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  Is GCs market big enough?
Posted by: Frankschtaldt - 04-21-2015, 05:04 PM - Forum: Archive: General Discussion - Replies (3)

The other night I received a notification that I had sold over 1m vehicles in 1959 (not sure if that new but I've never seen it before, nice touch Smile ). So, that notification got me thinking, how big is GCs market and is it actually big enough to simulate the real world?

I can't draw any solid conclusions because this is only one game and I only have 2 years worth of data to work with which is why this is a discussion thread rather than a suggestion.

So, in 1959 I built just over 1m vehicles and my market share was just over 40% of the world market. This means the world market in this game in 1959 is about 2.5m vehicles. My production in 1960 and 1961 both increased slightly but so did my market share. So let's assume the mark stayed at around 2.5m cars.

Compare this to the information presented in this web site which claims the total world car production to be just under 25m cars in 1960.

This would suggest that in 1960 GCs simulated market is about 1/10 what it needs to be.

Again, this is based on the data from only a couple of years of gameplay from one game (where I am focusing on utility vehicles such as trucks and vans).

Does anyone else have useful data from recent games we could use to compare to real world numbers to help Eric fine tune GCs market size?


That fact that I have 40% of the market with only pickup trucks, vans and suvs could also suggest that the market in this game is much bigger than 2.5m cars and that there is simply an under supply of sedan and hatch type vehicles.
I might expand my operations into a broader market next to see what happens.

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  simplified engine sizes
Posted by: shadow - 03-26-2015, 12:13 PM - Forum: Archive: General Discussion - Replies (5)

Hey just completed 119 hours of gear city game time!
just one thing though,
why is there no simple way of creating an engine?
such as a quick action button that would let you build anything ftom a 1.1 litre to a 3.2 litre
v8 ?
i think it would be much easier for non engineering minded people.
Just a thought. Look forward to your thoughts on this

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  Vehicle Designer
Posted by: PointGiven - 03-25-2015, 04:50 PM - Forum: Archive: General Discussion - Replies (3)

If I half ass the physical vehicle designer (where you put the mirrors, door handles, paint color, axles and so forth) does it impact vehicle sales?

It's getting a bit tedious I"m finding.

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  massive losses in late 30s
Posted by: shadow - 03-13-2015, 12:11 PM - Forum: Archive: General Discussion - Replies (2)

Hey. Just wondering if anyone has had same issue,
In my last game i had a huge multi national company. Making a profit of between 1 anf 2 million a month.
then suddrnly in 1938 im now losing 2 million a month !
have tried everything i can think of but nothing getd me out of negetive income.
And just to make clear i actually cheated a bit on this game and turned wars off.
any suggestions welcome
thank you

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  how well has GC done
Posted by: shadow - 03-09-2015, 08:45 PM - Forum: Archive: General Discussion - Replies (4)

Just wondering how well Gear City has done.
for such an amazing game i hope it has been well received by the public.

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  Managing Production
Posted by: Sparkyplug - 02-17-2015, 12:33 PM - Forum: Archive: General Discussion - Replies (5)

whats the best way to do this without clicking through every branch and factory every time i have a turn just to make sure demand hasnt dropped buy 200 units and i'm stuck with loads in a few turns

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  End Game
Posted by: saintjohn - 02-14-2015, 01:05 PM - Forum: Archive: General Discussion - Replies (1)

Hello All!

I have only played the game through once and I recall it ending at the year 2000.
1- Is this still the case?
2- Can this be modded?
3- Please can you make the game open-ended?

Thanks

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  Monthly Loss jump
Posted by: foreverska - 02-08-2015, 07:19 AM - Forum: Archive: General Discussion - Replies (5)

I played this a bit too much tonight and I'm getting better but I keep getting a deathblow on my longer running games. One month my revenue will abruptly fall to -2mil. The very next it could even be positive. Even on my best game where I had 2.1 mil in the bank this was the end of my otherwise successful company. What is this? In 10 years of game time I had never been hit that hard and on my best game I had only had a handful of months I saw more than 4k losses. I guess next time it happens I'll look at my balance sheet but maybe someone knows.

Something I found myself wanting:
My laziness would like to see a "rework" button in the modify engine menu. Like if I want a new engine for a new model year but most of the specs are spot on. Rework the engine with a slightly bigger bore and higher revving valvetrain. All I really want is to enter advanced engine builder with the selected engine's build loaded up.

Question:
I cant figure out contracts. Not sure if I'm always missing them or what but I can't figure out a button or what have you to bid on a contract. Is there a tutorial on it? Or maybe someone can explain, is a button supposed to appear somewhere to bid on a contract?

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  Rename Components
Posted by: kallesito - 01-05-2015, 05:01 PM - Forum: Archive: General Discussion - Replies (3)

Hello!

Would it be possible to introduce an option to rename the components in the future? Would be nice!

Thank you!

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  Contracting help
Posted by: Gdkiv - 11-28-2014, 03:52 AM - Forum: Archive: General Discussion - Replies (8)

So started a new game. and wanted to try and focus on contracting and selling parts to other car manufacturers

the first problem i got is cargo space needed for the pickup trucks the army wants. its way to high

i can max out the lenght and width of a chassie. do the same with the body designer and cargo design, but still i am not near the minimum space needed.

cargo space should not be hard to make, just make stuff big enough.

this is in the 1900 start with the 2 first pickup truck bodies. but still even with low design skill and early body styles, cargo space should be kinda easy to design, at the cost of weight and all that stuff of course, or maybe the problem is the contract system is not balanced for those early games? i noticed you changed the cargo needed in 1.6.4 but way to much, atleast for early games, i could not even reach half of what i needed

second problem is with 2 ship engines i was building for france and usa. i made 2 engines acording to the specs needed, and both of the designs were not good enough for some reason, i could not submit them. i made a third super engine for the states to test and that one passed, maybe i am stupid and missed something, i dunno.

anyway and easy fix ( i think ) is the ability to cancel a design after starting it,

you can submit a design before its done, so if i could make something, check if it will pass, if not scrap it and try again with no costs, you cant do this already right??

i have attached my savegame that has the problems above.



Attached Files
.rar   testing room.rar (Size: 206.28 KB / Downloads: 483)
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