<title>Finances</title>

<h1><strong>Finances</strong></h1>

<p>
The <strong>Finances</strong> window provides an overview of the financial status of a player's company.
</p>
<p>
To open, click the money icon at top of main view, press <a href="keys.txt">[f]</a>, or click on a player's name in the <a href="players.txt">Players</a> dialog.
</p>
<p>
Values are in Hajo Credits and are listed for present and past calendar months or years. Click on the corresponding tab to change the timespan of the graph.<br/>
- <em>Years:</em> shows annual values.<br/>
- <em>Months:</em> shows monthly values.<br/>
</p>
<p>
The graph displays the y-axis as quantity and the x-axis as time. You can have several curves displayed at the same time and if you hover the cursor over a point on the graph, a tooltip will display the number.
</p>
<p>
The <em>Build HQ</em> button in the upper-right corner allows you to build or upgrade your company headquarters (if the graphics are provided by the pakset). The headquarters will serve as a high-level attraction and may be required for some scenarios.
</p>
<br/>
<p>
Values (click on name-button to view details on graph), include:
</p>
<p>
<em>Vehicle Earning</em> - total income from the transport of passengers, goods, and mail.
</p>
<p>
<em>Operation Costs</em> - total cost incurred by all <a href="convoiinfo.txt">convoys</a> when in transit.<br>
{Tips: The operation cost per kilometer for vehicles can be seen in a <a href="depot.txt">depot</a> and from Convoy Information.}
</p>
<p>
<em>Maintenance</em> - total cost incurred maintaining the transportation network.<br>
{Tips: The cost per month for maintaining the network (<em>Maintenance (monthly)</em> shown on the right of <strong>Finances</strong>) is deducted at the end of the game calendar month.}
</p>
<p>
<em>Road toll</em> - when running convoys over foreign way, a cost may occur. If you are using other players ways, you have to pay. But if you provide are very good road connection, you may also earn from others.
</p>
<p>
<em>Powerlines</em> - income generated from the selling of electricity from <a href="special.txt">high power transmission</a>.
</p>
<p>
<em>Operational Profit</em> - profit from transportation, road toll, high power transmission less the maintenance and operational costs (sum of everything above).
</p>
<p>
<em>New Vehicles</em> - expenditure on and income received from the purchase and sale of vehicles.
</p>
<p>
<em>Construction site</em> - total cost incurred by construction of transport networks, landscaping, high power transmission lines, and using <a href="removal_tool.txt">Destroy/Remove</a> and other removal tools for ways (tracks, road, canals and airstrips).
</p>
<p>
<em>Cash Flow</em> - total income (sum of everything above this).
</p>
<p>
<em>Trips</em> - number of everything moved (counting passengers, mail, and goods). Transfers are counted once per leg.
</p>
<br/>
<p>
In the second row four additional values are seen. Those are accumulated values:
</p>
<p>
<em>Account Balance</em> - the current cash available for construction or purchasing vehicles (also shown in the centre of bottom-bar under game-view.
</p>
<p>
<em>Assets</em> - the value of all company vehicles at the end of the last calendar month.<br>
{Tips: each month the value of operational vehicles depreciate slightly, current selling value for vehicles can be seen in <a href="convoidetail.txt">Convoy Details</a> or when vehicle is in a depot.}
</p>
<p>
<em>Margin</em> - is the ratio of Operational Profit to Proceeds.
</p>
<p>
<em>Net Wealth</em> - Account Balance plus Assets. This is the company value. If the net wealth becomes negative, your company is bankrupt and you loose the game.
</p>
<p>
{Tips: Some costs, starting balance and finances in game can be changed in simuconf.tab}
</p> 
<h1><strong>Scenario information</strong></h1>
<p>
If you play a scenario, then the scenario goal and the percentage of the progress is displayed.
</p>
