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		<title><![CDATA[Visual Entertainment and Technologies Forum - All Forums]]></title>
		<link>https://www.ventdev.com/forums/</link>
		<description><![CDATA[Visual Entertainment and Technologies Forum - https://www.ventdev.com/forums]]></description>
		<pubDate>Thu, 01 Oct 2026 05:15:37 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[Algorithm 1 Racing seems broken]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=4924</link>
			<pubDate>Mon, 21 Sep 2026 10:40:29 -0400</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=8293">brubi</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=4924</guid>
			<description><![CDATA[I am not sure what the induction limit for it is.<br />
<br />
I went and read the XMLs and the racing series has cylinderRestriction="43" fuelRestriction="50" inductionRestriction="107". However, 107 does not exist in the components.<br />
<br />
<br />
&lt;selectionIndex&gt;59&lt;/selectionIndex&gt;<br />
 &lt;picture&gt;TwinTurbochargerInduction.dds&lt;/picture&gt;<br />
<br />
&lt;selectionIndex&gt;56&lt;/selectionIndex&gt;<br />
 &lt;picture&gt;NaturalyAspiratedInduction.dds&lt;/picture&gt;<br />
<br />
&lt;selectionIndex&gt;57&lt;/selectionIndex&gt;<br />
 &lt;picture&gt;SuperchargerInduction.dds&lt;/picture&gt;<br />
<br />
&lt;selectionIndex&gt;58&lt;/selectionIndex&gt;<br />
&lt;picture&gt;TurbochargerFuelS1.dds&lt;/picture&gt;<br />
<br />
&lt;selectionIndex&gt;114&lt;/selectionIndex&gt;<br />
&lt;picture&gt;Twincharger.dds&lt;/picture&gt;<br />
<br />
&lt;selectionIndex&gt;115&lt;/selectionIndex&gt;<br />
 &lt;picture&gt;HybridTurbocharger.dds&lt;/picture&gt;<br />
<br />
&lt;selectionIndex&gt;116&lt;/selectionIndex&gt;<br />
&lt;picture&gt;VariableGeometry.dds&lt;/picture&gt;<br />
<br />
&lt;selectionIndex&gt;60&lt;/selectionIndex&gt;<br />
 &lt;picture&gt;QuadTurbochargerInduction.dds&lt;/picture&gt;<br />
<br />
Here are the selection indexes for the inductions.<br />
<br />
I am on second gear.<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.ventdev.com/forums/images/attachtypes/image.gif" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=1790" target="_blank" title="">algorithm1.png</a> (Size: 631.16 KB / Downloads: 2)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[I am not sure what the induction limit for it is.<br />
<br />
I went and read the XMLs and the racing series has cylinderRestriction="43" fuelRestriction="50" inductionRestriction="107". However, 107 does not exist in the components.<br />
<br />
<br />
&lt;selectionIndex&gt;59&lt;/selectionIndex&gt;<br />
 &lt;picture&gt;TwinTurbochargerInduction.dds&lt;/picture&gt;<br />
<br />
&lt;selectionIndex&gt;56&lt;/selectionIndex&gt;<br />
 &lt;picture&gt;NaturalyAspiratedInduction.dds&lt;/picture&gt;<br />
<br />
&lt;selectionIndex&gt;57&lt;/selectionIndex&gt;<br />
 &lt;picture&gt;SuperchargerInduction.dds&lt;/picture&gt;<br />
<br />
&lt;selectionIndex&gt;58&lt;/selectionIndex&gt;<br />
&lt;picture&gt;TurbochargerFuelS1.dds&lt;/picture&gt;<br />
<br />
&lt;selectionIndex&gt;114&lt;/selectionIndex&gt;<br />
&lt;picture&gt;Twincharger.dds&lt;/picture&gt;<br />
<br />
&lt;selectionIndex&gt;115&lt;/selectionIndex&gt;<br />
 &lt;picture&gt;HybridTurbocharger.dds&lt;/picture&gt;<br />
<br />
&lt;selectionIndex&gt;116&lt;/selectionIndex&gt;<br />
&lt;picture&gt;VariableGeometry.dds&lt;/picture&gt;<br />
<br />
&lt;selectionIndex&gt;60&lt;/selectionIndex&gt;<br />
 &lt;picture&gt;QuadTurbochargerInduction.dds&lt;/picture&gt;<br />
<br />
Here are the selection indexes for the inductions.<br />
<br />
I am on second gear.<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.ventdev.com/forums/images/attachtypes/image.gif" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=1790" target="_blank" title="">algorithm1.png</a> (Size: 631.16 KB / Downloads: 2)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[GearCity v2.0.0.16 and GearCity: 2nd Gear v2.6.0.2]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=4923</link>
			<pubDate>Mon, 14 Sep 2026 14:25:52 -0400</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=1">Eric.B</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=4923</guid>
			<description><![CDATA[Greetings Everyone,<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">GearCity</span></span><br />
<br />
I’m happy to announce version 2.0.0.16. This update has a few reported bug fixes and some minor cleanup work. I hope to do more minor code cleanup over the next several updates. Ideally these cleanups will improve performance and decrease bugs. However, it might also cause regressions. Be sure to report any issues you come across. Most of these code cleanups however will have no impact on the program. Games, at least in the old days, are notorious for sloppy code. I’m trying to clean that up in case we go open source some point in the future.<br />
<br />
And with that, what’s in the patch: <br />
<br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span> Fixed potentially null pointer issue launching CEF in Linux, if for some odd reason it fails append a forward slash or the path exceeds 1024 characters. <br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span> Failed CEF Initialization now closes the program at boot.<br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span> Removed unneeded static lookups in main singleton framework<br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span> Added additional song and volume loading error checking, if there is an issue at start, the game shuts down cleanly. <br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span> Fixed invalid pointer check which could crash malformed mods. <br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span> Fixed last song issues in music playlist <br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span> Removed some duplicate code in initialization system.<br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span> Fixed potential infinite loop issue if users malformed their font files. Now the game will just crash instead of locking up.<br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span> Fixed potential file name corruption when moving the reports folder on non-ascii language Operating Systems.<br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span>Fixed potential incorrect save locations for Linux and OSX users if the file path is over 256 characters long.<br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span>Minor Performance Tweaks to Engine State Framework.<br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span>Fixed unlikely potential division by zero when automatically setting scroll positions.<br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span>Fixed unlikely event calling null GUI widgets when scrolling mouse wheel.<br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span>Fixed unlikely undefined behavior when casting autoAdjustFontSizes on Windows or Panel Widgets<br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span>Fixed unlikely casting of list image items to list text items. <br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span>Minor performance improvements to AI Vehicle Design<br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span>Fixed minor bugs in AI Car Designer component selections. <br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span>Fixed Bug in AI Car Designer Image system. <br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span>Fixed Bug in AI Car Designer sliders.<br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span>Minor Performance Improvements in AI Marketing<br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span>Minor Performance Improvements in AI Factory Construction<br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span>Fixed AI Bonds not increasing likelihood AI builds factory on the turn they take out a bond to build a factory.<br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span>Fixed bug in AI Engine Design that reduces maximum engines size by 1-4" under the true maximum.<br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span>Minor Performance Improvements in AI Racing.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix: </span> Fixed “Hey Boss” popup when clicking “Format” when making a trim. <br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix: </span> Fixed top speed overflows due to floating point division rounding to 0 in rare circumstances. <br />
<span style="font-weight: bold;" class="mycode_b">-Engine: </span> Added Arab language Support<br />
<span style="font-weight: bold;" class="mycode_b">-GUI: </span> Changed quarterly offsets.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix: </span> Fixed Quarterly report using 4 months data in some cases. <br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix: </span> Fixed paying line of credit with negative cash funds causing negative expenses which adds positive money to your funds.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI: </span> Error message if Save or Save As fails. (Does not work with Auto-save or Save on Exit.)<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix: </span> Fixed Random Design Value not being set on save game load until the 6th or 12th turn of the year.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI: </span> Fixed confusing wordings in the Starting Bank Loan Option help button.<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">GearCity: 2nd Gear</span></span><br />
<br />
I’m also happy to announce GearCity: 2nd Gear version 2.6.0.2. This update addresses many issues you have all submitted to me, plus anything found in the GearCity update that crosses over. I also did some minor clean up work on this code base as well. All this is in preparation for Milestone #7 and the work for v2.7.0.0. I’m looking forward to it!<br />
<br />
Here is what you can find in this update:<br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span> Fixed potentially null pointer issue launching CEF in Linux, if for some odd reason it fails append a forward slash or the path exceeds 1024 characters. <br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span> Failed CEF Initialization now closes the program at boot.<br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span> Removed unneeded static lookups in main singleton framework<br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span> Added additional song and volume loading error checking, if there is an issue at start, the game shuts down cleanly. <br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span> Fixed invalid pointer check which could crash malformed mods. <br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span> Fixed last song issues in music playlist <br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span> Removed some duplicate code in initialization system.<br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span> Fixed potential infinite loop issue if users malformed their font files. Now the game will just crash instead of locking up.<br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span> Fixed potential file name corruption when moving the reports folder on non-ascii language Operating Systems.<br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span>Fixed potential incorrect save locations for Linux and OSX users if the file path is over 256 characters long.<br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span>Minor Performance Tweaks to Engine State Framework.<br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span>Fixed unlikely potential division by zero when automatically setting scroll positions.<br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span>Fixed unlikely event calling null GUI widgets when scrolling mouse wheel.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix: </span>Fixed AI Car Designer potentially using wrong Component Skill Values<br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span>Minor performance improvements to AI Vehicle Design<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix: </span>Fixed AI issue with Hybrid component skills<br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span>Fixed minor bugs in AI Car Designer component selections. <br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span>Fixed Bug in AI Car Designer Image system. <br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span>Fixed Bug in AI Car Designer sliders.<br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span>Minor Performance Improvements in AI Marketing<br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span>Minor Performance Improvements in AI Factory Construction<br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span>Fixed bug in AI Engine Design that reduces maximum engines size by 1-4" under the true maximum.<br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span>Fixed AI Bonds not increasing likelihood AI builds factory on the turn they take out a bond to build a factory.<br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span>Minor Performance Improvements in AI Racing.<br />
<span style="font-weight: bold;" class="mycode_b">-Engine: </span> Added Arab language Support<br />
<span style="font-weight: bold;" class="mycode_b">-GUI: </span> Changed quarterly offsets.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix: </span> Fixed Quarterly report using 4 months data in some cases. <br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix: </span> Fixed top speed overflows due to floating point division rounding to 0 in rare circumstances. <br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix: </span> Fixed paying line of credit with negative cash funds causing negative expenses which adds positive money to your funds.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix: </span>Fixed Design Skill effect not applying to front suspension systems because of calculations made on rear suspension.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix: </span>Fixed Modify Vehicle not selecting correct vehicle if on second page.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI: </span>Fixed Modify List not scrolling to selection<br />
<span style="font-weight: bold;" class="mycode_b">-GUI: </span>Fixed end production vehicle reseting back to top of list in view window.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI: </span>FFixed End Production Component reseting back to top of list.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix: </span>Fixed CarType ID showing in All Time Sales header.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix: </span>Fixed Component Research Budget not locking.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix: </span>Fixed Chassis, Engine, Gearbox, and Vehicle skills hitting 0 and causing sub-component sliders not to show.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix: </span>Fixed sub-components disappearing from research teams when component value drops below skill level<br />
<span style="font-weight: bold;" class="mycode_b">-GUI: </span> Error message if Save or Save As fails. (Does not work with Auto-save or Save on Exit.)<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix: </span> Fixed Random Design Value not being set on save game load until the 6th or 12th turn of the year.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI: </span>Fixed confusing wordings in the Starting Bank Loan Option help button.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI: </span>Removed Debuging Label background from Auto-sell margin autotool.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix: </span>Fixed Potential Factory Construction Costs overflow when lobbying is extremely strong.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix: </span>Fixed issue with Base City Map which caused Philippines to take over Rome in 1976.<br />
<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Miscellaneous</span></span><br />
 <br />
We have all noticed the increase of LLM (generative AI) in game development. And there are many people (myself included) that have some contention with these technologies. In this era, many of our competitors only report what their distributors require and hide behind imprecision and downplaying, especially with respect to code, UI, design, and scripting. I believe full transparency is the best course of action. So, I’ve created a dedicated page detailing exactly how we use LLMs and how much of it is in our games. The page breaks down the amount of generative AI we use in our products by category. We use the percentages of files that generative AI touched for art and audio. In the future, we may also display the percentage of file sizes. For code and scripts, we’re using line counts. If you would like to read more, you can find the page here: <a href="https://www.ventdev.com/llm.html" target="_blank" rel="noopener" class="mycode_url">https://www.ventdev.com/llm.html</a><br />
<br />
If you have any questions with respect to our LLM usage, feel free to ask, and it may end up in the FAQ.]]></description>
			<content:encoded><![CDATA[Greetings Everyone,<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">GearCity</span></span><br />
<br />
I’m happy to announce version 2.0.0.16. This update has a few reported bug fixes and some minor cleanup work. I hope to do more minor code cleanup over the next several updates. Ideally these cleanups will improve performance and decrease bugs. However, it might also cause regressions. Be sure to report any issues you come across. Most of these code cleanups however will have no impact on the program. Games, at least in the old days, are notorious for sloppy code. I’m trying to clean that up in case we go open source some point in the future.<br />
<br />
And with that, what’s in the patch: <br />
<br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span> Fixed potentially null pointer issue launching CEF in Linux, if for some odd reason it fails append a forward slash or the path exceeds 1024 characters. <br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span> Failed CEF Initialization now closes the program at boot.<br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span> Removed unneeded static lookups in main singleton framework<br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span> Added additional song and volume loading error checking, if there is an issue at start, the game shuts down cleanly. <br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span> Fixed invalid pointer check which could crash malformed mods. <br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span> Fixed last song issues in music playlist <br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span> Removed some duplicate code in initialization system.<br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span> Fixed potential infinite loop issue if users malformed their font files. Now the game will just crash instead of locking up.<br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span> Fixed potential file name corruption when moving the reports folder on non-ascii language Operating Systems.<br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span>Fixed potential incorrect save locations for Linux and OSX users if the file path is over 256 characters long.<br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span>Minor Performance Tweaks to Engine State Framework.<br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span>Fixed unlikely potential division by zero when automatically setting scroll positions.<br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span>Fixed unlikely event calling null GUI widgets when scrolling mouse wheel.<br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span>Fixed unlikely undefined behavior when casting autoAdjustFontSizes on Windows or Panel Widgets<br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span>Fixed unlikely casting of list image items to list text items. <br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span>Minor performance improvements to AI Vehicle Design<br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span>Fixed minor bugs in AI Car Designer component selections. <br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span>Fixed Bug in AI Car Designer Image system. <br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span>Fixed Bug in AI Car Designer sliders.<br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span>Minor Performance Improvements in AI Marketing<br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span>Minor Performance Improvements in AI Factory Construction<br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span>Fixed AI Bonds not increasing likelihood AI builds factory on the turn they take out a bond to build a factory.<br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span>Fixed bug in AI Engine Design that reduces maximum engines size by 1-4" under the true maximum.<br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span>Minor Performance Improvements in AI Racing.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix: </span> Fixed “Hey Boss” popup when clicking “Format” when making a trim. <br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix: </span> Fixed top speed overflows due to floating point division rounding to 0 in rare circumstances. <br />
<span style="font-weight: bold;" class="mycode_b">-Engine: </span> Added Arab language Support<br />
<span style="font-weight: bold;" class="mycode_b">-GUI: </span> Changed quarterly offsets.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix: </span> Fixed Quarterly report using 4 months data in some cases. <br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix: </span> Fixed paying line of credit with negative cash funds causing negative expenses which adds positive money to your funds.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI: </span> Error message if Save or Save As fails. (Does not work with Auto-save or Save on Exit.)<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix: </span> Fixed Random Design Value not being set on save game load until the 6th or 12th turn of the year.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI: </span> Fixed confusing wordings in the Starting Bank Loan Option help button.<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">GearCity: 2nd Gear</span></span><br />
<br />
I’m also happy to announce GearCity: 2nd Gear version 2.6.0.2. This update addresses many issues you have all submitted to me, plus anything found in the GearCity update that crosses over. I also did some minor clean up work on this code base as well. All this is in preparation for Milestone #7 and the work for v2.7.0.0. I’m looking forward to it!<br />
<br />
Here is what you can find in this update:<br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span> Fixed potentially null pointer issue launching CEF in Linux, if for some odd reason it fails append a forward slash or the path exceeds 1024 characters. <br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span> Failed CEF Initialization now closes the program at boot.<br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span> Removed unneeded static lookups in main singleton framework<br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span> Added additional song and volume loading error checking, if there is an issue at start, the game shuts down cleanly. <br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span> Fixed invalid pointer check which could crash malformed mods. <br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span> Fixed last song issues in music playlist <br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span> Removed some duplicate code in initialization system.<br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span> Fixed potential infinite loop issue if users malformed their font files. Now the game will just crash instead of locking up.<br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span> Fixed potential file name corruption when moving the reports folder on non-ascii language Operating Systems.<br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span>Fixed potential incorrect save locations for Linux and OSX users if the file path is over 256 characters long.<br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span>Minor Performance Tweaks to Engine State Framework.<br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span>Fixed unlikely potential division by zero when automatically setting scroll positions.<br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span>Fixed unlikely event calling null GUI widgets when scrolling mouse wheel.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix: </span>Fixed AI Car Designer potentially using wrong Component Skill Values<br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span>Minor performance improvements to AI Vehicle Design<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix: </span>Fixed AI issue with Hybrid component skills<br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span>Fixed minor bugs in AI Car Designer component selections. <br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span>Fixed Bug in AI Car Designer Image system. <br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span>Fixed Bug in AI Car Designer sliders.<br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span>Minor Performance Improvements in AI Marketing<br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span>Minor Performance Improvements in AI Factory Construction<br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span>Fixed bug in AI Engine Design that reduces maximum engines size by 1-4" under the true maximum.<br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span>Fixed AI Bonds not increasing likelihood AI builds factory on the turn they take out a bond to build a factory.<br />
<span style="font-weight: bold;" class="mycode_b">-Code Clean Up: </span>Minor Performance Improvements in AI Racing.<br />
<span style="font-weight: bold;" class="mycode_b">-Engine: </span> Added Arab language Support<br />
<span style="font-weight: bold;" class="mycode_b">-GUI: </span> Changed quarterly offsets.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix: </span> Fixed Quarterly report using 4 months data in some cases. <br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix: </span> Fixed top speed overflows due to floating point division rounding to 0 in rare circumstances. <br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix: </span> Fixed paying line of credit with negative cash funds causing negative expenses which adds positive money to your funds.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix: </span>Fixed Design Skill effect not applying to front suspension systems because of calculations made on rear suspension.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix: </span>Fixed Modify Vehicle not selecting correct vehicle if on second page.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI: </span>Fixed Modify List not scrolling to selection<br />
<span style="font-weight: bold;" class="mycode_b">-GUI: </span>Fixed end production vehicle reseting back to top of list in view window.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI: </span>FFixed End Production Component reseting back to top of list.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix: </span>Fixed CarType ID showing in All Time Sales header.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix: </span>Fixed Component Research Budget not locking.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix: </span>Fixed Chassis, Engine, Gearbox, and Vehicle skills hitting 0 and causing sub-component sliders not to show.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix: </span>Fixed sub-components disappearing from research teams when component value drops below skill level<br />
<span style="font-weight: bold;" class="mycode_b">-GUI: </span> Error message if Save or Save As fails. (Does not work with Auto-save or Save on Exit.)<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix: </span> Fixed Random Design Value not being set on save game load until the 6th or 12th turn of the year.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI: </span>Fixed confusing wordings in the Starting Bank Loan Option help button.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI: </span>Removed Debuging Label background from Auto-sell margin autotool.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix: </span>Fixed Potential Factory Construction Costs overflow when lobbying is extremely strong.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix: </span>Fixed issue with Base City Map which caused Philippines to take over Rome in 1976.<br />
<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Miscellaneous</span></span><br />
 <br />
We have all noticed the increase of LLM (generative AI) in game development. And there are many people (myself included) that have some contention with these technologies. In this era, many of our competitors only report what their distributors require and hide behind imprecision and downplaying, especially with respect to code, UI, design, and scripting. I believe full transparency is the best course of action. So, I’ve created a dedicated page detailing exactly how we use LLMs and how much of it is in our games. The page breaks down the amount of generative AI we use in our products by category. We use the percentages of files that generative AI touched for art and audio. In the future, we may also display the percentage of file sizes. For code and scripts, we’re using line counts. If you would like to read more, you can find the page here: <a href="https://www.ventdev.com/llm.html" target="_blank" rel="noopener" class="mycode_url">https://www.ventdev.com/llm.html</a><br />
<br />
If you have any questions with respect to our LLM usage, feel free to ask, and it may end up in the FAQ.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Any update on this game?]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=4922</link>
			<pubDate>Tue, 08 Sep 2026 19:44:42 -0400</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=7332">Seaswolf</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=4922</guid>
			<description><![CDATA[Hello Eric,<br />
<br />
I'm back playing GearCity after 4y and I'm still in love with it.  <img src="https://www.ventdev.com/forums/images/smilies/biggrin.png" alt="biggrin" title="biggrin" class="smilie smilie_21" /> <br />
How about the AeroMogul?<br />
Any update on how the development is going?<br />
<br />
Tks,<br />
<br />
Alex]]></description>
			<content:encoded><![CDATA[Hello Eric,<br />
<br />
I'm back playing GearCity after 4y and I'm still in love with it.  <img src="https://www.ventdev.com/forums/images/smilies/biggrin.png" alt="biggrin" title="biggrin" class="smilie smilie_21" /> <br />
How about the AeroMogul?<br />
Any update on how the development is going?<br />
<br />
Tks,<br />
<br />
Alex]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[2nd Gear more SLIDERS/VALUES]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=4920</link>
			<pubDate>Mon, 31 Aug 2026 05:00:45 -0400</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=8464">BesnyPista</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=4920</guid>
			<description><![CDATA[Hi,<br />
please add sliders to set production amounts/limits (and generally everywhere any number is being inputed - also vehicle prices) and vice versa give us some number with every slider (for example 0-100) in vehicle/components design so do not have to load sliders settings summary for that. <br />
Thank you <img src="https://www.ventdev.com/forums/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_28" />]]></description>
			<content:encoded><![CDATA[Hi,<br />
please add sliders to set production amounts/limits (and generally everywhere any number is being inputed - also vehicle prices) and vice versa give us some number with every slider (for example 0-100) in vehicle/components design so do not have to load sliders settings summary for that. <br />
Thank you <img src="https://www.ventdev.com/forums/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_28" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[2nd Gear Showroom all types]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=4919</link>
			<pubDate>Mon, 31 Aug 2026 03:48:26 -0400</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=8464">BesnyPista</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=4919</guid>
			<description><![CDATA[Hello,<br />
comparing to vanilla GearCity, in 2nd Gear I am missing possibility to check all vehicle types in ShowRoom (and preview all models on the market/from 1 marque like that) - vehicle type has to be always chosen which is little bit annoying. <br />
I know not a bug but maybe not difficult to change.<br />
Thank you<br />
Pista]]></description>
			<content:encoded><![CDATA[Hello,<br />
comparing to vanilla GearCity, in 2nd Gear I am missing possibility to check all vehicle types in ShowRoom (and preview all models on the market/from 1 marque like that) - vehicle type has to be always chosen which is little bit annoying. <br />
I know not a bug but maybe not difficult to change.<br />
Thank you<br />
Pista]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[City attributes]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=4918</link>
			<pubDate>Sun, 30 Aug 2026 14:49:50 -0400</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=8464">BesnyPista</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=4918</guid>
			<description><![CDATA[Hello,<br />
want to ask for details regarding attributes used in "FBS1_City19xx" - city xml:<br />
1) INF infit= , SKILL ski= ,  MNFBASE manub= - values should be 1-100? No decimals?<br />
2) POPGROWTH pg= - only 3 decimals accepted? Or does game accept also 4 (1.0045)?<br />
3) GOVERN gov= - what are exact values meanings (-1,1,-2,...)?<br />
4) Does newer file e.g."City1930" strictly overwrite all the valuesachieved from old one"City1900"? And what out of it can be used in "TurnEvents"? <br />
Thank you <img src="https://www.ventdev.com/forums/images/smilies/rolleyes.png" alt="Rolleyes" title="Rolleyes" class="smilie smilie_30" /><br />
Pista]]></description>
			<content:encoded><![CDATA[Hello,<br />
want to ask for details regarding attributes used in "FBS1_City19xx" - city xml:<br />
1) INF infit= , SKILL ski= ,  MNFBASE manub= - values should be 1-100? No decimals?<br />
2) POPGROWTH pg= - only 3 decimals accepted? Or does game accept also 4 (1.0045)?<br />
3) GOVERN gov= - what are exact values meanings (-1,1,-2,...)?<br />
4) Does newer file e.g."City1930" strictly overwrite all the valuesachieved from old one"City1900"? And what out of it can be used in "TurnEvents"? <br />
Thank you <img src="https://www.ventdev.com/forums/images/smilies/rolleyes.png" alt="Rolleyes" title="Rolleyes" class="smilie smilie_30" /><br />
Pista]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Forum Changes]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=4915</link>
			<pubDate>Tue, 18 Aug 2026 11:36:13 -0400</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=1">Eric.B</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=4915</guid>
			<description><![CDATA[Due to the amount of spam we've been getting, new forum users are now restricted to 1 post per day and they no longer have access to the PM system. <br />
<br />
I will manually move new users to "vetted" status after your first post when I deem you're not a bot or a spammer. <br />
<br />
I may eventually raise the amount of post for new user and switch to a hide until moderated system. But I will need to find a plugin, make sure it's up to date, and set it up. That's not happening today. <br />
<br />
Sorry for the inconvenience.]]></description>
			<content:encoded><![CDATA[Due to the amount of spam we've been getting, new forum users are now restricted to 1 post per day and they no longer have access to the PM system. <br />
<br />
I will manually move new users to "vetted" status after your first post when I deem you're not a bot or a spammer. <br />
<br />
I may eventually raise the amount of post for new user and switch to a hide until moderated system. But I will need to find a plugin, make sure it's up to date, and set it up. That's not happening today. <br />
<br />
Sorry for the inconvenience.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[FIXED] Data Overflow Issue]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=4853</link>
			<pubDate>Thu, 06 Aug 2026 03:19:56 -0400</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=8445">bycj1106</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=4853</guid>
			<description><![CDATA[Hello,<br />
<br />
I encountered a game-breaking issue while playing. When the game date reaches January 1992, the game data seems to break.<br />
<br />
It appears to be a numerical overflow, although I am not sure exactly which specific variable caused it. Everything was working correctly in December 1991, but as soon as the month changes, the values become abnormal. Please refer to the attached screenshot to see the specific error.<br />
<br />
This issue is also causing incorrect calculations for vehicle unit costs and creates problems with the auto-marketing system.<br />
<br />
I have attached my save file and the screenshot to this post for your investigation.<br />
<br />
Thanks!<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.ventdev.com/forums/images/attachtypes/image.gif" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=1786" target="_blank" title="">QQ20260806-091229.png</a> (Size: 224.11 KB / Downloads: 9)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[Hello,<br />
<br />
I encountered a game-breaking issue while playing. When the game date reaches January 1992, the game data seems to break.<br />
<br />
It appears to be a numerical overflow, although I am not sure exactly which specific variable caused it. Everything was working correctly in December 1991, but as soon as the month changes, the values become abnormal. Please refer to the attached screenshot to see the specific error.<br />
<br />
This issue is also causing incorrect calculations for vehicle unit costs and creates problems with the auto-marketing system.<br />
<br />
I have attached my save file and the screenshot to this post for your investigation.<br />
<br />
Thanks!<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.ventdev.com/forums/images/attachtypes/image.gif" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=1786" target="_blank" title="">QQ20260806-091229.png</a> (Size: 224.11 KB / Downloads: 9)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[AI safety ratings seems very high after 60 years of simulation]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=4851</link>
			<pubDate>Mon, 03 Aug 2026 12:03:45 -0400</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=8293">brubi</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=4851</guid>
			<description><![CDATA[Hi,<br />
<br />
<br />
The safety ratings on some cars seem unusually high. I am not sure it's normal. Their car is also a lot cheaper. <br />
The highest i can reach is around 350 but they get 1500. I can't upload my save because it's too big apparently.<br />
<br />
Thank you<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.ventdev.com/forums/images/attachtypes/image.gif" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=1784" target="_blank" title="">Screenshot 2026-08-03 115159.png</a> (Size: 1.01 MB / Downloads: 15)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[Hi,<br />
<br />
<br />
The safety ratings on some cars seem unusually high. I am not sure it's normal. Their car is also a lot cheaper. <br />
The highest i can reach is around 350 but they get 1500. I can't upload my save because it's too big apparently.<br />
<br />
Thank you<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.ventdev.com/forums/images/attachtypes/image.gif" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=1784" target="_blank" title="">Screenshot 2026-08-03 115159.png</a> (Size: 1.01 MB / Downloads: 15)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[FBS Fundraising Resumes!]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=4850</link>
			<pubDate>Sat, 01 Aug 2026 17:10:52 -0400</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=1">Eric.B</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=4850</guid>
			<description><![CDATA[Greetings everyone!<br />
<br />
We have resumed fund raising for the Feature Bounty Milestone #7! If you're subscribed to Patreon, monthly billing started last week. The Paypal should open sometime next week.<br />
<br />
Our fund raising goals for this milestone is &#36;2500. I will also be contributing &#36;500 of the &#36;1000 owed from the failed artwork bounties in Milestone #2. Bringing us to &#36;3000 for the next milestone. Any extra amount will roll over to the next milestone's funds, as I suspect we're only going to leave Milestone #8 open for 1-2 months, and whatever amount we raise is the amount we'll work with before wrapping up GearCity: 2nd Gear.<br />
<br />
I'll have the websites, voting points, and the FBS monthly newsletter written up sometime between the 3rd and the 5th. And I will resume working on GearCity and GearCity: 2nd Gear as soon as Amazon gets me my replacement hard drives...]]></description>
			<content:encoded><![CDATA[Greetings everyone!<br />
<br />
We have resumed fund raising for the Feature Bounty Milestone #7! If you're subscribed to Patreon, monthly billing started last week. The Paypal should open sometime next week.<br />
<br />
Our fund raising goals for this milestone is &#36;2500. I will also be contributing &#36;500 of the &#36;1000 owed from the failed artwork bounties in Milestone #2. Bringing us to &#36;3000 for the next milestone. Any extra amount will roll over to the next milestone's funds, as I suspect we're only going to leave Milestone #8 open for 1-2 months, and whatever amount we raise is the amount we'll work with before wrapping up GearCity: 2nd Gear.<br />
<br />
I'll have the websites, voting points, and the FBS monthly newsletter written up sometime between the 3rd and the 5th. And I will resume working on GearCity and GearCity: 2nd Gear as soon as Amazon gets me my replacement hard drives...]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[FIXED]Quarterly Report Taxes appear one quarter behind, causing incorrect Net Income]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=4848</link>
			<pubDate>Wed, 29 Jul 2026 18:38:31 -0400</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=8443">Mylodon</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=4848</guid>
			<description><![CDATA[Hi Eric,<br />
<br />
I believe the Taxes field in the Quarterly Report is using the previous quarter's tax payment instead of the tax for the quarter being reported.<br />
<br />
This is a new game in 1952. Production began in January.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Q1 / March 1952</span><br />
The Monthly Summary for March shows:<br />
Total Taxes: <span style="font-weight: bold;" class="mycode_b">&#36;893,799</span><br />
<br />
However, the Q1 Quarterly Report (three months ended 3/1952) shows:<br />
Taxes: <span style="font-weight: bold;" class="mycode_b">0.000 million</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Q2 / June 1952</span><br />
The Monthly Summary for June shows:<br />
Total Taxes: <span style="font-weight: bold;" class="mycode_b">&#36;2,881,435</span><br />
<br />
However, the Q2 Quarterly Report (three months ended 6/1952) shows:<br />
Taxes: <span style="font-weight: bold;" class="mycode_b">0.894 million</span><br />
<br />
This corresponds almost exactly to the <span style="font-weight: bold;" class="mycode_b">&#36;893,799 tax paid in March</span>, i.e. the Q1 tax, rather than the current Q2 tax.<br />
<br />
The other Q2 figures in the upper section appear to use the correct April-June period:<br />
Vehicle Sales:<br />
April: &#36;3,029,232<br />
May: &#36;3,616,044<br />
June: &#36;3,616,044<br />
Total = <span style="font-weight: bold;" class="mycode_b">&#36;10,261,320</span>, displayed correctly as Sales = 10.261 million.<br />
<br />
The Q2 pre-tax expenses also reconcile with the monthly reports after excluding the June tax payment, and the resulting Operating Profit is approximately <span style="font-weight: bold;" class="mycode_b">&#36;8.231 million</span>, matching the Quarterly Report.<br />
<br />
However, Net Income is then calculated using the old Q1 tax:<br />
&#36;8.231M - &#36;0.894M = approximately <span style="font-weight: bold;" class="mycode_b">&#36;7.337M</span><br />
which is exactly what the Quarterly Report displays.<br />
<br />
If the current Q2 tax payment of &#36;2,881,435 were used instead, Q2 Net Income would be approximately <span style="font-weight: bold;" class="mycode_b">&#36;5.349M</span>.<br />
The tax calculation itself appears to be working correctly in the Monthly Summary. My HQ tax rate appears to be 35%, and both quarterly tax payments reconcile closely with the underlying quarterly profits. The issue seems to be specifically which tax value the Quarterly Report retrieves.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Environment:</span><br />
Game version: v2.0.0.15 (Steam)<br />
Windows: Win11<br />
Windows regional format: Hungarian (Hungary)<br />
Game language: English<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.ventdev.com/forums/images/attachtypes/image.gif" title="JPG Image" border="0" alt=".jpg" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=1778" target="_blank" title="">Q2_.jpg</a> (Size: 489.08 KB / Downloads: 1)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.ventdev.com/forums/images/attachtypes/image.gif" title="JPG Image" border="0" alt=".jpg" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=1779" target="_blank" title="">Q1.jpg</a> (Size: 509.76 KB / Downloads: 1)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
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			<content:encoded><![CDATA[Hi Eric,<br />
<br />
I believe the Taxes field in the Quarterly Report is using the previous quarter's tax payment instead of the tax for the quarter being reported.<br />
<br />
This is a new game in 1952. Production began in January.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Q1 / March 1952</span><br />
The Monthly Summary for March shows:<br />
Total Taxes: <span style="font-weight: bold;" class="mycode_b">&#36;893,799</span><br />
<br />
However, the Q1 Quarterly Report (three months ended 3/1952) shows:<br />
Taxes: <span style="font-weight: bold;" class="mycode_b">0.000 million</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Q2 / June 1952</span><br />
The Monthly Summary for June shows:<br />
Total Taxes: <span style="font-weight: bold;" class="mycode_b">&#36;2,881,435</span><br />
<br />
However, the Q2 Quarterly Report (three months ended 6/1952) shows:<br />
Taxes: <span style="font-weight: bold;" class="mycode_b">0.894 million</span><br />
<br />
This corresponds almost exactly to the <span style="font-weight: bold;" class="mycode_b">&#36;893,799 tax paid in March</span>, i.e. the Q1 tax, rather than the current Q2 tax.<br />
<br />
The other Q2 figures in the upper section appear to use the correct April-June period:<br />
Vehicle Sales:<br />
April: &#36;3,029,232<br />
May: &#36;3,616,044<br />
June: &#36;3,616,044<br />
Total = <span style="font-weight: bold;" class="mycode_b">&#36;10,261,320</span>, displayed correctly as Sales = 10.261 million.<br />
<br />
The Q2 pre-tax expenses also reconcile with the monthly reports after excluding the June tax payment, and the resulting Operating Profit is approximately <span style="font-weight: bold;" class="mycode_b">&#36;8.231 million</span>, matching the Quarterly Report.<br />
<br />
However, Net Income is then calculated using the old Q1 tax:<br />
&#36;8.231M - &#36;0.894M = approximately <span style="font-weight: bold;" class="mycode_b">&#36;7.337M</span><br />
which is exactly what the Quarterly Report displays.<br />
<br />
If the current Q2 tax payment of &#36;2,881,435 were used instead, Q2 Net Income would be approximately <span style="font-weight: bold;" class="mycode_b">&#36;5.349M</span>.<br />
The tax calculation itself appears to be working correctly in the Monthly Summary. My HQ tax rate appears to be 35%, and both quarterly tax payments reconcile closely with the underlying quarterly profits. The issue seems to be specifically which tax value the Quarterly Report retrieves.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Environment:</span><br />
Game version: v2.0.0.15 (Steam)<br />
Windows: Win11<br />
Windows regional format: Hungarian (Hungary)<br />
Game language: English<br /><!-- start: postbit_attachments_attachment -->
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<img src="https://www.ventdev.com/forums/images/attachtypes/image.gif" title="JPG Image" border="0" alt=".jpg" />
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			<title><![CDATA[[FIXED] Quarterly vehicle table includes four months instead of three]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=4847</link>
			<pubDate>Wed, 29 Jul 2026 18:25:21 -0400</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=8443">Mylodon</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=4847</guid>
			<description><![CDATA[Hi Eric,<br />
<br />
I believe I found a date range issue in the vehicle table at the bottom of the Quarterly Report.<br />
I started a new game and production of my first and only vehicle began in January 1952. The Q1 report looked correct, but the Q2 report revealed that the vehicle table appears to include <span style="font-weight: bold;" class="mycode_b">March through June</span>, i.e. four months, instead of only April through June.<br />
<br />
My monthly figures are:<br />
<br />
<span style="font-weight: bold;" class="mycode_b">March 1952</span><br />
Produced: 223<br />
Sold: 363<br />
Vehicle Sales: &#36;2,465,496<br />
<br />
<span style="font-weight: bold;" class="mycode_b">April 1952</span><br />
Produced: 446<br />
Sold: 446<br />
Vehicle Sales: &#36;3,029,232<br />
<br />
<span style="font-weight: bold;" class="mycode_b">May 1952</span><br />
Produced: 557<br />
Sold: 557<br />
Vehicle Sales: &#36;3,616,044<br />
<br />
<span style="font-weight: bold;" class="mycode_b">June 1952</span><br />
Produced: 557<br />
Sold: 557<br />
Vehicle Sales: &#36;3,616,044<br />
<br />
For Q2 (three months, April-June), I would therefore expect:<br />
<br />
Produced: <span style="font-weight: bold;" class="mycode_b">1,560</span><br />
Sold: <span style="font-weight: bold;" class="mycode_b">1,560</span><br />
Income: <span style="font-weight: bold;" class="mycode_b">&#36;10,261,320</span><br />
<br />
However, the Q2 Quarterly Report vehicle table shows:<br />
<br />
Produced: <span style="font-weight: bold;" class="mycode_b">1,783</span><br />
Sold: <span style="font-weight: bold;" class="mycode_b">1,923</span><br />
Income: <span style="font-weight: bold;" class="mycode_b">&#36;12,726,816</span><br />
<br />
These displayed values match <span style="font-weight: bold;" class="mycode_b">March + April + May + June exactly</span>:<br />
<br />
Produced:<br />
223 + 446 + 557 + 557 = <span style="font-weight: bold;" class="mycode_b">1,783</span><br />
Sold:<br />
363 + 446 + 557 + 557 = <span style="font-weight: bold;" class="mycode_b">1,923</span><br />
Income:<br />
&#36;2,465,496 + &#36;3,029,232 + &#36;3,616,044 + &#36;3,616,044 = <span style="font-weight: bold;" class="mycode_b">&#36;12,726,816</span><br />
<br />
Interestingly, the upper part of the same Q2 Quarterly Report uses the correct April-June period. Its Sales value is 10.261 million, corresponding to:<br />
&#36;3,029,232 + &#36;3,616,044 + &#36;3,616,044 = <span style="font-weight: bold;" class="mycode_b">&#36;10,261,320</span><br />
<br />
So this appears to affect specifically the vehicle table's date range.<br />
<br />
Q1 did not make the problem obvious because vehicle production only started in January 1952, so including one month before the quarter would add no vehicle activity there.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Environment:</span><br />
Game version: v2.0.0.15 (Steam)<br />
Windows: Win11<br />
Windows regional format: Hungarian (Hungary)<br />
Game language: English<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.ventdev.com/forums/images/attachtypes/image.gif" title="JPG Image" border="0" alt=".jpg" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=1777" target="_blank" title="">Q2.jpg</a> (Size: 494.59 KB / Downloads: 3)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[Hi Eric,<br />
<br />
I believe I found a date range issue in the vehicle table at the bottom of the Quarterly Report.<br />
I started a new game and production of my first and only vehicle began in January 1952. The Q1 report looked correct, but the Q2 report revealed that the vehicle table appears to include <span style="font-weight: bold;" class="mycode_b">March through June</span>, i.e. four months, instead of only April through June.<br />
<br />
My monthly figures are:<br />
<br />
<span style="font-weight: bold;" class="mycode_b">March 1952</span><br />
Produced: 223<br />
Sold: 363<br />
Vehicle Sales: &#36;2,465,496<br />
<br />
<span style="font-weight: bold;" class="mycode_b">April 1952</span><br />
Produced: 446<br />
Sold: 446<br />
Vehicle Sales: &#36;3,029,232<br />
<br />
<span style="font-weight: bold;" class="mycode_b">May 1952</span><br />
Produced: 557<br />
Sold: 557<br />
Vehicle Sales: &#36;3,616,044<br />
<br />
<span style="font-weight: bold;" class="mycode_b">June 1952</span><br />
Produced: 557<br />
Sold: 557<br />
Vehicle Sales: &#36;3,616,044<br />
<br />
For Q2 (three months, April-June), I would therefore expect:<br />
<br />
Produced: <span style="font-weight: bold;" class="mycode_b">1,560</span><br />
Sold: <span style="font-weight: bold;" class="mycode_b">1,560</span><br />
Income: <span style="font-weight: bold;" class="mycode_b">&#36;10,261,320</span><br />
<br />
However, the Q2 Quarterly Report vehicle table shows:<br />
<br />
Produced: <span style="font-weight: bold;" class="mycode_b">1,783</span><br />
Sold: <span style="font-weight: bold;" class="mycode_b">1,923</span><br />
Income: <span style="font-weight: bold;" class="mycode_b">&#36;12,726,816</span><br />
<br />
These displayed values match <span style="font-weight: bold;" class="mycode_b">March + April + May + June exactly</span>:<br />
<br />
Produced:<br />
223 + 446 + 557 + 557 = <span style="font-weight: bold;" class="mycode_b">1,783</span><br />
Sold:<br />
363 + 446 + 557 + 557 = <span style="font-weight: bold;" class="mycode_b">1,923</span><br />
Income:<br />
&#36;2,465,496 + &#36;3,029,232 + &#36;3,616,044 + &#36;3,616,044 = <span style="font-weight: bold;" class="mycode_b">&#36;12,726,816</span><br />
<br />
Interestingly, the upper part of the same Q2 Quarterly Report uses the correct April-June period. Its Sales value is 10.261 million, corresponding to:<br />
&#36;3,029,232 + &#36;3,616,044 + &#36;3,616,044 = <span style="font-weight: bold;" class="mycode_b">&#36;10,261,320</span><br />
<br />
So this appears to affect specifically the vehicle table's date range.<br />
<br />
Q1 did not make the problem obvious because vehicle production only started in January 1952, so including one month before the quarter would add no vehicle activity there.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Environment:</span><br />
Game version: v2.0.0.15 (Steam)<br />
Windows: Win11<br />
Windows regional format: Hungarian (Hungary)<br />
Game language: English<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.ventdev.com/forums/images/attachtypes/image.gif" title="JPG Image" border="0" alt=".jpg" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=1777" target="_blank" title="">Q2.jpg</a> (Size: 494.59 KB / Downloads: 3)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
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			<title><![CDATA[Vehicle Type Skill]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=4844</link>
			<pubDate>Tue, 23 Jun 2026 23:58:08 -0400</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=7951">JC_Denton</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=4844</guid>
			<description><![CDATA[We now have skill levels in various fuel, gearbox, and chassis types, to a fairly fine-grained level.  My company could heavily specialize in 3-cylinder vehicles, for example.<br />
<br />
But we don't have any specialization in vehicle types.  There's a general vehicle research skill, and more hidden, there are safely, luxury, and coachwork marque skills, but there isn't an ability to specialize in vans or phaetons and be really good at them.<br />
<br />
This suggestion is to add that.<br />
<br />
-----<br />
<br />
The intended outcome would be that certain companies would focus on certain vehicle types, and you might have Ford, Chevy, and Dodge be really good at pickups, while Honda and Toyota are really good at sedans.<br />
<br />
This would also create an incentive to acquire marques that are good at areas you aren't good in, to make your overall company skilled across a wider set of vehicle types.<br />
<br />
The AI would benefit from having some awareness of this, and focusing on types it has some skill at.  Because skills develop with experience, that would in turn encourage further AI specialization, and make those AIs attractive acquisition targets (or perhaps dominant independent companies in certain areas).<br />
<br />
-----<br />
<br />
See my full list of suggestions at <a href="https://www.ventdev.com/forums/showthread.php?tid=4839" target="_blank" rel="noopener" class="mycode_url">https://www.ventdev.com/forums/showthread.php?tid=4839</a>]]></description>
			<content:encoded><![CDATA[We now have skill levels in various fuel, gearbox, and chassis types, to a fairly fine-grained level.  My company could heavily specialize in 3-cylinder vehicles, for example.<br />
<br />
But we don't have any specialization in vehicle types.  There's a general vehicle research skill, and more hidden, there are safely, luxury, and coachwork marque skills, but there isn't an ability to specialize in vans or phaetons and be really good at them.<br />
<br />
This suggestion is to add that.<br />
<br />
-----<br />
<br />
The intended outcome would be that certain companies would focus on certain vehicle types, and you might have Ford, Chevy, and Dodge be really good at pickups, while Honda and Toyota are really good at sedans.<br />
<br />
This would also create an incentive to acquire marques that are good at areas you aren't good in, to make your overall company skilled across a wider set of vehicle types.<br />
<br />
The AI would benefit from having some awareness of this, and focusing on types it has some skill at.  Because skills develop with experience, that would in turn encourage further AI specialization, and make those AIs attractive acquisition targets (or perhaps dominant independent companies in certain areas).<br />
<br />
-----<br />
<br />
See my full list of suggestions at <a href="https://www.ventdev.com/forums/showthread.php?tid=4839" target="_blank" rel="noopener" class="mycode_url">https://www.ventdev.com/forums/showthread.php?tid=4839</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Mandatory/Prohibited Types for AI Companies]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=4843</link>
			<pubDate>Tue, 23 Jun 2026 23:52:37 -0400</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=7951">JC_Denton</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=4843</guid>
			<description><![CDATA[This is another immersion suggestion - make it possible for maps to mark AI companies as always having particular vehicles in their lineup, or never building them.<br />
<br />
This would allow us to require Jeep to make SUVs, for example, truck manufacturers to make vans, Ford to make pickups, and Lamborghini to make sports cars.<br />
<br />
It would also allow us to say that Jeep doesn't make sports cars, for example.<br />
<br />
---<br />
<br />
Taken to the extreme, this could result in a lot of manufacturers focusing on a few types of cars, like sports cars historically.<br />
<br />
I'm not saying a good scenario design is to have lots of companies doing that.  But it would be nice to be able to have stronger focuses, and "always keep an SUV in the lineup" would result in that.<br />
<br />
Note that my next thread will complement this, by adding vehicle type skills as an option.<br />
<br />
---<br />
<br />
See my full list of cohesive suggestions at <a href="https://www.ventdev.com/forums/showthread.php?tid=4839" target="_blank" rel="noopener" class="mycode_url">https://www.ventdev.com/forums/showthread.php?tid=4839</a>]]></description>
			<content:encoded><![CDATA[This is another immersion suggestion - make it possible for maps to mark AI companies as always having particular vehicles in their lineup, or never building them.<br />
<br />
This would allow us to require Jeep to make SUVs, for example, truck manufacturers to make vans, Ford to make pickups, and Lamborghini to make sports cars.<br />
<br />
It would also allow us to say that Jeep doesn't make sports cars, for example.<br />
<br />
---<br />
<br />
Taken to the extreme, this could result in a lot of manufacturers focusing on a few types of cars, like sports cars historically.<br />
<br />
I'm not saying a good scenario design is to have lots of companies doing that.  But it would be nice to be able to have stronger focuses, and "always keep an SUV in the lineup" would result in that.<br />
<br />
Note that my next thread will complement this, by adding vehicle type skills as an option.<br />
<br />
---<br />
<br />
See my full list of cohesive suggestions at <a href="https://www.ventdev.com/forums/showthread.php?tid=4839" target="_blank" rel="noopener" class="mycode_url">https://www.ventdev.com/forums/showthread.php?tid=4839</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Company Restrictions - Fuel Type]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=4842</link>
			<pubDate>Tue, 23 Jun 2026 23:47:50 -0400</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=7951">JC_Denton</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=4842</guid>
			<description><![CDATA[This is primarily a role-playing enhancement: Allowing AI lists for maps to specify that a company will only build vehicles with a particular fuel type, or will make at least x% of their vehicles be of a certain type.<br />
<br />
The goal is that if Tesla is a company, they will only build electric cars.  Same with earlier electric car manufacturers as well as steam car manufacturers.<br />
<br />
There might be a minimum percent option, which could be 1.0 for all EV/steam/etc., but 0.2 for a company that should dabble in an area but be willing to pursue the mass market as well.  Perhaps that is a way to encourage truck manufacturers to make more diesels, for example.<br />
<br />
See <a href="https://www.ventdev.com/forums/showthread.php?tid=4839" target="_blank" rel="noopener" class="mycode_url">https://www.ventdev.com/forums/showthread.php?tid=4839</a> for my overall list of immersion/late game suggestions.]]></description>
			<content:encoded><![CDATA[This is primarily a role-playing enhancement: Allowing AI lists for maps to specify that a company will only build vehicles with a particular fuel type, or will make at least x% of their vehicles be of a certain type.<br />
<br />
The goal is that if Tesla is a company, they will only build electric cars.  Same with earlier electric car manufacturers as well as steam car manufacturers.<br />
<br />
There might be a minimum percent option, which could be 1.0 for all EV/steam/etc., but 0.2 for a company that should dabble in an area but be willing to pursue the mass market as well.  Perhaps that is a way to encourage truck manufacturers to make more diesels, for example.<br />
<br />
See <a href="https://www.ventdev.com/forums/showthread.php?tid=4839" target="_blank" rel="noopener" class="mycode_url">https://www.ventdev.com/forums/showthread.php?tid=4839</a> for my overall list of immersion/late game suggestions.]]></content:encoded>
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