Processor M
1,200
+120
+60
0
Distributor D
1,600
+160
+80
0
Logistics L
500
+50
+25
0
Commercial bank B
5,000
+150
+75
0
Cash after site selection = invested capital − published four-round main-site rent − opening stock charge. Processors pay 113 for one batch each of paddy, soybeans, fresh tomatoes and raw strawberries. Distributors pay 198 for one batch each of packaged rice, fresh bean products and boxed strawberries. Other industries pay zero for opening stock. A grade B processor taking I05 at 145 has 1,200 + 60 − 145 − 113 = 1,002 coins left.
Available cash = cash balance − cash held for queued orders. Cash changes when receipts, charges, loan draws or repayments are posted. Borrowing adds both cash and a liability.
02 Road distance, cargo loss, capacity and freight
Use published road distance d in kilometres. Cross-site distances already include 0.5 km access at each end. The same site has distance zero and needs no shipment. Calculate each leg separately. All four fresh goods require cold transport on every leg.
Sound pieces arriving on this order = ⌊(previous cumulative dispatch + this dispatch) × (1 − loss rate)⌋ − ⌊previous cumulative dispatch × (1 − loss rate)⌋. ⌊ ⌋ rounds down. Group by round, recipient company, product, origin, destination, mode and loss rate. Splitting orders leaves the group's cumulative arrivals unchanged.
Loss in pieces = dispatch − arrivals. The sender loses dispatch pieces from stock and the receiver gains sound arrivals. Ordinary sales and source purchases charge for dispatched pieces, so the buyer bears normal loss. Terminals pay for sound arrivals.
Capacity per batch = ceil(d ÷ 30), at least 1 for cross-site shipping. Capacity used = capacity per batch × dispatch pieces ÷ 100. Cold shipping uses both total and cold capacity.
Per carrier per round there are 280 total and 110 cold units. Remaining = limit − used − reserved. A one-time 120-coin upgrade in round 1 or 2 adds 40 total and 15 cold units from the following round.
Goods payment = dispatch pieces ÷ 100 × price per batch. F sites and the government depot use published prices. Companies negotiate ordinary trade prices. Internal transfers have zero goods payment.
Buyer freight = capacity used × agreed price per capacity unit. Pre-cooling = dispatch pieces ÷ 100 × destination plot's pre-cooling charge, only for raw strawberries from F sites. Buyer acquisition cost = goods + freight + pre-cooling. Cost per arrived batch = acquisition cost × 100 ÷ sound pieces received. Leave it undefined when none arrive.
Carrier loaded operating cost = dispatch pieces ÷ 100 × published round operating coefficient for the mode × (1 + distance coefficient × d). The distance coefficient is 0.02 for ordinary transport and 0.03 for cold transport.
Dispatch cost = dispatch pieces ÷ 100 × 0.01 × road kilometres from the nearest active depot to pickup. Ties use depot code order. Dispatch is a separate cost, with loaded capacity calculated from the shipment endpoints. Carrier gross margin = freight revenue − operating cost − dispatch cost. Internal figures on a particular contract follow its visibility permissions.
03 Inventory, warehouse limits and processing
Stockpiling incurs no per-minute or percentage storage loss and no separate stockpiling fee. After the minute 85 terminal settlement in each round, remaining fresh tomatoes, raw strawberries, fresh bean products and boxed strawberries expire in full. Cold transport does not extend shelf life across rounds. Expiry removes stock without charging the original purchase again. Paddy, soybeans, rice, shelf-stable bean products, tomato sauce and strawberry jam carry over.
Available storage by category = capacity − held stock − inbound capacity reservations at the site. Raw and finished goods count separately. Receipts use sound arrivals. Main sites use published plot capacities. Second sites have fixed capacity: co-op 36 raw batches, processor 24 raw and 16 finished, distributor 24 finished, logistics and bank zero.
New stock = old stock + sound receipts + processing output − dispatch − materials consumed − expired or liquidated stock. Stock and space are tracked by room, company and site.
Inputs, recipe fee and processing points per output batch
Product
Input (batches)
Fee (coins)
Points
Packaged rice
1 paddy
8
1
Fresh bean products
1 soybeans
12
1
Shelf-stable bean products
2 soybeans
18
2
Tomato sauce
2 fresh tomatoes
14
2
Boxed strawberries
1 raw strawberries
10
1
Strawberry jam
2 raw strawberries
18
2
Input pieces = output pieces × recipe input multiplier. Points used = output pieces ÷ 100 × points per batch. A processor's main site uses its posted per-round limit and its second site gets 8 points per round. Processing cash charge = output pieces ÷ 100 × (recipe fee + site's energy surcharge per batch). Product cost also includes the cost of acquiring the inputs. Shelf-stable beans require one 150-coin research purchase in round 1 or 2, effective the following round.
04 Source allocation, reservations and terminal bids
Source sites
At round opening, stock available for sale = eligible carry-over + newly mature supply. Apply from minute 10 up to 15 for the first allocation at 15. Each F site's first-window limit is half its opening whole batches for each good, rounded down and capped by current stock. The second window runs from 15 up to 35, with remaining whole batches allocated at 35. Remaining F goods can be sold after approval after the minute 35 allocation and before minute 70.
When demand exceeds stock, initial allocation per company = ⌊available batches × company's valid requested batches ÷ total valid requested batches⌋. Distribute leftover batches by largest fractional remainder, with ties using industry code order rotated each round. Allocate to companies first and then to their orders by quantity, with order number for tied remainders. Reserve purchases and final debt clearing use the same integer method with their stated weights.
On staff approval of a central application, reserve the buyer's full goods, freight and pre-cooling estimates, each rounded up to a cent. Reserve the carrier's potential deficit, max(0, operating and dispatch costs each rounded up − freight rounded down), and the needed fleet capacity. Reserve estimated inbound storage at the receiving site. Settle on the actual award and release unused reservations.
Canteen, supermarket and emergency finished-goods procurement
From minute 75 up to 85, distributors bid with product, origin, sound arrival quantity and unit price. At 85, valid bids must meet the round price cap and strictly exceed unit delivery cost. Use one price for the same company, product and channel across warehouses, and avoid promising the same stock to multiple channels. Lower prices are filled first, with ties allocated by demand and rotating priority to whole pieces.
Dispatch required = ⌈(previous cumulative arrivals + awarded sound pieces) ÷ (1 − loss rate)⌉ − previous cumulative dispatch. ⌈ ⌉ rounds up. A zero award dispatches zero. Terminal receipts = awarded sound pieces ÷ 100 × bid price.
Terminal delivery fee = dispatch pieces ÷ 100 × delivery coefficient. For shelf-stable goods the coefficient is 1 + 0.02 × d; for fresh goods it is 2 + 0.06 × d. System delivery uses no player carrier capacity. Delivery cost per arrived batch = fee × 100 ÷ sound delivered pieces. Minimum bid = that cost rounded down to cents + 0.01 coin. Include purchase cost when assessing profit. To settle, the distributor's available cash + awarded receipts − delivery fees for the round must be at least zero.
05 Buying, activating and reselling plots
Staff assign compatible unoccupied main sites in setup at the full four-round published fee. During play, companies can apply for one compatible second site. Each plot is exclusive. Commercial banks alone can hold investment reserve plots, subject to the published room limits.
Remaining rights reference price in round r = ceil(four-round published fee × (4 − r) ÷ 4) to a whole coin. Operating sites activate the following round.
Transaction type and buyer total
Type
Buyer pays
Default rounds
Vacant second operating site from system
Remaining reference + buyer equipment
1 and 2
Vacant investment plot bought by a bank
Remaining reference + management fee
1
Listed investment plot bought as second operating site
Asking price + management fee + buyer equipment
2
Bank activates its own compatible investment plot
Bank equipment fee
1 and 2
Resale is available for unactivated bank investment plots. The bank lists the plot. A compatible buyer applies for it as a second operating site, and staff approve the transfer. Main and operating second sites cannot be listed. The buyer cannot continue flipping the acquired plot as an investment. The seller gets the asking price, and system fees go to the system. A bank must withdraw an active listing before activating the site itself.
Management fee = relevant rights price (remaining reference for system investment purchase, asking price for a listing purchase) × the room rate, rounded half-up to cents. Default is 5%. Default equipment fees are R 80, M 240, D 100, L 80, B 60 coins.
Minimum ask = max(absolute minimum, reference price × floor ratio rounded up to cents). Maximum ask = min(absolute maximum, reference price × ceiling ratio rounded down to cents). Default ratio range is 50%–200%, with absolute bounds of 1 and 100,000 coins.
Default investment limits are 1 per bank, 2 across the room and 1 private transfer per plot. Apply between simulated minutes 50 and 60, with staff approval at 60. Default listing notice is 5 minutes, with expiry no later than that round's application deadline. Use current room settings for fees, windows and limits.
06 Loans, interest and repayments
Borrower principal caps across all banks are R 1,500, M 2,200, D 3,000 and L 800 coins. New principal allowed is the minimum of remaining borrower credit, the bank's remaining principal allowance of 80% of invested capital, and available bank cash less its 20% reserve, with a zero lower bound. Round the 80% cap down and the 20% floor up to cents. Remaining new loan count = active main-site allowance + 4 for an active second site − loans already issued this round.
Exact interest on a repayment = principal being repaid × agreed round rate × (repayment round − issue round + 1). Rates are 5%–10% per round, simple interest, including the issue round. Principal and its interest are paid together. If 200 is borrowed in round 1 at 6% and 100 principal repaid in round 2, interest is 12 and payment is 112, with 100 principal left. Interest is posted using cumulative cents for the same round and borrower–bank pair.
07 Government purchases and reserve sales
A fresh game budgets 200 coins. At minute 85 of round 1, if F1, F2 and F3 together have at least 10 unsold whole paddy batches, purchase batches = min(whole unsold batches, 20, ⌊remaining budget ÷ 10⌋, available whole depot capacity). Depot capacity is 20 batches. Allocate by unsold whole batches, with F1/F2/F3 tie order. Purchase expenditure = purchased batches × 10 coins.
In round 3, if F2's new paddy harvest is at most 6 batches, G opens only in the second source window from 15 up to 35. Available batches = min(whole batches in stock, 12 less batches already released in the window). Each co-op may request up to 4 batches at 14 coins per batch. Sales are recorded in the depot's sales account. Procurement budget remains the original appropriation less expenditure.
08 Assets, clearing, ranks and concurrent rooms
In-game asset estimate = cash + stock at salvage value + loan principal and current interest receivable. Estimated net assets = assets − liabilities, including unpaid principal and current interest. Land residual value is zero. The estimate changes as the game proceeds.
At minute 85 of round 4, settle terminals, expire fresh goods and then liquidate remaining eligible stock. Salvage income = stock pieces ÷ 100 × price per batch. The prices are paddy 4, soybeans 5, packaged rice 12, shelf-stable bean products 20, tomato sauce 15 and strawberry jam 20 coins.
Clear loans next. Amount due = unpaid principal + interest through round 4. If cash is short, split it by amounts due to each bank, then by amounts due on that bank's loans. Round down to cents and distribute the remainder by largest fractions, breaking ties by bank number or loan record ID order. Unpaid debt = amount due − amount recovered. Banks post actual recoveries.
Final net assets = cash after clearing − unpaid debt. Capital growth rate = (final net assets − actual invested capital) ÷ actual invested capital. Round the ratio half-up to 10 decimal places. Rank within each industry by growth, then by lower unpaid debt. Exact ties share rank. Host-managed companies are excluded from player rankings.
Expiry and simultaneous play. Fresh stock expires at the end of its own room's round, and players can replenish it next round. Room cash, stock, land, clock and saves are separate. Several games can run in parallel. Companies in one room may negotiate and act at the same time and share that room’s settlement gates. A fresh game starts with a new ledger. Ending and saving disables that game's old cards. Restoring a save creates a new room and new cards.