The **Profit Quota** defines the minimum accumulated scrap value the employees have to gather and sell to the company in each quota cycle. Reaching the profit quota is the main objective of *Lethal Company*. Each quota cycle lasts 4 days (including when there are 0 days left), meaning the employees have 3 days to explore the moons and collect scrap.

Failing to meet the quota in time will result in the company discharging the entire crew by jettisoning them into deep space. It is possible to land on any moon on day 0, but not landing on Gordion, where the scrap can be sold, leads to an inevitable game over.

## Quota Calculation[]

The profit quota for a cycle depends on how many quotas have been fulfilled before. The first quota is always ▮130. The formula for quota increase is a *quadratic function*, meaning the quota increase from one quota to the next consistently rises with every quota fulfilled.

quotaIncrease = 100 * (1 + timesFulfilled^{2} / 16) * (randomizerCurve.eval(random(0, 1) * abs(totalLuck - 1)) + 1)

Additionally, the quota increase is multiplied by an evaluated curve value in the interval `[-0.5; 0.5]`

, with a scaled random value between 0 and 1 as input. This random input value is scaled by the absolute of the combined luck value minus 1 of all furniture that is placed in the ship at the time of the *previous* quota calculation.

**Note:** This means, except for the first quota, the furniture placed during quota `n`

only influences the luck of quota `n + 1`

.

With every furniture present in the ship, excluding the Signal translator, a maximum luck of `0.1545`

can be achieved. This means that the minimal randomizer multiplier is `x0.846`

, restricting the random multiplier to the interval `[0;0.846]`

.

Furniture | Luck Value |
---|---|

Cozy Lights | 0.005 |

Television | 0.02 |

Toilet | 0.01 |

Shower | 0.015 |

Record Player | 0.005 |

Table | 0.004 |

Romantic Table | 0.005 |

Signal Translator | -0.012 |

Loud horn | 0.0025 |

Inverse Teleporter | 0.004 |

Jack O'Lantern | 0.012 |

Welcome mat | 0.003 |

Goldfish | 0.006 |

Plushie pajama man | 0.003 |

Disco Ball | 0.06 |

### Probability Calculations[]

Due to the function resembling the integral of a normal distribution function, one can approximate the function with.

For calculating probabilities, the normal probability distribution function is a bell curve with mean `0.018`

and standard deviation `0.121`

. For example, the chance to roll a value in `[-0.1;0.1]`

is `58.71%`

.

## Average Quota[]

Using the above formulas, we can calculate the average values for each quota, as well as the total value required to reach the first n quotas, and the average scrap value needed per day to reach said quotas. This information is shown in the table below.

Because the quota increase scales quadratically with the quota, quota values scale cubically and the total money required to reach the nth quota scales quartically. The values shown in the table are averages, and can vary dramatically depending on the result of `randomizerCurve.eval`

in the above step.

## Overtime Bonuses[]

An overtime bonus is granted when the crew over-delivers, meaning they sell more than the required profit quota. The overtime bonus is calculated using the equation below, rounding down if the result is not a whole number.

`overtimeBonus = (quotaFulfilled - profitQuota) / 5 + 15 * daysUntilDeadline`

Days until deadline starts at `totalDays - 2`

, with `totalDays`

being the profit cycle length, and gets decremented at the end of every day, meaning on day 0 it becomes a negative value. This acts like an *efficiency bonus* or *penalty* that rewards employees that meet the profit quota early in the cycle and punishes those that don't. If the crew only sells their scrap on the last day, an overtime bonus penalty of ▮-15 will be deducted. It is never possible to lose credits as the overtime bonus is clamped at ▮0.

Day | Days Until Deadline | Efficiency Bonus / Penalty |
---|---|---|

3 | 2 | ▮30 |

2 | 1 | ▮15 |

1 | 0 | ▮0 |

0 | -1 | ▮-15 (Capped at ▮0) |

### Usage[]

The following equation can be used to sell as little scrap as possible while still gaining a certain amount of credits. This equation assumes you are selling with 0 days until deadline. In this equation, `quotaFulfilled`

represents the value of the scrap being sold, and `total`

represents the total amount of credits gained. If the equation does not give a whole number, round up to avoid falling short of the desired credits.

`quotaFulfilled = (5 * total + profitQuota + 75) / 6`

Example: You want to gain ▮900 to purchase a jetpack while fulfilling the first quota of ▮130.

`quotaFulfilled = (5 * 900 + 130 + 75) / 6`

`quotaFulfilled = 784.16`

In this case, you must round-up and sell ▮785 worth of scrap to receive an overtime bonus of ▮116 for a total of ▮901.