This is a collection of data and equations which are thought to be useful for strategic purposes.
The details recorded here are verified by volunteers, so it is possible that there are errors.
Sales = ((((buying power ÷ 2) + (high score × 4) rounded down) × sales bonus × sales coefficient) rounded down.
Buying power: total of the fan count × attention rate for each area. Attention rate: pink: 0.95; amber: 0.90; green: 0.85; blue: 0.80
High score: the high score for that song
Sales bonus: a bonus for the 2nd and subsequent songs. 2nd: 1.05; 3rd:1.10; 4th: 1.15; 5th: 1.20
Sales coefficient: decay in sales as weeks pass after release. Sales coefficient = (1 - (weeks after release - keep count) × 0.25)
week 25, 3rd song high score 45297 1st week of release
(7741 + 7763 + 58624 + 59329 + 114498 + 88874) / 2 = 168414.5
45297 * 4 = 181188
168414.5 + 181188 = 349602.5 → 349602
349602 * 1.10 * 1 = 384562.2
Actual sales were 384,564, so it's fairly consistent.
I tried making a calculator (Japanese, could be nice to have but we can't do JavaScript here so we would have to link off-site too...)
http://dl.dropbox.com/u/7334525/tools/imas2/cd_sales_calc.html
The sales coefficient equation above changes to fixed amounts after a break or revival
Break: 1.2→1.0→0.6→0.3
Super Break: 2.5→1.5→1.0→0.5
Revival: 0.8→0.6→0.4→0.2
From the information in >>883's post on thread 7
I don't really know if this is applicable to transitions in the early stages of the game. I think it's only really useful as a reference, but it's useful information so I have copied and incorporated it into the information above.
Attention rate changes:
For S→A and B→C the decay rate is quite heavy, but A→B becomes a point of control.
Consequently, you could say the following:
Attention rate changes:
(basic fan count increase × reporter effect), fractions rounded down.
If you lose at a festival, this is multiplied by 0.6 and rounded down. This is a digression, but even if you lose at a festival, the amount of money you receive will not change.