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		<title><![CDATA[Visual Entertainment and Technologies Forum - General Discussion ]]></title>
		<link>https://www.ventdev.com/forums/</link>
		<description><![CDATA[Visual Entertainment and Technologies Forum - https://www.ventdev.com/forums]]></description>
		<pubDate>Tue, 14 Apr 2026 23:55:47 +0000</pubDate>
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		<item>
			<title><![CDATA[Draft for Discussion]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=4763</link>
			<pubDate>Fri, 09 Jan 2026 22:03:35 -0500</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=8294">c0194112</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=4763</guid>
			<description><![CDATA[I’d like to bring up a discussion topic, purely to hear different perspectives — this is not a proposal or a request.<br />
Eric has mentioned before that the current FBS bounty amounts are relatively low compared to the actual workload and general market rates, which is also why pausing or wrapping things up has been considered.<br />
I was wondering whether, <span style="font-style: italic;" class="mycode_i">if keeping FBS active were the goal</span>, there might be another possible approach — for example:<ul class="mycode_list"><li>Increasing the bounty amount per milestone<br />
</li>
<li>While accepting a slower development pace and longer wait times<br />
</li>
</ul>
In other words, trading <span style="font-weight: bold;" class="mycode_b">more time</span> for <span style="font-weight: bold;" class="mycode_b">more sustainable compensation</span>.<br />
I’m genuinely curious how people feel about this in principle:<br />
Would this be something you personally find acceptable, or would you rather keep things as they are now, or see FBS conclude instead?<br />
Again, this is only meant as an open discussion to understand how people feel, not to suggest or push for any specific outcome.<br />
<br />
<br />
Sorry for my poor english.]]></description>
			<content:encoded><![CDATA[I’d like to bring up a discussion topic, purely to hear different perspectives — this is not a proposal or a request.<br />
Eric has mentioned before that the current FBS bounty amounts are relatively low compared to the actual workload and general market rates, which is also why pausing or wrapping things up has been considered.<br />
I was wondering whether, <span style="font-style: italic;" class="mycode_i">if keeping FBS active were the goal</span>, there might be another possible approach — for example:<ul class="mycode_list"><li>Increasing the bounty amount per milestone<br />
</li>
<li>While accepting a slower development pace and longer wait times<br />
</li>
</ul>
In other words, trading <span style="font-weight: bold;" class="mycode_b">more time</span> for <span style="font-weight: bold;" class="mycode_b">more sustainable compensation</span>.<br />
I’m genuinely curious how people feel about this in principle:<br />
Would this be something you personally find acceptable, or would you rather keep things as they are now, or see FBS conclude instead?<br />
Again, this is only meant as an open discussion to understand how people feel, not to suggest or push for any specific outcome.<br />
<br />
<br />
Sorry for my poor english.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[What is the Line Settings function used for in automatic production?]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=4702</link>
			<pubDate>Sat, 16 Aug 2025 21:58:09 -0400</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=8294">c0194112</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=4702</guid>
			<description><![CDATA[What is the Line Settings function used for in automatic production?<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
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			<content:encoded><![CDATA[What is the Line Settings function used for in automatic production?<br /><!-- start: postbit_attachments_attachment -->
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			<title><![CDATA[How to access 2nd Gear?]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=4644</link>
			<pubDate>Sat, 18 Jan 2025 12:13:44 -0500</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=7415">Preliator</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=4644</guid>
			<description><![CDATA[Is this a continuation of the original Gearcity? How do I access it?]]></description>
			<content:encoded><![CDATA[Is this a continuation of the original Gearcity? How do I access it?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Setting Buying range in the sales stores.]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=4634</link>
			<pubDate>Thu, 21 Nov 2024 04:05:09 -0500</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=8233">peter</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=4634</guid>
			<description><![CDATA[As I have now &gt; 100 sales stores it’s a lot of work setting it. I tied to set all stores at once with the region menu to maximum, but I have still the problem that sometimes cars are not sold and at the same time this car type is not sold at other sales stores.<br />
Is there a way for setting the range for all stores at once?]]></description>
			<content:encoded><![CDATA[As I have now &gt; 100 sales stores it’s a lot of work setting it. I tied to set all stores at once with the region menu to maximum, but I have still the problem that sometimes cars are not sold and at the same time this car type is not sold at other sales stores.<br />
Is there a way for setting the range for all stores at once?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Infos about real car companies]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=4633</link>
			<pubDate>Tue, 19 Nov 2024 04:12:20 -0500</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=8233">peter</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=4633</guid>
			<description><![CDATA[During the calculation of a new turn (month) some interesting facts of the real car companies are shown (randomly). I activated a check box which ensures, I can read it after the turn is calculated.<br />
But only companies which name start with "A" are shown. Of cause I'm interested in other companies, too.<br />
<br />
Is there a way to read it outside the game?<br />
I can't find the place the information is stored on my HDD.]]></description>
			<content:encoded><![CDATA[During the calculation of a new turn (month) some interesting facts of the real car companies are shown (randomly). I activated a check box which ensures, I can read it after the turn is calculated.<br />
But only companies which name start with "A" are shown. Of cause I'm interested in other companies, too.<br />
<br />
Is there a way to read it outside the game?<br />
I can't find the place the information is stored on my HDD.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[GearCity questions]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=4632</link>
			<pubDate>Sat, 16 Nov 2024 09:56:57 -0500</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=8233">peter</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=4632</guid>
			<description><![CDATA[After I played some weeks, I have some questions about the game:<br />
<br />
- Is there an easy way to find out which car type are produced in which factory?<br />
I have often the case that one car type is not fully sold. Therefore I want to find the factory(s) with unsold cars, e.g. to reduce the producing line(s) for this car type.<br />
Actually I have to click on all of my factories to find this. <br />
I have now 12 factories for 38 car type. This will increase in the next years.<br />
<br />
- Is there an easy way to check which prices my cars had last month?<br />
There is a list which show how much cars are sold this month. And you can show the numbers of last month.<br />
On another list the actual prices are listed.<br />
But if in this month less cars are sold, I like to see the former price, because this may be the reason.<br />
<br />
- How can I rename cars?<br />
I found only how to rename the components (motor...).<br />
As I produce really a lot of car types I like to do some renames for helping me to easily identify them.<br />
<br />
Greetings,<br />
Peter]]></description>
			<content:encoded><![CDATA[After I played some weeks, I have some questions about the game:<br />
<br />
- Is there an easy way to find out which car type are produced in which factory?<br />
I have often the case that one car type is not fully sold. Therefore I want to find the factory(s) with unsold cars, e.g. to reduce the producing line(s) for this car type.<br />
Actually I have to click on all of my factories to find this. <br />
I have now 12 factories for 38 car type. This will increase in the next years.<br />
<br />
- Is there an easy way to check which prices my cars had last month?<br />
There is a list which show how much cars are sold this month. And you can show the numbers of last month.<br />
On another list the actual prices are listed.<br />
But if in this month less cars are sold, I like to see the former price, because this may be the reason.<br />
<br />
- How can I rename cars?<br />
I found only how to rename the components (motor...).<br />
As I produce really a lot of car types I like to do some renames for helping me to easily identify them.<br />
<br />
Greetings,<br />
Peter]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[How to survive in 2nd Gear?]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=4573</link>
			<pubDate>Fri, 31 May 2024 10:21:26 -0400</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=8187">AstraMeccanica</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=4573</guid>
			<description><![CDATA[I am having trouble starting my company playing the way I used to play with the vanilla version.<br />
I play normal mode, with import taxes, inflation and pension benefit. All skills/image set to 20. Every other setting stays untouched<br />
The usual city map (don't remember the name), 300 AI<br />
<br />
In vanilla I love to play two types of "campaigns"<br />
<ol type="1" class="mycode_list"><li>Canadian Company. I start selling in Canada and the U.S. until 1905. Then I build factories and branches in Australia and Europe.<br />
</li>
<li>European company (usually Italian or French). I start selling mainly in the US* and just very little in Europe. Between 1901 and 1902 I build factories in the USA. In 1905 I build more factories in my own country and open branches in Europe. Between 1906 and 1907 I build in Australia.<br />
</li>
</ol>
<br />
In both cases around 1906-1907 my company is well established and <span style="text-decoration: underline;" class="mycode_u">never required to go public through an IPO</span><br />
In both cases the first car I design is a coupe intended to be sold mainly in the US market (low competition for a coupe there). Chassis costs max 160, engine around 260, gear around 200.<br />
In my most successful save as an Italian company I even created a marque in 1905 (which means I could afford "wasting" ~1 MLN pretty early on)<br />
<br />
<br />
Now, I tried to replicate those two "campaigns" in 2nd Gear.<ul class="mycode_list"><li>The Canadian campaign got off to a good start on the third attempt. In 1905 I am well established in the US. But don't have funds enough to build factories in Europe/Australia yet and, most importantly, I had to undertake an IPO in order to avoid bankruptcy<br />
</li>
<li>The European campaign always fails, no matter what, before reaching 1905. In spite of the fact I had thru an Ipo every single time<br />
</li>
</ul>
<br />
(The initial coupè is also always pretty lame. 30-31 overall, 9-12 specific)<br />
<br />
Now since my old ways don't work anymore, and 2nd Gear seems a bit more difficult, what would you suggest?<br />
<br />
__<br />
<br />
*I know it's unrealistic, but the only viable way I found to start as an Italian company was selling cars in the US to take advatage of the lower competition.]]></description>
			<content:encoded><![CDATA[I am having trouble starting my company playing the way I used to play with the vanilla version.<br />
I play normal mode, with import taxes, inflation and pension benefit. All skills/image set to 20. Every other setting stays untouched<br />
The usual city map (don't remember the name), 300 AI<br />
<br />
In vanilla I love to play two types of "campaigns"<br />
<ol type="1" class="mycode_list"><li>Canadian Company. I start selling in Canada and the U.S. until 1905. Then I build factories and branches in Australia and Europe.<br />
</li>
<li>European company (usually Italian or French). I start selling mainly in the US* and just very little in Europe. Between 1901 and 1902 I build factories in the USA. In 1905 I build more factories in my own country and open branches in Europe. Between 1906 and 1907 I build in Australia.<br />
</li>
</ol>
<br />
In both cases around 1906-1907 my company is well established and <span style="text-decoration: underline;" class="mycode_u">never required to go public through an IPO</span><br />
In both cases the first car I design is a coupe intended to be sold mainly in the US market (low competition for a coupe there). Chassis costs max 160, engine around 260, gear around 200.<br />
In my most successful save as an Italian company I even created a marque in 1905 (which means I could afford "wasting" ~1 MLN pretty early on)<br />
<br />
<br />
Now, I tried to replicate those two "campaigns" in 2nd Gear.<ul class="mycode_list"><li>The Canadian campaign got off to a good start on the third attempt. In 1905 I am well established in the US. But don't have funds enough to build factories in Europe/Australia yet and, most importantly, I had to undertake an IPO in order to avoid bankruptcy<br />
</li>
<li>The European campaign always fails, no matter what, before reaching 1905. In spite of the fact I had thru an Ipo every single time<br />
</li>
</ul>
<br />
(The initial coupè is also always pretty lame. 30-31 overall, 9-12 specific)<br />
<br />
Now since my old ways don't work anymore, and 2nd Gear seems a bit more difficult, what would you suggest?<br />
<br />
__<br />
<br />
*I know it's unrealistic, but the only viable way I found to start as an Italian company was selling cars in the US to take advatage of the lower competition.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[New companies (beyond AI.xml ones) spawning?]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=4550</link>
			<pubDate>Wed, 20 Mar 2024 15:13:59 -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=4550</guid>
			<description><![CDATA[I've noticed a few times that later in the game, companies that aren't in the AI.xml file can spawn.  This seems to be to keep the number of companies at or above a certain level - 23 or so?<br />
<br />
However, I've also seen this not happen, so I'm curious, what are the conditions for this to happen/is it based on one of the game setup options?  Ideally I'd like to tweak it to make it easier for the Big Three and AMC to dominate the market without AI.xml-less competitors, only a few intrepid souls such as John DeLorean dreaming of disrupting the industry.]]></description>
			<content:encoded><![CDATA[I've noticed a few times that later in the game, companies that aren't in the AI.xml file can spawn.  This seems to be to keep the number of companies at or above a certain level - 23 or so?<br />
<br />
However, I've also seen this not happen, so I'm curious, what are the conditions for this to happen/is it based on one of the game setup options?  Ideally I'd like to tweak it to make it easier for the Big Three and AMC to dominate the market without AI.xml-less competitors, only a few intrepid souls such as John DeLorean dreaming of disrupting the industry.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[FIXED] Fifteen cylinder engine]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=4523</link>
			<pubDate>Fri, 09 Feb 2024 12:39:50 -0500</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=8147">oskar_maybach</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=4523</guid>
			<description><![CDATA[So there have been plenty of 7, 9 and even some 11 cylinder single row Radials, but I haven't found anything about one with 15 cylinders.<br />
<br />
Do you know of any such engine? Or why 15 was implemented in the game but not 11?<br />
<br />
I know I can mod a different number of cylinders for the game, I'm just curious about the real world influence on this decision.<br />
<br />
Best regards]]></description>
			<content:encoded><![CDATA[So there have been plenty of 7, 9 and even some 11 cylinder single row Radials, but I haven't found anything about one with 15 cylinders.<br />
<br />
Do you know of any such engine? Or why 15 was implemented in the game but not 11?<br />
<br />
I know I can mod a different number of cylinders for the game, I'm just curious about the real world influence on this decision.<br />
<br />
Best regards]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Configuring the branch limit?]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=4374</link>
			<pubDate>Sat, 10 Sep 2022 23:29:14 -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=4374</guid>
			<description><![CDATA[Is it possible to do this?  I don't think it is, but might just be missing it.<br />
<br />
I've been adding more cities to my map, and noticed it's scaling.  So far my calculations show (city / branch limit = cities per branch-limit):<br />
<br />
69 / 3 = 23<br />
206 / 7 = 29.43<br />
248 / 8 = 31<br />
269 / 9 = 29.89<br />
<br />
<br />
So I'm guessing it's somewhere around every 32 cities, the limit increases by 1.  Which seems reasonable, but I'd kind of like to set a hard limit in my mod of, say, 8 branches.  When I had 248 cities, spread across England, Wales, France, Spain, Italy, Switzerland, and Belgium, 8 branches per year led to a nice gradual spreading of companies across countries, and made it quite relevant when a company bought another company with branches in a different area.  But by the time I add Germany, the Austro-Hungarian Empire, the Ottoman Empire, and Scandinavia, the limit will probably be something like 16, and then it will be possible to build across Western Europe before 1920, if sales are sufficient.<br />
<br />
This is probably a "is it possible to add this as a Feature Bounty item?" question.  Definitely not critical, I am probably going to max out in the 280's this year and probably will vote for a few other items first, but if we still have bounties in late '23 or 24, I may vote for it, more likely if custom/larger maps are seeing decent player counts.<br />
<br />
---<br />
<br />
I'll also note that I've been pleased with how the branch limit mechanic has worked on my Europe map.  On the base map, I could grab 35 cities over 5 years and have most of the profitable ones covered, at least once shipping costs were factored in.  But in Europe, even if I grabbed nearly all of France with 40 cities over 5 years on this map, I'd still be missing out on all the British and Italian profits.  This also made it feel more important to acquire a few companies, not just for their reputation or factories but for their branches.]]></description>
			<content:encoded><![CDATA[Is it possible to do this?  I don't think it is, but might just be missing it.<br />
<br />
I've been adding more cities to my map, and noticed it's scaling.  So far my calculations show (city / branch limit = cities per branch-limit):<br />
<br />
69 / 3 = 23<br />
206 / 7 = 29.43<br />
248 / 8 = 31<br />
269 / 9 = 29.89<br />
<br />
<br />
So I'm guessing it's somewhere around every 32 cities, the limit increases by 1.  Which seems reasonable, but I'd kind of like to set a hard limit in my mod of, say, 8 branches.  When I had 248 cities, spread across England, Wales, France, Spain, Italy, Switzerland, and Belgium, 8 branches per year led to a nice gradual spreading of companies across countries, and made it quite relevant when a company bought another company with branches in a different area.  But by the time I add Germany, the Austro-Hungarian Empire, the Ottoman Empire, and Scandinavia, the limit will probably be something like 16, and then it will be possible to build across Western Europe before 1920, if sales are sufficient.<br />
<br />
This is probably a "is it possible to add this as a Feature Bounty item?" question.  Definitely not critical, I am probably going to max out in the 280's this year and probably will vote for a few other items first, but if we still have bounties in late '23 or 24, I may vote for it, more likely if custom/larger maps are seeing decent player counts.<br />
<br />
---<br />
<br />
I'll also note that I've been pleased with how the branch limit mechanic has worked on my Europe map.  On the base map, I could grab 35 cities over 5 years and have most of the profitable ones covered, at least once shipping costs were factored in.  But in Europe, even if I grabbed nearly all of France with 40 cities over 5 years on this map, I'd still be missing out on all the British and Italian profits.  This also made it feel more important to acquire a few companies, not just for their reputation or factories but for their branches.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Failing tax audits]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=4372</link>
			<pubDate>Fri, 09 Sep 2022 12:10:17 -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=4372</guid>
			<description><![CDATA[Something new has been happening in my current game - I've been failing tax audits.  The first time it was a minor annoyance, this time it cost &#36;100 million.  But I'm not sure why... is this just a random event?  I haven't been doing any lobbying, so as far as I know I should have been paying all my taxes.  Did I just get some Madoff types in my accounting department?<br />
<br />
Also perhaps of note, that &#36;106M tax payment/penalty doesn't show up on the Monthly Report, as One-Time Expenses or otherwise.  I had a save from the previous month and could thus verify that the amount was deducted from the bank account, but it should probably show up as an expense, too.<br />
<br />
On the plus side, at least we noticed before we got fined an even larger amount...]]></description>
			<content:encoded><![CDATA[Something new has been happening in my current game - I've been failing tax audits.  The first time it was a minor annoyance, this time it cost &#36;100 million.  But I'm not sure why... is this just a random event?  I haven't been doing any lobbying, so as far as I know I should have been paying all my taxes.  Did I just get some Madoff types in my accounting department?<br />
<br />
Also perhaps of note, that &#36;106M tax payment/penalty doesn't show up on the Monthly Report, as One-Time Expenses or otherwise.  I had a save from the previous month and could thus verify that the amount was deducted from the bank account, but it should probably show up as an expense, too.<br />
<br />
On the plus side, at least we noticed before we got fined an even larger amount...]]></content:encoded>
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