Right now, there's a "marketing" slider in finances that controls how fast your customer base grows.
In reality, that's only a thing if you're profit-seeking.
If you're a public-good utility, your customer base grows (or shrinks) outside of your control (although we can keep the same blackouts-reduce-customers logic). And, if you're public-good, you aren't trying to maximize profit.
As such, we should split scenarios into these two types, with different mechanisms for customer base growth AND scoring:
Investor-owned: customer base controlled by your marketing spending, scored based on ending cash in bank
Publicly-owned: customer base changes randomly (hide marketing slider), scored based on availability (which we already do, penalty for blackouts)
The type of scenario, and how you're scored, should be added to the scenarios detail page
PART 2, DONE:
Add a score multiplier to higher difficulties, and an info icon/modal on game detail page explaining the impacts of difficulty level
PART 3:
In public-good, add a slider for the rate you're charging people, and you get more points the lower your average $/kWh (the tradeoff being that you can't afford to build as much and might go bankrupt) - currently hard coded as dollarsPerWh in game.tsx
(don't show rate slider in for-profit, their lever is marketing spend)
PART 1, DONE:
Right now, there's a "marketing" slider in finances that controls how fast your customer base grows.
In reality, that's only a thing if you're profit-seeking.
If you're a public-good utility, your customer base grows (or shrinks) outside of your control (although we can keep the same blackouts-reduce-customers logic). And, if you're public-good, you aren't trying to maximize profit.
As such, we should split scenarios into these two types, with different mechanisms for customer base growth AND scoring:
The type of scenario, and how you're scored, should be added to the scenarios detail page
PART 2, DONE:
PART 3: