I collected more data and did more experiments, and found some interesting results:
All the income you get daily is a multiplier of the occupancy (you never get decimals if you divide income by occupancy) so you can build a formula that calculate it. Something like that:
Daily income = Occupancy * (base expending + extras)Ok, so the first finding is that the base expending is a constant that depends of the range of prices, the kind of rabbit hole and its level.
resort | level | Affordable | Moderate | Expensive |
Beach | 1 | 6 | 8 | 11 |
Beach | 2 | 20 | 25 | 33 |
Beach | 3 | 25 | 31 | 41 |
Spanish | 1 | 6 | 8 | 11 |
Spanish | 2 | 20 | 25 | 33 |
Spanish | 3 | 25 | 31 | 41 |
Eco | 1 | 16 | 20 | 27 |
Eco | 2 | 24 | 30 | 40 |
Eco | 3 | 50 | 62 | 83 |
All and each level 1 Beach Resort you build will give the same base expending and all and each level 3 Eco Resort will give the same base expending. If you change prices range all the base expendings will change but will remain constant from one game to another. Beach and Spanish give exactly the same figures so the only reason to build a spanish resort is for aestetic purposes.
Also, the "extras" part is very interesting. Almost everything adds to the base expending. For example, if you set a receptionist at Morning you get a +1 to the base expending. If you set a receptionist at Afternoon you get a +1 to the base expending and if you set a receptionist at Night you get +2 base expending. And if you fill all three shifts you get a +1 base expending.
This part i must fine tune it more because there are many extras and not all the moddifiers are straigth forward. For example, if you hire one medium qualified cleaner you get +2 base expending, if you hire 2 you get +5 and if you hire 3 you get +7... but with 3 high qualified cleaners you get +15 to base expending.