Good Morning Everyone! We have released v1.23.2 to Testing Build. If you would like to try out Testing build but don’t know how, you can find instructions on how to switch builds here: http://ventdev.com/forums/showthread.php?tid=2594&pid=6237#pid6237 The release comes a couple hours early because I will be unable to do any hotfixes over the weekend. If you run across any major issues, please try to report it to me on Friday (today). So what’s new? The major feature in this build is the Continental Auto Production Shipping Restrictions. You can find this feature in the Production Window when Auto Production is enabled. Continental Restrictions limit shipping of vehicles to the Continent/RegionID that the city/territory is in. Besides that, the patch is mostly smaller features, balancing, and bug fixes. v1.23.3 will take a bit longer than this update as I want to finish what remains of the maps. The new translation software should finally be in place (7 months late…) So I will be reducing the workload for translators/editors as well. (Removing redundant text, removing stuff that is not in the game, etc.) The audio narration of the tutorial will be finished too. So I have to put that together as well. Until then… enjoy! Change Logs:
v1.23.2
-GUI: Disabled hotkeys when tutorials are active. -GUI: Added Tutorial Panel Text before the Side Panel to the bottom Side Panel Text in case the player has poor mouse control and goes over the side panel. Thus triggering the side panel prematurely. -GUI: Clock, door, and globe will continue glowing until clicked for the tutorial. -GUI: Disable reports popups until end of the tutorial. -GUI: Did You Know is now read in order at a random starting position. -Content: Fixed some spelling and grammar issues in the Did You Knows. -Content: Started spelling and grammar checking news articles for Base City Map (will reuse these in all maps). -GUI: Cities listed in Human Resources are now in alphabetical order. Starting with country then city name. -GUI: Cities in the Mega Menu are now in alphabetical order. Starting with country then city name. -GUI: Assign Contract lists are now in alphabetical order. -GUI: Contract bid components and vehicles are now in alphabetical order. -Gameplay: Manufacturing Requirements effect on production numbers has greatly increased. (Min and Max effect may need to be balanced.) -Gameplay: Manufacturing Requirement values degrade at the same pace as Factory Quality value. Thus allowing for the same number of units to be produced as the factory wears down. -Gameplay: Increased components effect on vehicle manufacturing requirements. -Gameplay: Some minor adjustments to sub component manufacturing requirements effect on components. -Gameplay: Reduced component design's effect on skill rating growth. Changed from best designs to an average of all designs in a time period. -Gameplay: Increased Research team's effect on skill rating growth. -Bugfix Fixed bug in Research Team estimated growth rate causing incorrect values to be shown in some rare cases. -GUI: List pages added to Outsourcing and View component and vehicle lists in RnD. -Gameplay/GUI: Replace old design checkbox added to "New Generation" vehicle. If checked, the old generation model will be replaced with the new generation, much like using the replace feature in Auto Commands. -Gameplay: Maximum Supported Torque effects for Gearboxes was reenabled. -Gameplay: If a gearbox is too weak for an engine, durability and quality ratings tank. This spec no longer effects final torque due to AI calculation performance. -Gameplay: Increased price's effect on buyer rating. -Gameplay: Adjusted used car sales rate for lower cost vehicles. -Gameplay: Increased the amount of time you have to bid on a contract. -Gameplay: Furloughed employees are now cleared out when your country goes to war. -Gameplay: Adjusted furloughed employee's effect on morale and strikes. -Bugfix: Fixed bug in the start of war code that could clear out government contracts for your HQ nation. -Gameplay: 5-10% total turn time improvements. More to come. -Gameplay: Stock system evaluations is now more weighted toward revenues instead of book value/equity. -Gameplay: Changed global market economy's effect on stock values. -Gameplay: Added "institutional buyers" which remove/buy available shares of companies when they're bull. And add/sell shares to available shares when the stock is bear. -Gameplay: AI will no longer be forced to sell to players when players try to buy shares. -Gameplay: Increased the frequency in which the AI sells more of their shares and shares of companies they own. -Gameplay: Removed vehicle and component designs from book value and net worth calculations. -Maps/Mods: Added major independence events up to 1933 into the news paper. More to come soon. -Gameplay:Auto Production Continental Shipping Restriction (found in the factory production window with the other AP restrictions). -Gameplay: Adjusted Top Speed calculations -Bugfix: Missing factories not in use from factory expense report. This is a regression caused by optimization. -Bugfix: Fixed missing reserved vehicles from vehicle reports. This also was a regression due to optimizations. -Artwork 50 additional premade designs.
GearCity
Visual Entertainment And Technologies
KISS ltd
2014-05-30
Strategy Simulation Singleplayer EA
Game News Posts 165
🎹🖱️Keyboard + Mouse
Very Positive
(1265 reviews)
http://www.gearcity.info/
https://store.steampowered.com/app/285110 
The Game includes VR Support
GearCity Linux [1.25 G]GearCity 64-Bit Linux [3.26 G]
GearCity is an Automobile Manufacturing Business Simulator. Design chassis, engines, transmissions, and vehicles. Manage production lines, supplies, prices, and employees. Build factories and distribution branches. Set marketing and racing budgets, and most importantly stay profitable. All while hundreds of AI marques attempt to do the same thing.
GearCity offers a wide variety of design choices and near endless amounts of freedom when running your company. Do you want to make a pickup truck marque in Africa? A Russian supercar company? A German luxury brand? Maybe you want to be a generic marque in America? Or a budget car company in China? Let your imagination free and choose your own path.
Armed with a realistic economic simulator with historical purchasing power parity per capita, population, and economic data for over 250 cities, GearCity aims to be a hardcore realistic business simulator. This is not a typical casual tycoon game. Instead GearCity is a modern descendant of the classic 90s management games Detroit and MotorCity. Despite the fidelity of the simulation, once you get the hang of the game it is fairly simple and easy to play. You can choose a more abstract style, or dive deep and micromanage every detail.
GearCity currently offers:
120 Years (1440 Months/Turns) of gameplay.
274 Cities with historical economic and population data.
300 Marques inspired by real companies.
29 Vehicle types
200 Moddable vehicles
56 Vehicle Accessories
20 Basic Tutorial Videos
240 Historical Events
Dynamic consumer demands based on user input.
Realistic consumer AI.
Stock Market system.
Marque creation, spinoffs, and takeovers.
Race Funding system.
Marketing
Factory management.
Distribution management.
Transport management
Labor and Unions management.
Lobbying
Charts
Data Reports
And much much more.
- OS: 32-Bit with glibc 2.17 or higher
- Processor: 1.2 GHzMemory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: 128MB with OpenGL 1.2 Support
- Storage: 6 GB available spaceAdditional Notes: 32-Bit Version
- OS: 64-Bit with glibc 2.19 or higher
- Processor: 3 GHzMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: 512MB with OpenGL 2.0 Support
- Storage: 10 GB available spaceAdditional Notes: 64-Bit Version
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