![]() ![]() And without something for them to work on, they're getting worse. After all, what sort of Automaker doesn't create their dream car for the lutz?Īs you can see, on this difficulty, our design teams are garbage. I underline the last part because that is the crux of my master strategy to make tons of money, so I can ramp up my industrial capacity to make cars, so I can spend all that cash designing whatever cars I want. The player can purchase blueprints for parts and cars, allow the AI companies to buy same, purchase parts, and purchase cars. The feature that you'll see me use a lot is the Outsourcing screen. The player can also design the chassis, engine, and gearbox, with options there as well. It has the old "put the parts together to make a car" feature from Motor City (although gearbox is now a part, and the player designs the car itself instead of just designing one body as a part), but they now have to actually fit together, and there are more options for everything. The best part of the game is designing the cars. I've mentioned options twice now, because the game has a lot of them to affect the game. Sometimes the player starts with a loan (difficulty level and options). The Factory makes the cars and the branch sells the cars. On normal difficulty levels with normal options, the player starts with one Factory and one Branch. The game simulates the Auto Industry from as early as 1900. Put them together, add some new stuff, and you got GearCity. There is also an European map for the real Oldtimer / Motor City experience.įor those who don't know, a very brief description of GearCity: Knowing when the World Wars are going to break out and dodging them.dunno if that is fair to the AI companies. I'll probably either start in 1900, as most of the challenge of the game is front-loaded in time, or try out the Random History mode. Meaning, that Column C of each row is the buyer rating at that point in the buyer rating calculations.Where good ol' EJ makes this game his bitch!įor those who want a sneak peak, read my guide here Finally, Column C shows the sum of that row's value and the previous row's buyer rating. Column B shows the math for that section of the formula using your vehicle and company numbers. Column A contains the variables and arithmetic for that section of the formula. Each row in the table is a section of the buyer rating formula. And you can see what parts of the design are giving you more of them. With this data, you can analyze where you are losing buyer rating points. It also displays what the buyer rating is at that point in the calculation. It goes through line by line and displays the numbers used to calculate your buyer rating. This table is nearly the entire buyer rating calculations used in the game. It then distributes sales based on this buyer rating and a few additional details. ![]() It then uses this buyer rating to compare against other vehicles of the same class, target demographics, and economic demographics. Internally, the game formulates your vehicle offerings into a single variable called a buyer rating. This table is the most important tool you have to understand why a vehicle is selling the way it is. This part of the report is the Buyer Rating Table. You can access additional data by scrolling down the report. The more green bars you get, the more maximum potential sales you will have. This value is only the maximum potential and is not an estimation of your sales. The better your marketing or image ratings are, the more bars you'll have, thus more people willing to pay out of their price zone for your vehicles.Īt the top of this report is the maximum potential customers at your current sales price (#1). The number of bars in the graph changes based on your marketing and image ratings. The broader the appeal of your vehicle, the more bars you will have above and below the sales price. And your vehicle is too cheap for the areas to the right of them. Your vehicle is too expensive for the dark blue area to the left of the green bars. The bright green bar graphs are the number of people interested in buying a vehicle around the price point of your selected model (#3). You can hover over the points to get the specific dollar and population size values. The number of people is on the Y-axis, and their income is on the X-axis. This graph breaks down the people interested in buying this vehicle type, in this city, into household income buckets using the blue chart (#2). The Wealth Demographics graph is the first section of the report you'll see. ![]()
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