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Simple example often used is 10-16 cylinders in a 1900 game.
Its the advice i gave someone on steam recently as well.
Micromanaging everything is always there as an option, but i find i spend half my time doing it whenever i choose to micromanage.
So yeah... bit of a shame, but what can you do.
For links, check my suggestion link thread under "Factories or Production in General" Youll find three topics linked next to Automated Production AI.
I believe this is to simulate the relative sizes of auto companies in the era. There is a Ford equivalent for example.
What this means though, is that its not a level playing field from day 1.
That's why in 1900 for example you will see quite a few really highly priced companies compared to your own.
Personally, i think those guides and forum posts are enough for now and once we the game is close to out of Early Access, a similar amount of detail will be put into the official manual.
If your looking for some links on the subject, you can check out my FAQ in my sig or this thread from yesterday on steam.
I used to think(in my first post on this forum for example) that having everything documented immediately is the best practice, but ive seen since how impractical that can be in a Beta/Early Access.
(06-11-2014, 06:19 AM)tzijlstra Wrote: Also, I haven't got a clue whether this is true or not, but I get the impression that there is a link between the two anyway, when my skills in engineering go up I seem to be able to make better parts for less money, is this true? Again a feedback issue.This is basically the second purpose of R&D skills. The first being that it speeds up when certain components become available. (once their release date is passed, the requirement for them goes down over time, so you get access with higher skill sooner.)
Simple example often used is 10-16 cylinders in a 1900 game.
(06-11-2014, 06:19 AM)tzijlstra Wrote: Micro-management of branches and distribution:I would highly recommend micromanaging a small number of branches/cities, then using apply to all(and auto commands) for most features of the rest.
Its the advice i gave someone on steam recently as well.
Micromanaging everything is always there as an option, but i find i spend half my time doing it whenever i choose to micromanage.
(06-11-2014, 06:19 AM)tzijlstra Wrote: Assistants: The game would become more manageable if you could turn certain aspects over to AI assistants, for example the pricing in branches, the marketing and so on.Ive had several discussion on this before and myself and Frank on this forum have even fleshed out a few possible systems. But imo, having that sort of AI management in general is about as popular as having your nails pulled out. I love the games that do it, but thats just my perception of the popularity of that kind of automation.
So yeah... bit of a shame, but what can you do.
For links, check my suggestion link thread under "Factories or Production in General" Youll find three topics linked next to Automated Production AI.
(06-11-2014, 06:19 AM)tzijlstra Wrote: Competition:Don't get too worried about the value of AI companies. Part of the reason you see strange numbers is that some of the AI start out with really good(i.e. expensive) assets or just masses of cash.
I believe this is to simulate the relative sizes of auto companies in the era. There is a Ford equivalent for example.
What this means though, is that its not a level playing field from day 1.
That's why in 1900 for example you will see quite a few really highly priced companies compared to your own.
(06-11-2014, 06:19 AM)tzijlstra Wrote: Pricing of vehicles:Myself and others have spent a ton of time on guides and also on the forums trying to explain this.
Personally, i think those guides and forum posts are enough for now and once we the game is close to out of Early Access, a similar amount of detail will be put into the official manual.
If your looking for some links on the subject, you can check out my FAQ in my sig or this thread from yesterday on steam.
I used to think(in my first post on this forum for example) that having everything documented immediately is the best practice, but ive seen since how impractical that can be in a Beta/Early Access.