Hotfix 3 update
It definitely helps that the contractor’s factory is producing less engines now, but still there are way too many to make a tiny car factory work.
The test setup is this:
- a car with 154 PU, the factory is producing 5450 PUs (at 2 shifts). Including efficiency and QA slowdown, I get down to 28 cars per month at 2 shifts.
- a V12 engine with 56.2 PU in a factory producing 19k PUs at 2 shifts, resulting in 338 engines per month at $7530 each. Cost per PU is $31.6.
The cars you will produce in a tiny factory will be PU heavy for the markets you can target with the PU cost you will have. So no way I will ever produce enough cars to use all engines even at 0.5 shifts in the engine factory. If I would just buy the engines I need for the 28 cars (although I will never sell them within a month given the market sizes because of low awareness in the beginning) I would need to spend $211k per month. Instead I am paying $673k per month just for engines with that factory stuck at 0.5 shifts. To cover the extra cost, I would need to make an additional profit of $16.5k per car just to pay off all the engines. Not gonna happen In addition to that, there’s no way to get rid of/to use the accumulated engines (sell for scrap or use in the upcoming months).
So even with the contractor’s engine factory size adjustments, one tiny car factory on its own is not a viable option in the beginning of the game (but I still hope it will be). The following changes would make it work better in my opinion:
- allow the contractor’s shift count to go down to any value. To offset the exploitability, maybe increase cost per PU. $31.6 is quite low in my opinion.
- Maybe make the the engine contractor’s minimum shift count set by the player (choose anything down to 0.1 shifts). The minimum shift count could have an influence on cost per PU. For this to work properly you would probably need to introduce an engine stock.
- Alternatively, have a minimum total number of engines to be bought set by the player. This would set the cost per PU for the contract and the player can choose how much risk he wants to take.
I understand that each option (except the first) would need some GUI work as well.
In reality, I would expect that such an engine contractor would not only produce the engine I order but also other engines for other customers. He would share the time during the month on different projects, only needing the one iron foundry, but use different moulds per customer (the tooling).
And another tought: it is equally unrealistic that you can just stop the production in the contractor’s engine factory without any cost in the upcoming months.