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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>Sun, 15 Nov 2026 05:23:16 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[[$400] #365 Add Marque Sort to View/Mod Components Window]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=4949</link>
			<pubDate>Tue, 10 Nov 2026 00:47:13 -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=4949</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">Price:</span> &#36;400<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Description:</span> This bounty adds Marque sort option to the sort drop downs in the R&amp;D View Components window. Selecting it will sort the Components based on assigned marque in alphabetical order, followed by name in alphabetical order.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Requirements:</span> None<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Required By:</span> None<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Concerns:</span> Sorting system is a bit of a pain with our current UI system. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Eric's Opinion:</span> This should help if you're running a really large company with multiple marques that have designs specific to the marque.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Links:</span> <a href="https://www.ventdev.com/forums/showthread.php?tid=4811" target="_blank" rel="noopener" class="mycode_url">https://www.ventdev.com/forums/showthread.php?tid=4811</a>]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">Price:</span> &#36;400<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Description:</span> This bounty adds Marque sort option to the sort drop downs in the R&amp;D View Components window. Selecting it will sort the Components based on assigned marque in alphabetical order, followed by name in alphabetical order.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Requirements:</span> None<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Required By:</span> None<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Concerns:</span> Sorting system is a bit of a pain with our current UI system. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Eric's Opinion:</span> This should help if you're running a really large company with multiple marques that have designs specific to the marque.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Links:</span> <a href="https://www.ventdev.com/forums/showthread.php?tid=4811" target="_blank" rel="noopener" class="mycode_url">https://www.ventdev.com/forums/showthread.php?tid=4811</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[$100] #364 Bring Back Showroom Show All]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=4948</link>
			<pubDate>Tue, 10 Nov 2026 00:24:14 -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=4948</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">Price:</span> &#36;100<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Description:</span> Switching to ID based system, we lost the "Show All" drop downs for vehicle types in the showroom. This bounty brings that back. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Requirements:</span> None<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Required By:</span> None<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Concerns:</span> Little bit of work, not charging much since we had this function in the past. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Eric's Opinion:</span> This was dropped because the back end for it was removed when we switched to the ID system. This will require writing a few new functions. I'm probably undercharging for the amount of work. But that's fine since it was a feature we had in the past.  <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Links:</span> <a href="https://www.ventdev.com/forums/showthread.php?tid=4919" target="_blank" rel="noopener" class="mycode_url">https://www.ventdev.com/forums/showthread.php?tid=4919</a>]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">Price:</span> &#36;100<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Description:</span> Switching to ID based system, we lost the "Show All" drop downs for vehicle types in the showroom. This bounty brings that back. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Requirements:</span> None<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Required By:</span> None<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Concerns:</span> Little bit of work, not charging much since we had this function in the past. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Eric's Opinion:</span> This was dropped because the back end for it was removed when we switched to the ID system. This will require writing a few new functions. I'm probably undercharging for the amount of work. But that's fine since it was a feature we had in the past.  <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Links:</span> <a href="https://www.ventdev.com/forums/showthread.php?tid=4919" target="_blank" rel="noopener" class="mycode_url">https://www.ventdev.com/forums/showthread.php?tid=4919</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[$500] #363 Slider Text Boxes]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=4946</link>
			<pubDate>Mon, 09 Nov 2026 04:38:36 -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=4946</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">Price: </span>&#36;500<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Description:</span> This bounty adds text box entries for every slider in the game that does not have one so you can manually enter values.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Requirements:</span> None<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Required By:</span> None<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Concerns:</span>  This might require considerable UI rework, especially in places where there isn't enough room for more UI.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Eric's Opinion:</span> Luckily, recent work on another project should make this a little easier than how I used to have to do it in the past. But it's still no easy feet to be able to do this in real time without a button. Small discount to this one because the UI always need some QoL work.<br />
 <br />
<span style="font-weight: bold;" class="mycode_b">Links:</span> <a href="https://www.ventdev.com/forums/showthread.php?tid=4920" target="_blank" rel="noopener" class="mycode_url">https://www.ventdev.com/forums/showthread.php?tid=4920</a>]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">Price: </span>&#36;500<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Description:</span> This bounty adds text box entries for every slider in the game that does not have one so you can manually enter values.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Requirements:</span> None<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Required By:</span> None<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Concerns:</span>  This might require considerable UI rework, especially in places where there isn't enough room for more UI.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Eric's Opinion:</span> Luckily, recent work on another project should make this a little easier than how I used to have to do it in the past. But it's still no easy feet to be able to do this in real time without a button. Small discount to this one because the UI always need some QoL work.<br />
 <br />
<span style="font-weight: bold;" class="mycode_b">Links:</span> <a href="https://www.ventdev.com/forums/showthread.php?tid=4920" target="_blank" rel="noopener" class="mycode_url">https://www.ventdev.com/forums/showthread.php?tid=4920</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[$1000] #362 Vehicle Type Skill]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=4945</link>
			<pubDate>Mon, 09 Nov 2026 04:32:08 -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=4945</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">Price: </span>&#36;1000<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Description:</span> This bounty adds a skill value for each vehicle type. Skill bonuses will be added to the ratings, buyer rating scores, and will effect AI's design decisions. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Requirements:</span> None<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Required By:</span> None<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Concerns:</span>  UI is going to be considerably long with all the vehicle types. This will especially be a problem if we ever get the art production component for the game back. There is potentially hundreds of new vehicle types. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Eric's Opinion:</span> I avoided this because what are we missing that makes a good sedan a good sedan? Why not add those instead of just a generic skill. That said, it also makes sense and is something people have been asking for, for years. The UI is going to be a mess though. So we might have to get some sort of generic system to avoid hundreds of entries at some point.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Links:</span> <a href="https://www.ventdev.com/forums/showthread.php?tid=4844" target="_blank" rel="noopener" class="mycode_url">https://www.ventdev.com/forums/showthread.php?tid=4844</a>]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">Price: </span>&#36;1000<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Description:</span> This bounty adds a skill value for each vehicle type. Skill bonuses will be added to the ratings, buyer rating scores, and will effect AI's design decisions. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Requirements:</span> None<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Required By:</span> None<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Concerns:</span>  UI is going to be considerably long with all the vehicle types. This will especially be a problem if we ever get the art production component for the game back. There is potentially hundreds of new vehicle types. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Eric's Opinion:</span> I avoided this because what are we missing that makes a good sedan a good sedan? Why not add those instead of just a generic skill. That said, it also makes sense and is something people have been asking for, for years. The UI is going to be a mess though. So we might have to get some sort of generic system to avoid hundreds of entries at some point.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Links:</span> <a href="https://www.ventdev.com/forums/showthread.php?tid=4844" target="_blank" rel="noopener" class="mycode_url">https://www.ventdev.com/forums/showthread.php?tid=4844</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[#1250] #361 Restrict AI Companies To Build Specific Model Types | Requires #360]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=4944</link>
			<pubDate>Mon, 09 Nov 2026 04:20:50 -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=4944</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">Price: </span>&#36;1250<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Description:</span> This bounty would allow modders to restrict AI companies to build specific models, similar to our spinoff vehicle restriction system. This means that modded map files will be limited to specific mods. We would have implemented this in the requirements bounty.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Requirements:</span> <a href="https://www.ventdev.com/forums/showthread.php?tid=4943" target="_blank" rel="noopener" class="mycode_url">#360</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Required By:</span> None<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Concerns:</span>  When ai.xml files are linked to component files, that's going to be a recipe for disaster. As the map will not work with most mods. And there are a few mods people play.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Eric's Opinion:</span> This bounty is sensible if you're trying to make stuff like sports car companies and what have you. However, we tried to make AI companies build only specific things using the behavior system back in the early days. It was very successful in limiting them, but companies would go bankrupt in mass when heavily restricted. I fear this bounty and it's sibling will just result in frustration and headache as these companies constantly breakrupt.<br />
<br />
Links: <a href="https://www.ventdev.com/forums/showthread.php?tid=4843" target="_blank" rel="noopener" class="mycode_url">https://www.ventdev.com/forums/showthread.php?tid=4843</a>]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">Price: </span>&#36;1250<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Description:</span> This bounty would allow modders to restrict AI companies to build specific models, similar to our spinoff vehicle restriction system. This means that modded map files will be limited to specific mods. We would have implemented this in the requirements bounty.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Requirements:</span> <a href="https://www.ventdev.com/forums/showthread.php?tid=4943" target="_blank" rel="noopener" class="mycode_url">#360</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Required By:</span> None<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Concerns:</span>  When ai.xml files are linked to component files, that's going to be a recipe for disaster. As the map will not work with most mods. And there are a few mods people play.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Eric's Opinion:</span> This bounty is sensible if you're trying to make stuff like sports car companies and what have you. However, we tried to make AI companies build only specific things using the behavior system back in the early days. It was very successful in limiting them, but companies would go bankrupt in mass when heavily restricted. I fear this bounty and it's sibling will just result in frustration and headache as these companies constantly breakrupt.<br />
<br />
Links: <a href="https://www.ventdev.com/forums/showthread.php?tid=4843" target="_blank" rel="noopener" class="mycode_url">https://www.ventdev.com/forums/showthread.php?tid=4843</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[$1700] #360 Spinoff Component Restrictions.]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=4943</link>
			<pubDate>Mon, 09 Nov 2026 04:05:11 -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=4943</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">Price: </span>&#36;1700<br />
<span style="font-weight: bold;" class="mycode_b"><br />
Description: </span>Building off the vehicle restriction list for subsidiaries, this bounty would allow you to restrict which sub-components a company you own 50%+1 can use. UI wise, we'll have a dual panel system similar to what we have in the vehicle restrictions. We'll also have a drop down with the different sub-component types to filter the list. <br />
<br />
We'll also add these restrictions to the ai.xml files. Which means modders can restrict AI companies to build only specific types of vehicles. Maps with these xml changes will be restricted to specific mods. So, we'll have to add a system to check that the loaded mod is compatible for the map.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Requirements: </span>None<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Required By:</span> <a href="https://www.ventdev.com/forums/showthread.php?tid=4944" target="_blank" rel="noopener" class="mycode_url">#361</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Concerns:</span> This is going to require a bit of overhaul to the component selection system and a new entry into the database. Also cramped UI that we'll have to figure out how to squeeze stuff into. Another issue arises when ai.xml files are linked to component files, that's going to be a recipe for disaster. As the map will not work with most mods. And there are a few mods people play.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Eric's Opinion: </span>This bounty is sensible if you're trying to make stuff like EV companies and what have you. However, we tried to make AI companies build only specific things using the behavior system back in the early days. It was very successful in limiting them, but companies would go bankrupt in mass when heavily restricted. I fear this bounty and it's sibling will just result in frustration and headache as these companies constantly breakrupt. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Links: </span><a href="https://www.ventdev.com/forums/showthread.php?tid=4842" target="_blank" rel="noopener" class="mycode_url">https://www.ventdev.com/forums/showthread.php?tid=4842</a>]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">Price: </span>&#36;1700<br />
<span style="font-weight: bold;" class="mycode_b"><br />
Description: </span>Building off the vehicle restriction list for subsidiaries, this bounty would allow you to restrict which sub-components a company you own 50%+1 can use. UI wise, we'll have a dual panel system similar to what we have in the vehicle restrictions. We'll also have a drop down with the different sub-component types to filter the list. <br />
<br />
We'll also add these restrictions to the ai.xml files. Which means modders can restrict AI companies to build only specific types of vehicles. Maps with these xml changes will be restricted to specific mods. So, we'll have to add a system to check that the loaded mod is compatible for the map.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Requirements: </span>None<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Required By:</span> <a href="https://www.ventdev.com/forums/showthread.php?tid=4944" target="_blank" rel="noopener" class="mycode_url">#361</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Concerns:</span> This is going to require a bit of overhaul to the component selection system and a new entry into the database. Also cramped UI that we'll have to figure out how to squeeze stuff into. Another issue arises when ai.xml files are linked to component files, that's going to be a recipe for disaster. As the map will not work with most mods. And there are a few mods people play.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Eric's Opinion: </span>This bounty is sensible if you're trying to make stuff like EV companies and what have you. However, we tried to make AI companies build only specific things using the behavior system back in the early days. It was very successful in limiting them, but companies would go bankrupt in mass when heavily restricted. I fear this bounty and it's sibling will just result in frustration and headache as these companies constantly breakrupt. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Links: </span><a href="https://www.ventdev.com/forums/showthread.php?tid=4842" target="_blank" rel="noopener" class="mycode_url">https://www.ventdev.com/forums/showthread.php?tid=4842</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[$300] #359  Demand Smoothing New Production System]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=4942</link>
			<pubDate>Mon, 09 Nov 2026 03:09:05 -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=4942</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">Price: </span>&#36;300<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Description: </span>This bounty will smooth the demand curve by using more historical averaging in the autoproduction system. Instead of taking past month and next month estimation, the system will will use a trailing demand average and a small inventory threshold. The latter could be superseded by other bounties.  <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Requirements: </span>None<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Required By:</span> None<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Concerns: </span>This will not fix the problems many have with auto production in the New Production system. It might mask it for some turns, but the bigger issue is spikes in demand (up or down). This will do nothing for that. Additionally this will increase turn times a bit. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Eric's Opinion: </span>The new production system was not designed for auto production. It is not intended for you to be using auto production systems with it. As such, I think improving these systems is going to be a crutch, especially if other bounties like component production and inventories becomes a thing. But you all play the game much more than me. So, it's your choice. That said, Combined with a inventory margin target, it might be able to handle demand spikes that many people complain about. Although that won't resolve the inverse, massive amounts of inventories. <br />
<span style="font-weight: bold;" class="mycode_b"><br />
Links: </span><a href="https://www.ventdev.com/forums/showthread.php?tid=4840" target="_blank" rel="noopener" class="mycode_url">https://www.ventdev.com/forums/showthread.php?tid=4840</a>]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">Price: </span>&#36;300<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Description: </span>This bounty will smooth the demand curve by using more historical averaging in the autoproduction system. Instead of taking past month and next month estimation, the system will will use a trailing demand average and a small inventory threshold. The latter could be superseded by other bounties.  <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Requirements: </span>None<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Required By:</span> None<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Concerns: </span>This will not fix the problems many have with auto production in the New Production system. It might mask it for some turns, but the bigger issue is spikes in demand (up or down). This will do nothing for that. Additionally this will increase turn times a bit. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Eric's Opinion: </span>The new production system was not designed for auto production. It is not intended for you to be using auto production systems with it. As such, I think improving these systems is going to be a crutch, especially if other bounties like component production and inventories becomes a thing. But you all play the game much more than me. So, it's your choice. That said, Combined with a inventory margin target, it might be able to handle demand spikes that many people complain about. Although that won't resolve the inverse, massive amounts of inventories. <br />
<span style="font-weight: bold;" class="mycode_b"><br />
Links: </span><a href="https://www.ventdev.com/forums/showthread.php?tid=4840" target="_blank" rel="noopener" class="mycode_url">https://www.ventdev.com/forums/showthread.php?tid=4840</a>]]></content:encoded>
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		<item>
			<title><![CDATA[[$1000] #358 Autofill New Production System Production]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=4941</link>
			<pubDate>Mon, 09 Nov 2026 02:53:14 -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=4941</guid>
			<description><![CDATA[Price: &#36;1000<br />
<br />
Description: This bounty adds an autotool which will automatically add unassigned models to factories in the new production system. You select a unproduced designs by selecting the design, the marque, or just all designs from a panel. In another panel, you set the guideline for demand (one month delay, estimated sales priced on current prices, estimated sales based on suggested price.) Additional production margin as a percent. And limit region based on mega menu selections. When you click assign, the system will assign designs based on the selection. it will not touch any designs already assigned to factories. <br />
<br />
Requirements: None<br />
<br />
Required By: None<br />
<br />
Concerns: A pretty complex bounty with lots of UI. <br />
<br />
Eric's Opinion: Some folks are finding our new production system tedious. Which it is supposed to be. This bounty might make it less tedious, until other contributors add more tedium to the game. <img src="https://www.ventdev.com/forums/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_28" /><br />
<br />
Links: <a href="https://www.ventdev.com/forums/showthread.php?tid=4736" target="_blank" rel="noopener" class="mycode_url">https://www.ventdev.com/forums/showthread.php?tid=4736</a>]]></description>
			<content:encoded><![CDATA[Price: &#36;1000<br />
<br />
Description: This bounty adds an autotool which will automatically add unassigned models to factories in the new production system. You select a unproduced designs by selecting the design, the marque, or just all designs from a panel. In another panel, you set the guideline for demand (one month delay, estimated sales priced on current prices, estimated sales based on suggested price.) Additional production margin as a percent. And limit region based on mega menu selections. When you click assign, the system will assign designs based on the selection. it will not touch any designs already assigned to factories. <br />
<br />
Requirements: None<br />
<br />
Required By: None<br />
<br />
Concerns: A pretty complex bounty with lots of UI. <br />
<br />
Eric's Opinion: Some folks are finding our new production system tedious. Which it is supposed to be. This bounty might make it less tedious, until other contributors add more tedium to the game. <img src="https://www.ventdev.com/forums/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_28" /><br />
<br />
Links: <a href="https://www.ventdev.com/forums/showthread.php?tid=4736" target="_blank" rel="noopener" class="mycode_url">https://www.ventdev.com/forums/showthread.php?tid=4736</a>]]></content:encoded>
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			<title><![CDATA[[$400] #357 Induction System Size Variable]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=4940</link>
			<pubDate>Mon, 09 Nov 2026 02:24:45 -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=4940</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">Price: </span>&#36;400<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Description: </span> This bounty adds a size variable for induction subcomponents. For most subcomponents this value will be set to 0, but for larger induction systems, like quadturbos, they'll start taking up some space. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Requirements: </span>None<br />
<span style="font-weight: bold;" class="mycode_b"><br />
Required By: </span>None<br />
<span style="font-weight: bold;" class="mycode_b"><br />
Concerns: </span> Debatable if I have include a separate height size in addition to the length/width sizes. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Eric's Opinion: </span> Clever engineering often prevents most induction systems from taking up any engine bay space, but we should take up at least a little for balancing sake. It also adds another tool for moders.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Links:</span> <a href="https://www.ventdev.com/forums/showthread.php?tid=4728" target="_blank" rel="noopener" class="mycode_url">https://www.ventdev.com/forums/showthread.php?tid=4728</a>]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">Price: </span>&#36;400<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Description: </span> This bounty adds a size variable for induction subcomponents. For most subcomponents this value will be set to 0, but for larger induction systems, like quadturbos, they'll start taking up some space. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Requirements: </span>None<br />
<span style="font-weight: bold;" class="mycode_b"><br />
Required By: </span>None<br />
<span style="font-weight: bold;" class="mycode_b"><br />
Concerns: </span> Debatable if I have include a separate height size in addition to the length/width sizes. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Eric's Opinion: </span> Clever engineering often prevents most induction systems from taking up any engine bay space, but we should take up at least a little for balancing sake. It also adds another tool for moders.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Links:</span> <a href="https://www.ventdev.com/forums/showthread.php?tid=4728" target="_blank" rel="noopener" class="mycode_url">https://www.ventdev.com/forums/showthread.php?tid=4728</a>]]></content:encoded>
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		<item>
			<title><![CDATA[[$1500] #356 Mk2 Production System Autoproduction Inventory Limits]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=4939</link>
			<pubDate>Mon, 09 Nov 2026 01:39:18 -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=4939</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">Price: </span> &#36;1500<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Description:  </span> This bounty would add a inventory management tab to the auto production system for the Mk2 Production system. In that tab, you'll be able to declare the maximum amount of inventory you wish to build before autoproduction reduces production. This would allow the user to create a buffer for fluxtations, without having to manually control production. The limit could be toggled regionally or globally. There are some concerns though, so read the concerns.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Requirements: </span>None<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Required By: </span>None<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Concerns: </span> The new production system was not designed for autoproduction. It's a system designed for players to manage. As such, the autoproduction system will never be as good as the old system. My concern is with people trying to min-max a system that is specifically designed not for min-maxing. UI is already crowded. This is more UI. The biggest issue is how the system is designed. If you set a target of 500 units in inventory, it will never be exactly 500 units. Some months it might be at 460, other months it might be at 600. This is because in the mk2 system, production happens BEFORE sales are calculated. In the old system this was also the case, however, we'd go over the production system again after sales are calculated and trim excess production before calculating expenses. We don't do that anymore.  <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Eric's Opinion:</span> UI and accuracy concerns aside, this feature would be helpful if you wanted to build up bridge inventory between generations while using the autoproduction system. Ensuring you always have inventory while the autoproduction system is enabled will also make it where you won't miss sales. Granted, missed sales mostly go into the back order system already, this might help players who are trying to play lean. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Links: </span><a href="https://www.ventdev.com/forums/showthread.php?tid=4717" target="_blank" rel="noopener" class="mycode_url">https://www.ventdev.com/forums/showthread.php?tid=4717</a>]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">Price: </span> &#36;1500<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Description:  </span> This bounty would add a inventory management tab to the auto production system for the Mk2 Production system. In that tab, you'll be able to declare the maximum amount of inventory you wish to build before autoproduction reduces production. This would allow the user to create a buffer for fluxtations, without having to manually control production. The limit could be toggled regionally or globally. There are some concerns though, so read the concerns.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Requirements: </span>None<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Required By: </span>None<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Concerns: </span> The new production system was not designed for autoproduction. It's a system designed for players to manage. As such, the autoproduction system will never be as good as the old system. My concern is with people trying to min-max a system that is specifically designed not for min-maxing. UI is already crowded. This is more UI. The biggest issue is how the system is designed. If you set a target of 500 units in inventory, it will never be exactly 500 units. Some months it might be at 460, other months it might be at 600. This is because in the mk2 system, production happens BEFORE sales are calculated. In the old system this was also the case, however, we'd go over the production system again after sales are calculated and trim excess production before calculating expenses. We don't do that anymore.  <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Eric's Opinion:</span> UI and accuracy concerns aside, this feature would be helpful if you wanted to build up bridge inventory between generations while using the autoproduction system. Ensuring you always have inventory while the autoproduction system is enabled will also make it where you won't miss sales. Granted, missed sales mostly go into the back order system already, this might help players who are trying to play lean. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Links: </span><a href="https://www.ventdev.com/forums/showthread.php?tid=4717" target="_blank" rel="noopener" class="mycode_url">https://www.ventdev.com/forums/showthread.php?tid=4717</a>]]></content:encoded>
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			<title><![CDATA[Annual and Quarterly Financial Reports]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=4938</link>
			<pubDate>Sun, 08 Nov 2026 06:08:38 -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=4938</guid>
			<description><![CDATA[There is a small buck in the annual financial reports.<br />
The display has remained stuck at 1961/1962.<br />
The display is also incorrect in the quarterly financial reports.<br />
In the game, the year is 1965.<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=1793" target="_blank" title="">Annual  financial reports.png</a> (Size: 945.23 KB / Downloads: 2)
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<img src="https://www.ventdev.com/forums/images/attachtypes/image.gif" title="PNG Image" border="0" alt=".png" />
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<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[There is a small buck in the annual financial reports.<br />
The display has remained stuck at 1961/1962.<br />
The display is also incorrect in the quarterly financial reports.<br />
In the game, the year is 1965.<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=1793" target="_blank" title="">Annual  financial reports.png</a> (Size: 945.23 KB / Downloads: 2)
<!-- 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=1794" target="_blank" title="">Quarterly financial reports.png</a> (Size: 1 MB / Downloads: 0)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
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		<item>
			<title><![CDATA[[$750] #355 AI Bundles Debt With Aquisitions]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=4937</link>
			<pubDate>Sun, 08 Nov 2026 04:09:02 -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=4937</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">Price:</span> &#36;750<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Description:</span> Right now, marque have low calculated values because most everything is attributed to the parent company. So, we increase the acquisition prices when players try to buy a company. With this bounty, the parent company will sometimes offload some debt when selling a marque. When we do this, we'll lower the acquisition prices.   <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Requirements:</span> None<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Required By:</span> None<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Concerns:</span> We don't want to lower the price too much. We also need a good way to tell the player how much debt they'll be acquiring. UI work is always a pain because of constraints. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Eric's Opinion:</span> One thing we need to try to get a balance on is buying up marques. This adds some more penalties for players buying up marques. But I don't think it's a full solution to the problem. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Links:</span> None]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">Price:</span> &#36;750<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Description:</span> Right now, marque have low calculated values because most everything is attributed to the parent company. So, we increase the acquisition prices when players try to buy a company. With this bounty, the parent company will sometimes offload some debt when selling a marque. When we do this, we'll lower the acquisition prices.   <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Requirements:</span> None<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Required By:</span> None<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Concerns:</span> We don't want to lower the price too much. We also need a good way to tell the player how much debt they'll be acquiring. UI work is always a pain because of constraints. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Eric's Opinion:</span> One thing we need to try to get a balance on is buying up marques. This adds some more penalties for players buying up marques. But I don't think it's a full solution to the problem. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Links:</span> None]]></content:encoded>
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		<item>
			<title><![CDATA[[$500] #354 Use Company Image Ratings in Equity Calculations]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=4936</link>
			<pubDate>Sun, 08 Nov 2026 03:44:37 -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=4936</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">Price</span> &#36;500<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Description:</span> Currently the equity system, which is used to determine stock market capitalization and acquisitions prices does not take into account company image ratings. This bounty will add these metrics to the equity calculations. It can drag down the value of companies. It can also increase the value. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Requirements: </span>None<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Required By: </span>None<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Concerns: </span> This might cause high value stocks to go higher and low value stocks to go lower. This means players making more money from stocks and buying up companies for cheaper. Not ideal.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Eric's Opinion: </span> Tweaking these formulas should help dampen crashes like the great depression, making it more costly. I can also pump up acquisition costs. Of course, the negatives is that stocks might become more exaggerated. Much of the work for this will be balancing. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Links: </span>None]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">Price</span> &#36;500<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Description:</span> Currently the equity system, which is used to determine stock market capitalization and acquisitions prices does not take into account company image ratings. This bounty will add these metrics to the equity calculations. It can drag down the value of companies. It can also increase the value. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Requirements: </span>None<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Required By: </span>None<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Concerns: </span> This might cause high value stocks to go higher and low value stocks to go lower. This means players making more money from stocks and buying up companies for cheaper. Not ideal.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Eric's Opinion: </span> Tweaking these formulas should help dampen crashes like the great depression, making it more costly. I can also pump up acquisition costs. Of course, the negatives is that stocks might become more exaggerated. Much of the work for this will be balancing. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Links: </span>None]]></content:encoded>
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		<item>
			<title><![CDATA[[$300] #353 Random Component Starting Skill]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=4935</link>
			<pubDate>Sun, 08 Nov 2026 03:00:46 -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=4935</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">Price:</span> &#36;300<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Description:</span> This bounty adds a starting game option to randomize starting component skills. The difficulty level, era, and some randomness will determine which components your company's skills. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Requirements: </span> None<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Required By:</span> None<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Concerns:</span> Adding more starting game options could overwhelm players. Debatable this should be attached to the random maximum component skill bounty. However, I think some people would rather not limit the maximum skill points but want to start with random skill points.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Eric's Opinion:</span> This should be doable, and I think it could give a bit of roll playing to the game.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Links:</span> None]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">Price:</span> &#36;300<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Description:</span> This bounty adds a starting game option to randomize starting component skills. The difficulty level, era, and some randomness will determine which components your company's skills. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Requirements: </span> None<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Required By:</span> None<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Concerns:</span> Adding more starting game options could overwhelm players. Debatable this should be attached to the random maximum component skill bounty. However, I think some people would rather not limit the maximum skill points but want to start with random skill points.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Eric's Opinion:</span> This should be doable, and I think it could give a bit of roll playing to the game.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Links:</span> None]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[FBS Milestone #7 Funded!]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=4934</link>
			<pubDate>Fri, 06 Nov 2026 10:24:37 -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=4934</guid>
			<description><![CDATA[Greetings everyone!<br />
<br />
I'm happy to announce that the community has successfully financed Milestone #7 of the Feature Bounty System.<br />
FBS fundraising is paused until July 2027. That will be the final feature milestone for GearCity: 2nd Gear. <br />
<br />
Voting for Milestone #7 will start Monday November 9th and should last 10 to 14 days. We have &#36;3135.38 worth of bounties to select.<br />
<br />
You can find the Caucusing thread here: <a href="https://www.ventdev.com/forums/showthread.php?tid=4933" target="_blank" rel="noopener" class="mycode_url">https://www.ventdev.com/forums/showthread.php?tid=4933</a><br />
<br />
I'll list new and voteable bounties sometime this weekend. They'll appear in the Caucusing thread when they're added.<br />
<br />
Once again, I want to express my deep gratitude for your support!]]></description>
			<content:encoded><![CDATA[Greetings everyone!<br />
<br />
I'm happy to announce that the community has successfully financed Milestone #7 of the Feature Bounty System.<br />
FBS fundraising is paused until July 2027. That will be the final feature milestone for GearCity: 2nd Gear. <br />
<br />
Voting for Milestone #7 will start Monday November 9th and should last 10 to 14 days. We have &#36;3135.38 worth of bounties to select.<br />
<br />
You can find the Caucusing thread here: <a href="https://www.ventdev.com/forums/showthread.php?tid=4933" target="_blank" rel="noopener" class="mycode_url">https://www.ventdev.com/forums/showthread.php?tid=4933</a><br />
<br />
I'll list new and voteable bounties sometime this weekend. They'll appear in the Caucusing thread when they're added.<br />
<br />
Once again, I want to express my deep gratitude for your support!]]></content:encoded>
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