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	<channel>
		<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>Sun, 17 May 2026 06:42:12 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[The 1911 Engine Design Cost Cliff (1st/2nd Gear)]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=4829</link>
			<pubDate>Sat, 09 May 2026 00:31:45 -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=4829</guid>
			<description><![CDATA[I just got back from the CFO's office, and the news isn't good.  Our straight-8 design costs have skyrocketed...<br />
<br />
How to reproduce:<br />
<br />
 - Start a 2nd Gear game in the year 1910, base city map (or any other).  Go to design an Inline 2 engine.  Note the rough cost.  Switch to Inline 4.  The cost is marginally higher.  Switch to Inline 8.  The cost is marginally higher.<br />
 - Start a 2nd Gear game in the year 1911, base city map (or any other).  Go to design an Inline 2 engine.  It's quite a bit more expensive than 1910, but it's supposed to go up over time, right?  Switch to an Inline 4.  The cost roughly doubles over the Inline 2.  Switch to Inline 8.  The cost roughly doubles over Inline 4.<br />
<br />
Expectation: Costs go up over time<br />
Not expected: Increasing cylinders goes from a slight difference in cost to a proportional-to-cylinder-count cost in one year<br />
<br />
Is this intentional?  It might be the pre-1911 years that are the aberration; I see that the 1911 behavior applies in 1995 as well.  Checked 1st Gear as well as 2nd Gear; the behavior appears to be the same.<br />
<br />
Maybe I never noticed it before because it's my first game being a pure engine-design firm, rather than a vehicle-selling company, and with enough vehicle sales that impact of the increase in engine design costs become, if not a rounding error, low.  But when engine design costs are my primary expense, the sudden change is hard not to notice!]]></description>
			<content:encoded><![CDATA[I just got back from the CFO's office, and the news isn't good.  Our straight-8 design costs have skyrocketed...<br />
<br />
How to reproduce:<br />
<br />
 - Start a 2nd Gear game in the year 1910, base city map (or any other).  Go to design an Inline 2 engine.  Note the rough cost.  Switch to Inline 4.  The cost is marginally higher.  Switch to Inline 8.  The cost is marginally higher.<br />
 - Start a 2nd Gear game in the year 1911, base city map (or any other).  Go to design an Inline 2 engine.  It's quite a bit more expensive than 1910, but it's supposed to go up over time, right?  Switch to an Inline 4.  The cost roughly doubles over the Inline 2.  Switch to Inline 8.  The cost roughly doubles over Inline 4.<br />
<br />
Expectation: Costs go up over time<br />
Not expected: Increasing cylinders goes from a slight difference in cost to a proportional-to-cylinder-count cost in one year<br />
<br />
Is this intentional?  It might be the pre-1911 years that are the aberration; I see that the 1911 behavior applies in 1995 as well.  Checked 1st Gear as well as 2nd Gear; the behavior appears to be the same.<br />
<br />
Maybe I never noticed it before because it's my first game being a pure engine-design firm, rather than a vehicle-selling company, and with enough vehicle sales that impact of the increase in engine design costs become, if not a rounding error, low.  But when engine design costs are my primary expense, the sudden change is hard not to notice!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[2nd Gear Map: Great Lakes and Mid-Atlantic]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=4828</link>
			<pubDate>Thu, 07 May 2026 21:19:30 -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=4828</guid>
			<description><![CDATA[Two years ago, I released my <a href="https://www.ventdev.com/forums/showthread.php?tid=4529" target="_blank" rel="noopener" class="mycode_url">Great Lakes map</a>, a 2nd Gear exclusive.<br />
<br />
Today, an expansion to that is being released - Great Lakes and Mid-Atlantic.  Like its predecessor, it is for 2nd Gear only, primarily because I prefer playing it to porting it to 1st Gear.<br />
<br />
<a href="https://ajtjp.com/software/GearCity/Downloads/Great%20Lakes%20and%20Mid-Atlantic%20%282026-05-07%29.zip" target="_blank" rel="noopener" class="mycode_url"><span style="font-weight: bold;" class="mycode_b">Download it here!</span></a>  Extract it to your &lt;Gear City Install&gt;/media/maps folder, so that the extracted folder is named "Great Lakes and Mid-Atlantic", and it has two sub-folders, "scripts" and "MapArt".  <span style="font-weight: bold;" class="mycode_b">The name of the folder within the maps folder must be Great Lakes and Mid-Atlantic!</span>  This should be the case by default with most decompression programs, but it is worth checking to make sure it didn't create a nested folder with the date of release.  Otherwise Gear City won't be able to load it up in-game.<br />
<br />
The map:<br />
<br />
<img src="https://ajtjp.com/software/GearCity/Downloads/Screenies/GLMA_Map.jpg" loading="lazy"  alt="[Image: GLMA_Map.jpg]" class="mycode_img" /><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Additions</span><br />
<br />
Compared to the Great Lakes map, it adds six states: New Jersey, Delaware, Maryland, West Virginia, Virginia, and Kentucky.<br />
<br />
This takes the city count from 90 to 120, and the 1900 population from 34 million to 43.4 million - a significant increase in the potential customer base.  If playing with the "Limit New Branches" option (recommended), this also takes the branch-per-year limit from 3 to 4.<br />
<br />
There is also a boost to the number of companies, which go from 104 to 114.  Competition may now be <span style="font-style: italic;" class="mycode_i">quite</span> as harsh per capita, but the early game remains an ultra-violent nightmare!<br />
<br />
Cities by state/province:<br />
<br />
 - Illinois: 7<br />
 - Indiana: 11<br />
 - Michigan: 13<br />
 - Minnesota: 4<br />
 - New York: 7<br />
 - Ohio: 11<br />
 - Ontario: 12<br />
 - Pennsylvania: 12<br />
 - Wisconsin: 13 <br />
 - New Jersey: 4<br />
 - Delaware: 2<br />
 - Maryland: 4<br />
 - West Virginia: 6<br />
 - Virginia: 9<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Recommended Settings</span><br />
<br />
It is strongly recommended to play on <span style="font-weight: bold;" class="mycode_b">Normal</span> difficulty, with optional Hard settings.  This is because sales have been "flattened" to be closer to historical figures, with the result that compared to what you are used to on the Base Cities map, the early years can be an ultra-violent nightmare!  You may well go bankrupt on your first attempt, so don't be afraid to tweak the starting cash to give yourself more of a cushion.<br />
<br />
It is my belief that the new production setting has increased the difficulty of the game, especially early on, adding even more reason than when the <span style="font-style: italic;" class="mycode_i">Great Lakes</span> map was new to give yourself some extra buffer.<br />
<br />
Beyond that, each company's starting funds reflect its founding year and longevity, increasing or decreasing its likelihood of long-term survival.  To keep these funds as intended, it is strongly recommended to <span style="font-weight: bold;" class="mycode_b">move the AI starting funds slider all the way to the left</span>.  This prevents the game from auto-adjusting (read: increasing) the starting funds each company receives.  With the default settings, too few companies will go bankrupt.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Disable Founding New AI Companies</span> is also cautiously recommended; without it, new, non-historical companies are generated to keep the minimum at about 35 companies, which is too little consolidation.  But with it, you may wind up with one or two companies by the 2010s.  Hopefully you are one of them.<br />
<br />
Otherwise, it is up to you.  I like to play with the benefits system enabled, the option to be fired, limited branches, and the import tax, settings that are defaulted on at hard difficulty, but need to be turned on manually with the Normal difficulty preset. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">GNP</span><br />
<br />
Where available, historical province/state and city-level GNP data has been used.  Where this data was not available, data has been interpolated from the most geographically and chronologically close data available.  In general, this means that the GNP data is more rich the later in the timeline you are playing.<br />
<br />
In terms of infrastructure and manufacturing, generally larger cities are more developed. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Infrastructure Development</span><br />
<br />
Thanks to FBS bounty #191, infrastructure now develops at a separate pace from general industrial growth.  Historical information has been added on the development of interstate highways, and you'll now notice a major boost to infrastructure as the interstates are developed, starting in the 1950 to 1960 timeframe.<br />
<br />
As this information has not yet been integrated for the King's Highway and other provincial highways, Ontario still follows the gradual system of development that the U.S. followed in the initial release of this map. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Have fun!</span><br />
<br />
There may or may not be future updates; maps take time, and so does playing them.  It took two years since my last map, so don't expect frequent updates.  I'm considering adding a few foreign automakers in the second half of the 20th century to spice up the level of mid-to-late-game competition, maybe as a second AI file option so you could have only domestic, or have Honda, Toyota, BMW, etc. invade the shores later on.<br />
<br />
It's also possible that I'll do another map expansion at some point - New England being the most likely candidate, perhaps with Quebec.  In theory, the map could expand to the whole Lower 48 and Canada someday... but have fun playing this one first.]]></description>
			<content:encoded><![CDATA[Two years ago, I released my <a href="https://www.ventdev.com/forums/showthread.php?tid=4529" target="_blank" rel="noopener" class="mycode_url">Great Lakes map</a>, a 2nd Gear exclusive.<br />
<br />
Today, an expansion to that is being released - Great Lakes and Mid-Atlantic.  Like its predecessor, it is for 2nd Gear only, primarily because I prefer playing it to porting it to 1st Gear.<br />
<br />
<a href="https://ajtjp.com/software/GearCity/Downloads/Great%20Lakes%20and%20Mid-Atlantic%20%282026-05-07%29.zip" target="_blank" rel="noopener" class="mycode_url"><span style="font-weight: bold;" class="mycode_b">Download it here!</span></a>  Extract it to your &lt;Gear City Install&gt;/media/maps folder, so that the extracted folder is named "Great Lakes and Mid-Atlantic", and it has two sub-folders, "scripts" and "MapArt".  <span style="font-weight: bold;" class="mycode_b">The name of the folder within the maps folder must be Great Lakes and Mid-Atlantic!</span>  This should be the case by default with most decompression programs, but it is worth checking to make sure it didn't create a nested folder with the date of release.  Otherwise Gear City won't be able to load it up in-game.<br />
<br />
The map:<br />
<br />
<img src="https://ajtjp.com/software/GearCity/Downloads/Screenies/GLMA_Map.jpg" loading="lazy"  alt="[Image: GLMA_Map.jpg]" class="mycode_img" /><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Additions</span><br />
<br />
Compared to the Great Lakes map, it adds six states: New Jersey, Delaware, Maryland, West Virginia, Virginia, and Kentucky.<br />
<br />
This takes the city count from 90 to 120, and the 1900 population from 34 million to 43.4 million - a significant increase in the potential customer base.  If playing with the "Limit New Branches" option (recommended), this also takes the branch-per-year limit from 3 to 4.<br />
<br />
There is also a boost to the number of companies, which go from 104 to 114.  Competition may now be <span style="font-style: italic;" class="mycode_i">quite</span> as harsh per capita, but the early game remains an ultra-violent nightmare!<br />
<br />
Cities by state/province:<br />
<br />
 - Illinois: 7<br />
 - Indiana: 11<br />
 - Michigan: 13<br />
 - Minnesota: 4<br />
 - New York: 7<br />
 - Ohio: 11<br />
 - Ontario: 12<br />
 - Pennsylvania: 12<br />
 - Wisconsin: 13 <br />
 - New Jersey: 4<br />
 - Delaware: 2<br />
 - Maryland: 4<br />
 - West Virginia: 6<br />
 - Virginia: 9<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Recommended Settings</span><br />
<br />
It is strongly recommended to play on <span style="font-weight: bold;" class="mycode_b">Normal</span> difficulty, with optional Hard settings.  This is because sales have been "flattened" to be closer to historical figures, with the result that compared to what you are used to on the Base Cities map, the early years can be an ultra-violent nightmare!  You may well go bankrupt on your first attempt, so don't be afraid to tweak the starting cash to give yourself more of a cushion.<br />
<br />
It is my belief that the new production setting has increased the difficulty of the game, especially early on, adding even more reason than when the <span style="font-style: italic;" class="mycode_i">Great Lakes</span> map was new to give yourself some extra buffer.<br />
<br />
Beyond that, each company's starting funds reflect its founding year and longevity, increasing or decreasing its likelihood of long-term survival.  To keep these funds as intended, it is strongly recommended to <span style="font-weight: bold;" class="mycode_b">move the AI starting funds slider all the way to the left</span>.  This prevents the game from auto-adjusting (read: increasing) the starting funds each company receives.  With the default settings, too few companies will go bankrupt.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Disable Founding New AI Companies</span> is also cautiously recommended; without it, new, non-historical companies are generated to keep the minimum at about 35 companies, which is too little consolidation.  But with it, you may wind up with one or two companies by the 2010s.  Hopefully you are one of them.<br />
<br />
Otherwise, it is up to you.  I like to play with the benefits system enabled, the option to be fired, limited branches, and the import tax, settings that are defaulted on at hard difficulty, but need to be turned on manually with the Normal difficulty preset. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">GNP</span><br />
<br />
Where available, historical province/state and city-level GNP data has been used.  Where this data was not available, data has been interpolated from the most geographically and chronologically close data available.  In general, this means that the GNP data is more rich the later in the timeline you are playing.<br />
<br />
In terms of infrastructure and manufacturing, generally larger cities are more developed. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Infrastructure Development</span><br />
<br />
Thanks to FBS bounty #191, infrastructure now develops at a separate pace from general industrial growth.  Historical information has been added on the development of interstate highways, and you'll now notice a major boost to infrastructure as the interstates are developed, starting in the 1950 to 1960 timeframe.<br />
<br />
As this information has not yet been integrated for the King's Highway and other provincial highways, Ontario still follows the gradual system of development that the U.S. followed in the initial release of this map. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Have fun!</span><br />
<br />
There may or may not be future updates; maps take time, and so does playing them.  It took two years since my last map, so don't expect frequent updates.  I'm considering adding a few foreign automakers in the second half of the 20th century to spice up the level of mid-to-late-game competition, maybe as a second AI file option so you could have only domestic, or have Honda, Toyota, BMW, etc. invade the shores later on.<br />
<br />
It's also possible that I'll do another map expansion at some point - New England being the most likely candidate, perhaps with Quebec.  In theory, the map could expand to the whole Lower 48 and Canada someday... but have fun playing this one first.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[IPO'ing again after being delisted]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=4823</link>
			<pubDate>Mon, 04 May 2026 00:58:29 -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=4823</guid>
			<description><![CDATA[Uhh, yeah, so my company's financials are not so great...<br />
<br />
After two reverse stock splits, with my share value at two cents per share, I got de-listed.<br />
<br />
With cash dwindling, debts high, and no financial institutions willing to lend me money, I thought I had about as much of a chance of surviving as Spirit Airlines did on Friday evening.  With no other options, I pressed the IPO button again, and... was able to find new investors!<br />
<br />
It didn't raise a lot of money, but I quickly followed up by selling the remaining 75% of the company, raising a few tens of thousands of precious greenbacks.<br />
<br />
I don't really consider it a bug since what are the odds that a player company gets de-listed before it goes bankrupt, anyway?  I didn't think that was possible until it happened; always before, I'd run out of cash and been liquidated first.  But in this case I had managed to staunch the cashflow bleed by closing everything (while still having a 20-to-1 debt-to-assets ratio, and thus highly negative equity), and that managed to do it.<br />
<br />
I'm curious if anyone else has managed to get de-listed?<br />
<br />
I managed to do the same thing again after being de-listed a few months later, but the third time was told that an IPO would raise approximately &#36;0, and was thus unable to issue one.  I guess the investors wised up on the prospects for my company...]]></description>
			<content:encoded><![CDATA[Uhh, yeah, so my company's financials are not so great...<br />
<br />
After two reverse stock splits, with my share value at two cents per share, I got de-listed.<br />
<br />
With cash dwindling, debts high, and no financial institutions willing to lend me money, I thought I had about as much of a chance of surviving as Spirit Airlines did on Friday evening.  With no other options, I pressed the IPO button again, and... was able to find new investors!<br />
<br />
It didn't raise a lot of money, but I quickly followed up by selling the remaining 75% of the company, raising a few tens of thousands of precious greenbacks.<br />
<br />
I don't really consider it a bug since what are the odds that a player company gets de-listed before it goes bankrupt, anyway?  I didn't think that was possible until it happened; always before, I'd run out of cash and been liquidated first.  But in this case I had managed to staunch the cashflow bleed by closing everything (while still having a 20-to-1 debt-to-assets ratio, and thus highly negative equity), and that managed to do it.<br />
<br />
I'm curious if anyone else has managed to get de-listed?<br />
<br />
I managed to do the same thing again after being de-listed a few months later, but the third time was told that an IPO would raise approximately &#36;0, and was thus unable to issue one.  I guess the investors wised up on the prospects for my company...]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Game fails to save if database is locked, but doesn't notify user]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=4822</link>
			<pubDate>Sun, 26 Apr 2026 15:45:44 -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=4822</guid>
			<description><![CDATA[See for example lines 30904 to 30912:<br />
<br />
<span style="font-style: italic;" class="mycode_i">14:57:48: </span><br />
<span style="font-style: italic;" class="mycode_i">Attempting to save database</span><br />
<span style="font-style: italic;" class="mycode_i">14:57:48: Pending: </span><br />
<br />
<span style="font-style: italic;" class="mycode_i">14:57:48: </span><br />
<span style="font-style: italic;" class="mycode_i">Exception Occured saving db.</span><br />
<span style="font-style: italic;" class="mycode_i">file: C:\Users\gc\programming\Kompex-SQLite-Wrapper\src\KompexSQLiteDatabase.cpp</span><br />
<span style="font-style: italic;" class="mycode_i">line number: 423</span><br />
<span style="font-style: italic;" class="mycode_i">error: database is locked</span><br />
<br />
In this case the database was locked because another program had a connection to the database open.  Probably not a problem for an average user, just for modders.<br />
<br />
More concerning is that the UI didn't provide any notice of the failure to save, including for a manual save.  It should succeed in 99.99% of cases, but since this is a game that can be played for long sessions, I'd rather know if there's an issue saving than find out the hard way that my progress was lost in that 0.01%.<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.ventdev.com/forums/images/attachtypes/" title="" border="0" alt=".log" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=1769" target="_blank" title="">Logfile - Error Saving DB.log</a> (Size: 4.44 MB / Downloads: 0)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[See for example lines 30904 to 30912:<br />
<br />
<span style="font-style: italic;" class="mycode_i">14:57:48: </span><br />
<span style="font-style: italic;" class="mycode_i">Attempting to save database</span><br />
<span style="font-style: italic;" class="mycode_i">14:57:48: Pending: </span><br />
<br />
<span style="font-style: italic;" class="mycode_i">14:57:48: </span><br />
<span style="font-style: italic;" class="mycode_i">Exception Occured saving db.</span><br />
<span style="font-style: italic;" class="mycode_i">file: C:\Users\gc\programming\Kompex-SQLite-Wrapper\src\KompexSQLiteDatabase.cpp</span><br />
<span style="font-style: italic;" class="mycode_i">line number: 423</span><br />
<span style="font-style: italic;" class="mycode_i">error: database is locked</span><br />
<br />
In this case the database was locked because another program had a connection to the database open.  Probably not a problem for an average user, just for modders.<br />
<br />
More concerning is that the UI didn't provide any notice of the failure to save, including for a manual save.  It should succeed in 99.99% of cases, but since this is a game that can be played for long sessions, I'd rather know if there's an issue saving than find out the hard way that my progress was lost in that 0.01%.<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.ventdev.com/forums/images/attachtypes/" title="" border="0" alt=".log" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=1769" target="_blank" title="">Logfile - Error Saving DB.log</a> (Size: 4.44 MB / Downloads: 0)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[post WW2 sales potential Bug or skill issue (2nd Gear)]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=4813</link>
			<pubDate>Tue, 14 Apr 2026 18:31:27 -0400</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=8397">Iron Tarkus</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=4813</guid>
			<description><![CDATA[I've played Gear city for a while, then got access to the second gear DLC. I would play just as I have before. I know many things are different from the base game. Early game is exactly like as before, big sales making big money. 1930s suck for everyone. (a global depression will do that) 1942 comes around I do my patriotic duty for Uncle Sam. Make even bigger profits, then after WW2 is when everything goes bad. No matter what vehicle I try to make only 1000-2000 will buy it. For example, I could make a sedan that's for the middle class. that is decent for the cost which is around 800 to produce. I then sell for about 1600-1700 If this was the base game I'd sell 10s of thousands of them. But in 2nd gear, damn near nothing. Instead of making millions I lose millions. So I am unsure if this is a bug in some career settings or if I just suck and don't know what mechanic is doing it that was changed or added in the DLC.<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.ventdev.com/forums/images/attachtypes/" title="" border="0" alt=".rar" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=1767" target="_blank" title="">Seth 2nd Gear Save.rar</a> (Size: 5.31 MB / Downloads: 1)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[I've played Gear city for a while, then got access to the second gear DLC. I would play just as I have before. I know many things are different from the base game. Early game is exactly like as before, big sales making big money. 1930s suck for everyone. (a global depression will do that) 1942 comes around I do my patriotic duty for Uncle Sam. Make even bigger profits, then after WW2 is when everything goes bad. No matter what vehicle I try to make only 1000-2000 will buy it. For example, I could make a sedan that's for the middle class. that is decent for the cost which is around 800 to produce. I then sell for about 1600-1700 If this was the base game I'd sell 10s of thousands of them. But in 2nd gear, damn near nothing. Instead of making millions I lose millions. So I am unsure if this is a bug in some career settings or if I just suck and don't know what mechanic is doing it that was changed or added in the DLC.<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.ventdev.com/forums/images/attachtypes/" title="" border="0" alt=".rar" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=1767" target="_blank" title="">Seth 2nd Gear Save.rar</a> (Size: 5.31 MB / Downloads: 1)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
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		<item>
			<title><![CDATA[Menu UI]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=4811</link>
			<pubDate>Sat, 04 Apr 2026 20:47:12 -0400</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=8395">Komo</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=4811</guid>
			<description><![CDATA[Hi,<br />
Sorting: <br />
First time on these forums but a feature I think is missing being able to sort components by marque in Gear city 2nd gear. The only way I can sort by marque when looking at components is by attempting to clone the components on the design screen. As for vehicles you can't sort by type unless you're in the showroom in which case you can't do anything to the vehicles, and have to bounce back and forth between the view menu and the showroom. <br />
<br />
In addition to that Is there anyway to fix the menu resetting after ending production for any vehicle or component? Or maybe being able to end production on than one components at once. Also a button to end production of a vehicle when ending the production of one if its components (Like ending production of an engine to kill off the car its based on) instead of/ in addition to the pop up.<br />
<br />
I know i write a bit messy but I hope it all makes sense.<br />
- Komo <img src="https://www.ventdev.com/forums/images/smilies/tongue.png" alt="Tongue" title="Tongue" class="smilie smilie_29" />]]></description>
			<content:encoded><![CDATA[Hi,<br />
Sorting: <br />
First time on these forums but a feature I think is missing being able to sort components by marque in Gear city 2nd gear. The only way I can sort by marque when looking at components is by attempting to clone the components on the design screen. As for vehicles you can't sort by type unless you're in the showroom in which case you can't do anything to the vehicles, and have to bounce back and forth between the view menu and the showroom. <br />
<br />
In addition to that Is there anyway to fix the menu resetting after ending production for any vehicle or component? Or maybe being able to end production on than one components at once. Also a button to end production of a vehicle when ending the production of one if its components (Like ending production of an engine to kill off the car its based on) instead of/ in addition to the pop up.<br />
<br />
I know i write a bit messy but I hope it all makes sense.<br />
- Komo <img src="https://www.ventdev.com/forums/images/smilies/tongue.png" alt="Tongue" title="Tongue" class="smilie smilie_29" />]]></content:encoded>
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			<title><![CDATA[Freeze while generating turn]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=4806</link>
			<pubDate>Wed, 25 Mar 2026 12:25:36 -0400</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=7940">panda</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=4806</guid>
			<description><![CDATA[After my previous thread about a CTD <a href="https://www.ventdev.com/forums/showthread.php?tid=4804" target="_blank" rel="noopener" class="mycode_url">https://www.ventdev.com/forums/showthread.php?tid=4804</a> I used the save to start from scratch, redid my work on turn one, and progressed one turn at a time through turn 5. This time instead of a CTD I got a freeze on turn generation. Starting a new thread for this one because it has a new log file. 2nd Gear branch, v2.6.0.1<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.ventdev.com/forums/images/attachtypes/" title="" border="0" alt=".7z" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=1757" target="_blank" title="">Logfile.7z</a> (Size: 167.83 KB / Downloads: 1)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[After my previous thread about a CTD <a href="https://www.ventdev.com/forums/showthread.php?tid=4804" target="_blank" rel="noopener" class="mycode_url">https://www.ventdev.com/forums/showthread.php?tid=4804</a> I used the save to start from scratch, redid my work on turn one, and progressed one turn at a time through turn 5. This time instead of a CTD I got a freeze on turn generation. Starting a new thread for this one because it has a new log file. 2nd Gear branch, v2.6.0.1<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.ventdev.com/forums/images/attachtypes/" title="" border="0" alt=".7z" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=1757" target="_blank" title="">Logfile.7z</a> (Size: 167.83 KB / Downloads: 1)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
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			<title><![CDATA[CTD while generating turn]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=4804</link>
			<pubDate>Wed, 25 Mar 2026 03:18:19 -0400</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=7940">panda</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=4804</guid>
			<description><![CDATA[I experienced a CTD around turn five or six in a new save, summer 1900. No mods. 2nd Gear branch, v2.6.0.1. Save data since turn 0 was lost, unfortunately. Logs attached.<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.ventdev.com/forums/images/attachtypes/" title="" border="0" alt=".7z" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=1756" target="_blank" title="">Logfile_1_SessionAgo - Copy.7z</a> (Size: 374.96 KB / Downloads: 2)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[I experienced a CTD around turn five or six in a new save, summer 1900. No mods. 2nd Gear branch, v2.6.0.1. Save data since turn 0 was lost, unfortunately. Logs attached.<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.ventdev.com/forums/images/attachtypes/" title="" border="0" alt=".7z" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=1756" target="_blank" title="">Logfile_1_SessionAgo - Copy.7z</a> (Size: 374.96 KB / Downloads: 2)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
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			<title><![CDATA[Windows Smart App Control error]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=4795</link>
			<pubDate>Thu, 19 Feb 2026 18:23:06 -0500</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=7243">cavjj</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=4795</guid>
			<description><![CDATA[Fixed, but thought this might be worth reporting. <br />
<br />
- Upon launching the game from Steam I got the following error: <span style="font-style: italic;" class="mycode_i">Failed to start process for this game: "An Application Control Policy has blocked this file." (0x11C7)</span><br />
- Verified game files integrity (3 files were downloaded). Same error upon attempting to relaunch the game. <br />
- A standard Windows restart fixed the error and allowed me to launch the game via Steam. <br />
<br />
I haven't directly attempted to modify,move,delete the game files. No mods. I'm unsure what the three files were - if there's a way to check I'm happy to do so.]]></description>
			<content:encoded><![CDATA[Fixed, but thought this might be worth reporting. <br />
<br />
- Upon launching the game from Steam I got the following error: <span style="font-style: italic;" class="mycode_i">Failed to start process for this game: "An Application Control Policy has blocked this file." (0x11C7)</span><br />
- Verified game files integrity (3 files were downloaded). Same error upon attempting to relaunch the game. <br />
- A standard Windows restart fixed the error and allowed me to launch the game via Steam. <br />
<br />
I haven't directly attempted to modify,move,delete the game files. No mods. I'm unsure what the three files were - if there's a way to check I'm happy to do so.]]></content:encoded>
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			<title><![CDATA[Market share by vehicle type]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=4793</link>
			<pubDate>Wed, 18 Feb 2026 12:21:33 -0500</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=7937">Big-D</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=4793</guid>
			<description><![CDATA[When clicking the "Market share by vehicle type" button, only a number is displayed in the lower section instead of the vehicle types.<!-- 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=1752" target="_blank" title="">Screenshot 2026-02-18 181959.png</a> (Size: 369.02 KB / Downloads: 8)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[When clicking the "Market share by vehicle type" button, only a number is displayed in the lower section instead of the vehicle types.<!-- 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=1752" target="_blank" title="">Screenshot 2026-02-18 181959.png</a> (Size: 369.02 KB / Downloads: 8)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
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			<title><![CDATA[Front suspension gets no component xp]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=4781</link>
			<pubDate>Thu, 12 Feb 2026 02:29:07 -0500</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=7949">Electromechanist</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=4781</guid>
			<description><![CDATA[Noticed after making a chassis with front sliding pillar + rear leaf springs that sliding pillar had no component experience in the research window. It was the same as trailing arm which I hadn't used yet. (Trailing arm is not in the first screenshot because I hadn't yet remembered I could pull down the window edge to extend it, but the value was the same).<br />
<br />
I made another chassis very quickly/cheaply to test this by putting a trailing arm in front and a sliding pillar in the rear. I then had component experience/skill for sliding pillars, but not for trailing arms.<br />
<br />
Also, Design Skill is typo'd as "Desing Skill". Is there a designated place to report minor text/UI things like typos or inconsistencies that seem frivolous for a whole thread?<br />
The settings menu's renderer selection "question mark button" currently states that the game is limited to OpenGL2/1.1 for Unix based systems, and that "we may get OpenGL3" in the future. Not important, but I noticed it. Feels like a neat reminder of how much progress has been made under the FBS!  <img src="https://www.ventdev.com/forums/images/smilies/biggrin.png" alt="biggrin" title="biggrin" class="smilie smilie_21" /><br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.ventdev.com/forums/images/attachtypes/zip.gif" title="ZIP File" border="0" alt=".zip" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=1747" target="_blank" title="">1901 staaart.db (front pillar gave no xp).zip</a> (Size: 1.36 MB / Downloads: 0)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.ventdev.com/forums/images/attachtypes/zip.gif" title="ZIP File" border="0" alt=".zip" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=1748" target="_blank" title="">after checking bug.db.zip</a> (Size: 1.4 MB / Downloads: 0)
<!-- 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="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=1750" target="_blank" title="">sliding pillar should have xp also desing.png</a> (Size: 289.53 KB / Downloads: 4)
<!-- 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="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=1751" target="_blank" title="">front suspension gets no xp.png</a> (Size: 262.24 KB / Downloads: 3)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[Noticed after making a chassis with front sliding pillar + rear leaf springs that sliding pillar had no component experience in the research window. It was the same as trailing arm which I hadn't used yet. (Trailing arm is not in the first screenshot because I hadn't yet remembered I could pull down the window edge to extend it, but the value was the same).<br />
<br />
I made another chassis very quickly/cheaply to test this by putting a trailing arm in front and a sliding pillar in the rear. I then had component experience/skill for sliding pillars, but not for trailing arms.<br />
<br />
Also, Design Skill is typo'd as "Desing Skill". Is there a designated place to report minor text/UI things like typos or inconsistencies that seem frivolous for a whole thread?<br />
The settings menu's renderer selection "question mark button" currently states that the game is limited to OpenGL2/1.1 for Unix based systems, and that "we may get OpenGL3" in the future. Not important, but I noticed it. Feels like a neat reminder of how much progress has been made under the FBS!  <img src="https://www.ventdev.com/forums/images/smilies/biggrin.png" alt="biggrin" title="biggrin" class="smilie smilie_21" /><br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.ventdev.com/forums/images/attachtypes/zip.gif" title="ZIP File" border="0" alt=".zip" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=1747" target="_blank" title="">1901 staaart.db (front pillar gave no xp).zip</a> (Size: 1.36 MB / Downloads: 0)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.ventdev.com/forums/images/attachtypes/zip.gif" title="ZIP File" border="0" alt=".zip" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=1748" target="_blank" title="">after checking bug.db.zip</a> (Size: 1.4 MB / Downloads: 0)
<!-- 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="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=1750" target="_blank" title="">sliding pillar should have xp also desing.png</a> (Size: 289.53 KB / Downloads: 4)
<!-- 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="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=1751" target="_blank" title="">front suspension gets no xp.png</a> (Size: 262.24 KB / Downloads: 3)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
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			<title><![CDATA[GearCity: 2nd Gear v2.6.0.1]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=4780</link>
			<pubDate>Wed, 11 Feb 2026 16:31:59 -0500</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=4780</guid>
			<description><![CDATA[Greetings Everyone,<br />
<br />
I've released the first, and hopefully only, minor update for v2.6.0.0. There won't be any additional updates unless we run into major gameplay or crashing issues. <br />
<br />
The next expected bugfix update will be either just before Milestone #7 or with v2.7.0.0.<br />
<br />
There is a known exploit with marques and the stock system, I'll address it further in v2.7.0.0.<br />
<br />
Here is what the update contains:<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix: </span> Fixed issue causing AI to rapidly expand factories... for free.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix: </span> Fixed loading chassis sliders file crash.<br />
<span style="font-weight: bold;" class="mycode_b">-Engine: </span> Improved backwards compatibility with the chassis slider files. <br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix: </span> Fixed competition not appearing in list in the Mega Menu District Branch  <br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix: </span> Fixed car type not appearing in competition list inside the Mega Menu District Branch <br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix: </span> Fixed DirectX9 issue with Wealth/Buyer Rating Report. <br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix: </span> Fixed crash in Showroom vehicle info page.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay: </span> Adjustment to AI new vehicle model design output.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI: </span> Fixed resizing issues in Outsourcing/Licensing window.<br />
<span style="font-weight: bold;" class="mycode_b">-Engine: </span> Added default selection if assisted designer fails to select a component. This should mask a rare bug where the assisted designer doesn't pick something for some reason.]]></description>
			<content:encoded><![CDATA[Greetings Everyone,<br />
<br />
I've released the first, and hopefully only, minor update for v2.6.0.0. There won't be any additional updates unless we run into major gameplay or crashing issues. <br />
<br />
The next expected bugfix update will be either just before Milestone #7 or with v2.7.0.0.<br />
<br />
There is a known exploit with marques and the stock system, I'll address it further in v2.7.0.0.<br />
<br />
Here is what the update contains:<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix: </span> Fixed issue causing AI to rapidly expand factories... for free.<br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix: </span> Fixed loading chassis sliders file crash.<br />
<span style="font-weight: bold;" class="mycode_b">-Engine: </span> Improved backwards compatibility with the chassis slider files. <br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix: </span> Fixed competition not appearing in list in the Mega Menu District Branch  <br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix: </span> Fixed car type not appearing in competition list inside the Mega Menu District Branch <br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix: </span> Fixed DirectX9 issue with Wealth/Buyer Rating Report. <br />
<span style="font-weight: bold;" class="mycode_b">-Bugfix: </span> Fixed crash in Showroom vehicle info page.<br />
<span style="font-weight: bold;" class="mycode_b">-Gameplay: </span> Adjustment to AI new vehicle model design output.<br />
<span style="font-weight: bold;" class="mycode_b">-GUI: </span> Fixed resizing issues in Outsourcing/Licensing window.<br />
<span style="font-weight: bold;" class="mycode_b">-Engine: </span> Added default selection if assisted designer fails to select a component. This should mask a rare bug where the assisted designer doesn't pick something for some reason.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[PARTIAL] Engine height filter in licensing window]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=4777</link>
			<pubDate>Mon, 09 Feb 2026 03:32:24 -0500</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=7929">ANiChowy</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=4777</guid>
			<description><![CDATA[<img src="https://i.imgur.com/avJhZXn.png" loading="lazy"  alt="[Image: avJhZXn.png]" class="mycode_img" /><br />
<br />
There is no way to search for engine height which makes matching an engine to a chassis tedious and requires manual review of all options.<br />
<br />
Additionally, the random button here does not anchor properly in the window.]]></description>
			<content:encoded><![CDATA[<img src="https://i.imgur.com/avJhZXn.png" loading="lazy"  alt="[Image: avJhZXn.png]" class="mycode_img" /><br />
<br />
There is no way to search for engine height which makes matching an engine to a chassis tedious and requires manual review of all options.<br />
<br />
Additionally, the random button here does not anchor properly in the window.]]></content:encoded>
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		<item>
			<title><![CDATA[[TESTING] 2nd gear phantom gearbug (overflow?)]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=4776</link>
			<pubDate>Mon, 09 Feb 2026 01:34:55 -0500</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=7929">ANiChowy</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=4776</guid>
			<description><![CDATA[Designed a gearbox using the assisted designer at the start of the game, it seems to have broken itself. This is on 2nd gear.<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.ventdev.com/forums/images/attachtypes/" title="" border="0" alt=".7z" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=1746" target="_blank" title="">gcbug.7z</a> (Size: 1.13 MB / Downloads: 2)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[Designed a gearbox using the assisted designer at the start of the game, it seems to have broken itself. This is on 2nd gear.<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.ventdev.com/forums/images/attachtypes/" title="" border="0" alt=".7z" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=1746" target="_blank" title="">gcbug.7z</a> (Size: 1.13 MB / Downloads: 2)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
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			<title><![CDATA[[OLD] AI Selling vehicle for $22]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=4775</link>
			<pubDate>Wed, 04 Feb 2026 11:39:23 -0500</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=7949">Electromechanist</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=4775</guid>
			<description><![CDATA[Also seeing the 183 factories on all public companies. I also noticed there was at least one month where the newspaper had a massive number of entries for one company (started with "A") making new factories that were visible before the images loaded in (which made it harder to see all of them at once).<br />
<br />
I assume this has something to do with another thing I've seen, where I had a game collapse by 1902 because Eisenwerk was selling hundreds of cars for &#36;22 at my branches, giving me 0 sales. Attached a save file.<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.ventdev.com/forums/images/attachtypes/zip.gif" title="ZIP File" border="0" alt=".zip" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=1745" target="_blank" title="">everyone has 183 factories again.db.zip</a> (Size: 2.2 MB / Downloads: 0)
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			<content:encoded><![CDATA[Also seeing the 183 factories on all public companies. I also noticed there was at least one month where the newspaper had a massive number of entries for one company (started with "A") making new factories that were visible before the images loaded in (which made it harder to see all of them at once).<br />
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I assume this has something to do with another thing I've seen, where I had a game collapse by 1902 because Eisenwerk was selling hundreds of cars for &#36;22 at my branches, giving me 0 sales. Attached a save file.<br /><!-- start: postbit_attachments_attachment -->
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<img src="https://www.ventdev.com/forums/images/attachtypes/zip.gif" title="ZIP File" border="0" alt=".zip" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=1745" target="_blank" title="">everyone has 183 factories again.db.zip</a> (Size: 2.2 MB / Downloads: 0)
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