Version 1.24 SP5 has been released. This is our 5th supplemental patch to the v1.24 build. It's mostly minor stuff as I continue to work on non-save game changing tickets, and a few minor save game changing tickets that can be mitigated with our save game converter system. There are still about 2-3 more supplemental patches to go. After that I will be upgrading various components of the engine for better long term support and stability. (Specifically for OS X, but everyone will benefit.) Following the completion of that, there will be roughly 2 more builds with possible save game changes and continued GUI clean up (it's an indefinite process). In that time period the remaining text content of the game will be finished and edited. And the last couple missing art pieces will also be done. And we could be starting paid translations. Sometime in this time period I will improve our marketing materials, finish the mod tool tutorial videos (they're almost done just have to combine the audio with the video), finish editing what we have in the wiki, add to the missing parts of the wiki, and finally make some additional game tutorials (possibly some in game video tutorials). In that order. Anyway, what's in SP5? Here's the change log: -Gameplay: City specific buy ratings now interpolate between the city.xml files. -Maps: Increased small city and low percapita city specific buy rate in early game years on all city-based maps. Also made some adjustments to European city specific buy rates in early game years to increase sales. -Maps: Added missing infrastructure and fuel data to all maps. -Gameplay: Dividends now split when the stock splits. -Bugfix: Fixed development pace slider exploit when designing a new trim. -Bugfix: Fixed month delay in the End, Scrap, and Replace old model system. -Gameplay: Total Unit Costs and Manufacturing Costs located on the branch distribution side panels now uses previous turn data instead of estimating future data. This should make it more static, but will not reflect changes in costs until the next turn. -Gameplay: I finally caved and made factory production lines slider only effect the number of factory lines and the tech slider effect everything else when designing a factory. -Gameplay: Price and size adjustments when building a factory. -Bugfix: Fixed issue with build factory production line slider adjusting the price and number of vehicles that can be built, even though the production lines do not increase. -Bugfix: Fixed issue with low level conflict not effecting demand enough. -GUI: Price Change Auto Commands now work on a district level if you have a district selected. -GUI: Adjusting shipping distance on the world map will now show you the maximum transportation costs per vehicle. -GUI: Added Units Shipped to Contract Revenues report. -GUI: Color coded war status on New Game Map. -GUI: Added a breakdown of a vehicle's buyer rating to the Wealth Distribution Chart. Click the Line Graph button next to where you enter the price of a vehicle to see it. -GUI: Enabled previous/next arrow buttons for Mega Menu Districts. -Artwork: Added more player designed pre-made vehicles! If you have any to submit, feel free to do so! https://steamcommunity.com/games/285110/announcements/detail/2901896660869879108 -Bugfix: Fixed issue with AI engine designs that could cause bad data in save games. -Bugfix: Small bug fix for vehicle fuel economy specs which could cause the design to run at optimal economy all the time.
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
[ 5952 ]
[ 3223 ]