![]() Both of which, while complex for the time, were fairly light. It was heavily inspired by Detroit and Motor City (Old Timer). That's one of the reasons why I made the game. I can't really recommend any other industrial business sims with the same level of economic details. So what are your thoughts? Thanks for reading! GearCity made me feel like I was actually running a business in an understandable economy. In Capitalism, every game feels like it starts with building one store, clicking on a few products to sell, and then it's just an endless and growing supply of money as you plop down more buildings. So, to my question: are there other games with this kind of economic experience I should look at? I know Capitalism Lab gets mentioned often, and I have it, but it's never given me the same feeling. it all made for one of the best experiences I've had when it comes to a game/sim actually feeling like a business. Having the control it offers, the economic considerations, the long-term planning, the detailed P&L and productivity reports. Also, construction gets paid for as it takes place, instead of just having the whole sum deducted from your bank account when you give the order. Then it actually takes time for the work to be done. One example: when you redesign a factory to increase capacity, you have a wide range (slider bars) of options when it comes to the number of production lines and how much money you want to invest in the technology of the factory, which effect its maximum productivity. ![]() I have very little experience with it so far, but I love the depth of the economics that it presents. Dunno if designs acquired through other means counts, as the game doesn't indicate directly whether or not that skill is going up or down.I tried the demo of GearCity and immediately pinned it to the top of my wishlist. These tricks don't work with vehicle design skill: That only goes up with we're designing a car, best as I understand. They get 0.25 in skill per quarter, more if money is invested into them. Since their skill is 1 on a scale from 1 to 100, pretty much anything will make them better for the first few years. They get worse if that average is lower than their skill. Research teams get better if the average of all the new parts acquired in the above three ways within the last 5 years that is better than than your research team in overall rating. Since no licenses are available, I will buy one part of each type so they have something to study. There are three ways to get parts for our parts designers to study, in order to get better.ģ) Purchasing parts directly from the other companies And without something for them to work on, they're getting worse. After all, what sort of Automaker doesn't create their dream car for the lutz?Īs you can see, on this difficulty, our design teams are garbage. I underline the last part because that is the crux of my master strategy to make tons of money, so I can ramp up my industrial capacity to make cars, so I can spend all that cash designing whatever cars I want. The player can purchase blueprints for parts and cars, allow the AI companies to buy same, purchase parts, and purchase cars. The feature that you'll see me use a lot is the Outsourcing screen. The player can also design the chassis, engine, and gearbox, with options there as well. It has the old "put the parts together to make a car" feature from Motor City (although gearbox is now a part, and the player designs the car itself instead of just designing one body as a part), but they now have to actually fit together, and there are more options for everything. The best part of the game is designing the cars. ![]() I've mentioned options twice now, because the game has a lot of them to affect the game. Sometimes the player starts with a loan (difficulty level and options). The Factory makes the cars and the branch sells the cars. On normal difficulty levels with normal options, the player starts with one Factory and one Branch. The game simulates the Auto Industry from as early as 1900. Put them together, add some new stuff, and you got GearCity. There is also an European map for the real Oldtimer / Motor City experience.įor those who don't know, a very brief description of GearCity: ![]() Knowing when the World Wars are going to break out and dodging them.dunno if that is fair to the AI companies. I'll probably either start in 1900, as most of the challenge of the game is front-loaded in time, or try out the Random History mode. Where good ol' EJ makes this game his bitch!įor those who want a sneak peak, read my guide here ![]()
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