Greetings everyone, Version 1.24.1 has been released to Testing Build. This update requires save game changes. Instructions on how to change builds can be found here. Remember, you can always return to Default build to continue your v1.24 save games. I would like to apologize for the Save Game Change notice not appearing in the in-game news. Testing build and Default build were merged into a single build for the v1.24 release, and thus they shared the same news feed. I assume most folks on Testing Build are capable of returning to Default build to continue their save games if they wish. So what about v1.24.1? This update focused on clearing up the remaining tickets from our ticketing system. Several small new features added to the game. This includes a "quick trim" system which skips the vehicle designer part of making trims. Auto-Sale, which automatically assigns vehicles for sale using the default recommended price. And an expanded striking system. In addition to this, a number of balancing changes was made to the stock market system, contract payments, contract unit numbers, contract renewals, and labor costs. Please provide feedback on these changes to the forums. I would like to get these systems finalized before v1.24.3 is completed. On the mod tools side of things. A contract editor has been implemented. We also included 2 new variables for contracts which allow you to adjust contract prices and number of units. Half of v1.24.1 tickets were pushed back to v1.24.2, and v1.24.2 tickets are now assigned to v1.24.3. That should allow me to wrap up the remaining features in preparation to finalizing tutorials and magazine reviews for editing and translation.
Version 1.24.1 Change Log
-64-bit Engine: Fixed nameless child nodes issues caused by structural changes in third party code. (Exception crashes fixed and backported to v1.24 SP9). -Gameplay: Contract Component Production amounts reduced per production line. -Mod Tools: Fixed list duplication issues when opening a second racing series in the Racing Editor. -Gameplay: Implemented a "Quick Trim" system, which allows you to by-pass the vehicle designer tools when wanting to make vehicle trims with just different components. (Should save several clicks). -Gameplay: Auto-Sale system implemented. This will automatically assign new vehicles for sale at all branches at recommended prices. It will also automatically start selling all vehicles at any new branch using the recommended pricing. The system will not adjust pricing, however the player can still manually control pricing. Including via the auto-commands system. Manually set prices are deleted if the player purchases an AI company or an AI marque. -Gameplay: Additional forced body scale adjustments for vehicle bodies based on track width vs body width. -Gameplay: Additional bonus applied for automatic transmissions on high luxury vehicles. -Gameplay: Hard and Nightmare mode sliders are now checked for achievements. -Gameplay: AI New Design, Reuse Design, Outsourcing, Licensing, and Share Platform selection code has been rewritten to allow more diversified actions. -Gameplay: Increased the amount of designs the AI is willing to license. -Bugfix: Fixed several issues that caused low amounts of chassis, engines, and vehicles to be licensed by the AI. -GUI: Fixed several GUI Scaling issues through out the game for folks using HiDPI monitors. -Artwork: Changed the viewport background from grey to black. Sadly there won't be any fixes for the office art on UWHD (21:9) monitors. The resolution doesn't allow me to scale the main picture without distortion. But the black looks better, and you never know. You might get as Easter present someday. -Gameplay: The game will no longer allow you to open a report if it were generated on a future turn. (Normally due to playing ahead, exiting the game without saving, and then reloading the old save game.) -Gameplay: Adjusted employee wages based on historical labor rates for specific job markets. -Gameplay: Dynamic changes to wages based on macro economics events. -Gameplay: Changed wage strokes into wage demands. Added an Ignore option. -Gameplay: Implemented a large scale strike system which disables a department until the situation is rectified. -Gameplay: Added a Random large scale strike event. -Gameplay: Adjustments to marketing effect on buyer rating and generating new customers. -Gameplay: Changed how a company's evaluation is calculated. -Gameplay: Implemented a pure minimum market cap of a company based on equity. -Bugfix: Fixed incorrect outstanding shares due to institutional shares being subtracted a turn late. -GUI: Institutional shares are now shown on share holders lists. -Gameplay: Increased the amount of Institutional share holders and adjusted when they buy and sell. -Bugfix: Fixed sell marque double payout. -GUI: Warning button added when player increases dividends high enough that a lawsuit is possible. -Gameplay: Players are no longer allowed to buy shares of their company within 7 months of an IPO. -Gameplay: Stock market cap table added to the reports. -GUI: Marque's monthly revenues are now displayed in the Marque information screen in the Stock Broker window. -Gameplay: Large changes in macro economics now throw a high priority memo. -Gameplay: Reduced cargo space requirements so that predesigned vehicles can qualify for them. -Gameplay: Removed the possibility of large single cylinder and large steam engine contracts. -Gameplay: Increased contract unit prices for most contracts. -Gameplay: Decreased possibility for contract renewals. -Gameplay: Contracts and renewals now factor in the age of the component or vehicle design. -GUI: Reworded contract renewal wording to make it more clear the amount of units the new contract needs. -Bugfix: Fixed some incorrect unit type wording when renewing contracts. -Engine: Implemented contract unit payment and unit numbers in the enginecontracts.xml file. -GUI: Contract unit payment advance game setting. -Gameplay: Decreased contract renewal amount of units. -Mod Tools: Removed 2020 upper year restrictions in some tools. -Mod Tools: Contract Editor Tool -Mod Tools: Included missing mod tools' 32-bit lib for 64-bit Linux installs. -Bugfix: Fixed issue with auto-production system when player disables auto-production at the same time a contract is won or renewed. -Gameplay: Reworked secondary market processing. Missed sales/Customers who do not find what they want are now recycled into other vehicle's sales the next turn. This should improve turn times and robustness compared to the old secondary sales system. -Gameplay: Implemented a minimal customer pool for large cities. Which should increase sales slightly. -Gameplay: Decreased prices effect more on high wealth indexed vehicle types. -Maps: Increased City Buyer Rating in late game years on Base City Map. With the main focus of increasing sales outside of NA/EU. It is now closer to real world sales figures, even though we have fewer AI in the game than in the real world. -GUI: Reduced speed of map movement for both keys and mouse movement. -Gameplay: Outsourced components costs are now factored into vehicle unit costs in key places such as the Showroom. But not in places where you make manufacturing decisions. Such as the factory. (Because you already paid for the outsourced components.) -Gameplay: Additional tweaks to the AI in order to reduce extremely high market values. -Gameplay: AI pays out more dividends. -Gameplay: Tweaks to the growth rates of both Research and Administration skills. -Bugfix: Fixed "Full Sized Van" and "Van" naming miss matches. -Engine: GUI now auto scales for Apple users if the game detects an HiDPI monitor. This will hopefully reduce the amount of OSX returns I get from people who can't find the settings button. -Gameplay: Minimum vehicle fuel economy reduced to 40% of Engine's Brake Specific compared to the previous 50%. -Gameplay: Increased the penalty for too strong of an engine paired with a weak gearbox. -Gameplay: Increased dependability and quality's affect on vehicle image. -Gameplay: Increased the effect of vehicle image on buyer ratings. -Engine: Japanese font support.
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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