Greetings everyone! I released version 1.25.0.10 this morning. This build contains a few bug fixes, polishes, and gameplay balancing tweaks. Most noticeable is an adjustment of vehicle prices between 1920 and 1990. No changes came to the buyer population, but to counter increased sales, I adjusted the AI car designer system and pricing. I hope this balances out the reduction in prices. Please leave feedback on the balancing of these two things (the new vehicle prices and the changes to the AI) after you have played a few hours. https://steamcommunity.com/app/285110/discussions/0/3342162929519713346/ You may notice volatile sales in the first few months of playing an existing save game because of these changes. Also, you have to design new components and vehicles to take advantage of the price changes. Finally, many translations are coming along nicely. Spanish, French, and Italian are nearly 100% finished. I will add tutorial audio for these languages in the next build. The Brazilian community has come alive in the last couple of months thanks to ChratosGameplay and many other streamers! The response is overwhelming! Thanks to the community, the PT translation has come a long way. Hopefully, the community will complete it by v1.25.0.11, and well be able to include audio tutorials for it. So whats next? Were getting close to final release, so for v1.25.0.11, I plan on implementing a new set of video tutorials. These tutorials will cover basic gameplay, basic concepts, advanced concepts, and basic economic theory (supply and demand). Are there any video tutorials youd like to see? Let me know here: https://steamcommunity.com/app/285110/discussions/0/2291716608416628558/ Beyond that, its the standard fair of bug fixes, polishing, and map tweaks. Version 1.25.0.11 will take a little longer than normal, as the video tutorials take some time to make, and I have been doing extensive playtesting to get everything ready for full release. Back to v1.25.0.10, here is the change log: -GUI: Changing a district on the world map now closes any opened district windows. -Bugfix: Fixed bottom list cut off in the World Map's Branch Distribution Window. -Bugfix: Fixed Union benefits negiations saying "Marketing Fees" above the Administrative benefits payout slider. Fixed several other labeling issues there. -Bugfix: Refixed engineering union benefits demand action memo. -GUI: Added pages to autoproduction restriction lists. -GUI: Added pages to Component Selection in Contract Windows (RnD & Office). -Bugfix: Fixed issues with engine contract designer not selecting proper fuel types. -Gameplay: Improved engine contract designer to use more induction systems. -Bugfix: Fixed possible negative RnD Research Estimation ratings. -Bugfix: Fixed missing Compact Van Predesign for 1950s -GUI: Added column in Contract report showing customer name. -Bugfix: Fixed incorrect PE calculations in Stock Report. -Bugfix: Fixed construction and transport costs not being reported in reports. -Bugfix: Fixed possible crash after spinning off company -Bugfix: Fixed AI vehicle designs possibly being smaller than chassis -Bugfix: Fixed auto-sell overriding district locks when initially turning it on. -Bugfix: Fixed player getting fined by their own team when ending production of a vehicle. -Bugfix: Added more names to noun list to prevent the game from running out of names in long gameplays. -Bugfix: Fixed crash when opening a chart with no vehicles. -Bugfix: Added additional check to hashes to catch any unexpected crashes in the hashing function. -Bugfix: Fixed buyer rating breakdown table not having the correct value for marketing in the numbers side. -GUI: Fixed possible new game custom funds causing a decimal value in the bottom menu cash on hands value. -Gameplay: Tweaked AI Company Takeover offer amount, AI will now only make offers to companies 10 years old or older. -Gameplay: You can no longer sell shares of a company if you get a bid on bankruptcy action memo. -Bugfix: Fixed possible negative stock price of bankrupting companies. -Bugfix: Fixed buyer rating table being empty when checking a not for sale vehicle. -GUI: Added page flipper to World Map Competition Windows. -Gameplay: Adjust car price rates down for several mid game decades. AI better matches real world values. -Bugfix: Fixed contracts not being spun off with spin off company, thus creating models with the name "0" in reports. -Bugfix: Fixed Modify Component's New Generation and Replace not ending production of old model... -Bugfix: Purged Empty Space at end of automatically generated car and component names. -GUI: Remove space between acceleration value and seconds unit. -Bugfix: Replaced "Top 30 Company Sales in Selected District" header for charts since we show all companies now. -Bugfix: Fixed player not showing up in the "All Time Market Share" chart. -Bugfix: Fixed possible vehicle sales chart not generating properly if you have a few models. -GUI: Added commas to the bar chart overlays in the networth chart. -Bugfix: Removed html for missing 10/1920 depression image. -GUI: Disabled Modify Design Window from recentering after hitting "End Production" -Bugfix: Fixed Marque tutorial window from getting stuck open in some conditions. -GUI: Component selection windows now default to in order of preselected dropdown. -GUI: Design year ordering drop downs are now descending order, thus newest on top. -Gameplay: Reduce Board of Director's tollerance for failure. -Gameplay: Slightly faster depression recovery time Base City Map. -Bugfix:Fixed issue with Darracq achievement -Bugfix: Fixed possible over production by autoproduction system when entering limited conflicts. -Gameplay: Base City Map Balancing -Gameplay: Base Territory Map balancing -Gameplay: Decreased licensing wins, Large AI companies are less interested in licensing designs. -Gameplay: Tweaked licensing selection code to consider royality rates less, and signing fees much less. -Gameplay: Increased licensing and outsourced royality rates. -Gameplay: AI now produces trims on Hard and Nightmare mode. -Gameplay: Increased fuel costs effect on sales of fuel efficent vehicles. -Gameplay: Fixed Achiements on 64-bit OSX. -GUI: Finished English Editing for main UI. A few more tweaks to come. -Gameplay: Adjustments made to AI sliders selection for AI vehicle designs. -GUI: Removed reference to "Profits" in the reports and replaced it with "Cash Flow" after a couple complaints by accountants. (It will probably go back after a I get complaints from laymen asking for the cash flow to be labeled profits! Such is life.) -GUI: Right aligned category headers in Monthly Financial Report. -Bugfix: Fixed historical sales data not being stored properly if certain conditions are met. This should fix achievement requirements for several achievements.
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 ]