> ## Documentation Index
> Fetch the complete documentation index at: https://devdocs.xbox.com/llms.txt
> Use this file to discover all available pages before exploring further.

# Custom Stores for Player Segments in Economy (Legacy)

> Tutorial for Economy (Legacy) that describes how to create alternate stores that are available only to players from defined Player Segments.

# Custom stores for player segments (Legacy Economy)

<Info>
  Economy v1 APIs are in maintenance mode and will not be receiving any new features, only bug fixes. **The v1 APIs will be maintained for the foreseeable future.** See the [Economy v2 Overview](/services/playfab/economy-monetization/economy-v2/overview) to learn more about the next version of PlayFab Economy!
</Info>

In our [Stores and Sales](/services/playfab/economy-monetization/economy/tutorials/stores-and-sales) tutorial, we demonstrate how to set up a store and make a few items available to a player at special or alternate prices.

In our [Player segmentation quickstart](/services/playfab/live-service-management/game-configuration/segmentation/segmentation-quickstart), we provide an example of how to group your players into segments, based on player information or behavior.

This tutorial describes how to *combine* these features, and produce alternate stores available *only* to players from defined player segments.

1. Let's begin with some example segments. In the screenshot shown below, we've provided some segments that are segmented-store-testing friendly.
   <img src="https://mintcdn.com/microsoft-4404708b/Oa_DP1q6U1lat7c2/images/playfab/economy-monetization/economy/tutorials/game-manager-players-segments-new-segment.png?fit=max&auto=format&n=Oa_DP1q6U1lat7c2&q=85&s=e4d41eef434150cc96025c65fe20a76a" alt="Game Manager/Players/Segments/Example Segments" width="1200" height="549" data-path="images/playfab/economy-monetization/economy/tutorials/game-manager-players-segments-new-segment.png" />
2. Next, we'll reuse the **Equipment Store** created in the [Stores and Sales](/services/playfab/economy-monetization/economy/tutorials/stores-and-sales) tutorial, and add player segmentation. You must create each store separately and give it an identifiable name. Each store should have content that is customized for that segment.

<Tip>
  Using the **DUPLICATE** feature on the **Stores** screen, you can duplicate stores quickly, and then modify the **Store Id**, **Store name**, and other parameters to make the new store unique.
</Tip>

The following screen shot shows our customized stores.

<img src="https://mintcdn.com/microsoft-4404708b/Oa_DP1q6U1lat7c2/images/playfab/economy-monetization/economy/tutorials/game-manager-economy-catalogs-stores.png?fit=max&auto=format&n=Oa_DP1q6U1lat7c2&q=85&s=14b74c8a9c37c5d42ae3d5533cc0f8e1" alt="Game Manager/Economy/Catalogs/Stores" width="1280" height="900" data-path="images/playfab/economy-monetization/economy/tutorials/game-manager-economy-catalogs-stores.png" />

1. Finally, edit the **Equipment Store**, and fill in the **SEGMENT OVERRIDES** section at the bottom (this section is *only visible* if there are defined player segments).

<img src="https://mintcdn.com/microsoft-4404708b/Oa_DP1q6U1lat7c2/images/playfab/economy-monetization/economy/tutorials/game-manager-edit-store-segment-overrides.png?fit=max&auto=format&n=Oa_DP1q6U1lat7c2&q=85&s=8585a906a23604d3d82f38f60e212e96" alt="Game Manager/Edit Store/Segment Overrides" width="1280" height="1500" data-path="images/playfab/economy-monetization/economy/tutorials/game-manager-edit-store-segment-overrides.png" />

## Best Practices for store segmentation

* Store segmentation is public information:
  * There are many ways for players to gain information about alternate stores.
  * Players naturally transition between segments, and they'll see those changes when they transition.
  * Players discuss content on forums, community sites, wikis, etc.
  * In the PlayFab API, store information is *public* unless you disable those APIs with our [API Access Policy](/services/playfab/api-references/api-access-policy).
  * You should assume that players will be aware of other stores and their details.

* Provide varying content, *not* varying pricing:
  * Players will feel cheated if:
    * Prices go up or down when they transition segments.
    * Prices described on wikis are different than their own.
  * The only exception to the pricing rule would be *first time* purchases:
    * You must secure the client API methods with our [API Access Policy](/services/playfab/api-references/api-access-policy) to prevent multiple purchases, or make repurchasing less meaningful through game design.

* Content should be relevant to the segment:
  * Whales are willing to spend large amounts of real money *and are likely to buy expensive bundles* if the value is worthwhile.
  * First time buyers may be given a good deal, but can *only* be (usefully) obtained once.
  * End game players may only be interested in a specific subset of items.


## Related topics

- [Stores (Economy Legacy) Quickstart](/services/playfab/economy-monetization/economy/stores/quickstart.md)
- [Economy (Legacy) quickstart](/services/playfab/economy-monetization/economy/quickstart.md)
- [Stores and sales in Economy (Legacy)](/services/playfab/economy-monetization/economy/tutorials/stores-and-sales.md)
- [Catalogs (Legacy Economy)](/services/playfab/economy-monetization/economy/items/catalogs.md)
- [Stores (Legacy Economy)](/services/playfab/economy-monetization/economy/stores/index.md)
