Business Tycoon Side of Automation

Hi everyone, first post and just wanted to applaud you on this amazing idea, I missed the old days of Car Tycoon and this lead me to your site. Car guy since birth and that’s why I got into the MechEng by trade, but since it looks like you have amazing progress with the technical side of the game I thought I would ask some questions/make suggestions for the business side (my other hobby trade :slight_smile: ). Spent hours reading through all your info so hope I don’t repost questions!

Reward
One of the important aspects of tycoons is the reward part of the game – spend hours designing an amazing car and I want to see it driving around the streets! So are there plans for how you will see your cars being driven around? At car shows? Being produced at your factories? Lined up on the dealer lots? Being driven off the lot? Go to a racetrack and see customers racing your cars? The better your company does the more you see your cars on the streets type thing.

Market Segment Criteria
I am sure you can’t divulge too much about your buying engine, but are the criteria customized for market segments? Ie. Sedan buyers want room and trunk space, truck buyers want towing and load capacity, sports car buyers want performance, etc. This also relates to the design criteria used for each segment. Will there be a way for the user to get feedback from the market? Say what cars are hot or what things the public likes/dislikes about your car?

Brand Image
Customize company names? Logos? Marketing materials? Maybe too much detail here, just speaking my mind. If the user is able to upload their own emblem art and that gets used on the cars that would be neat. Also going back to having cars roaming the streets – in Car Tycoon you can tell your cars apart by colour. I assume in this game you would want multiple colours of your cars to be sold – so maybe there are pop up (“speech bubbles”) that follow the cars as you hover the mouse to see what they are. Emblem could be used here too.

Model Years
Like the real world consumers love the latest and greatest and older models typically sell poorly among the new cars with all the new bells and whistles. So will cars have models years? Will you be able to make model refreshes? Will the age of the design factor into how much the public wants to buy it? Maybe brand loyalty will pay off and consumers will continue to buy your cars longer.

Model Unveiling
Part of the marketing section I guess, maybe you could setup different events to unveil new models?

Sub Brands and Company Shares
Not sure how the ownership of the different companies works. Will you be able to buy out other companies and either kill their brand or rebrand or have them as a subsidiary? Or potentially just purchase controlling stake in other brands/companies? Will you be able to rebrand the same car and sell it under two of your company sub-brands? Maybe not the best business decision but certainly has been done in the real world. Will brand loyalty be different in different regions? If your company HQ is one region will it affect your loyalty in that region? – Maybe I am going into too much detail.

Company Advisers
This idea is from the Sim City games, where you have city advisers for different aspects of running a town. In this case it would be company advisers for different departments that give hints or ideas or potentially provide the required information to make decisions. Example: finance adviser, production adviser, marketing adviser, engineering/design manager, board of directors adviser, supply chain adviser, dealer network adviser, etc.

MSRP
So will the user be able to set the sale price of each car? If so will there be a summary of the cost to manufacture the model and how the MSRP will impact the margin made on the sale? To that effect are prices set differently per region? Does the user have anyway of researching or getting information about different markets, like average sale prices or other info.

Misc Design Items
I think a few people have touched on stereos and interior design options. I think this would be a great addition to the game and be able players to produce different trim levels. Also it adds a level of profit margins to the game for the business side of things. Example: base models won’t have the profit margin as say the “Titanium Premium Limited Trim”. Other misc design details could be like paint and colour options, wheels, or perhaps limited production runs (ie only 1000 of this model will be sold).

I guess that is it for now. There are probably too many open ended questions to be easily answered but hope it helps the design process. Keep up the great work and all the best to make this happen!

Great questions there!

I’ll have a proper read through and give you some answers when I get home tonight :slight_smile:

Reward

Currently we have not plans for any ‘City’ views as such. We do have ideas relating to your cars driving from the factory to a storage/parking lot. Then driving from the parking lot of either dealerships (local region sales) to trains or ships to represent exports. This is mainly due to time contraints, if we are wildly successful and make enough sales, we would probably using a third party technology like City Engine to quickly build realistic cities around the world.

Market Segment Criteria

I built a prototype for this close to 18 months ago now. Basically yes, there are different types of cars, and different demographics. Each demographic has weightings for each type of car, and each car has weightings towards various aspects of its design. So when you build a car, it will get scored as to how good of sedan, hatch, hot hatch it is.

Brand Image

We are not sure on allowing player made logo’s as yet. Need to talk with our lawyer about the legal implications of that. Player made brand names will be certain.

Model Years

We have a fairly unique tech/research system designed. As time progresses technology becomes standardized and unlocks for everyone. You can research ahead of this to unlock technologies before they become standard, this gets exponentially more expensive the further ahead you try to research an item.

Factory facilities have 2 main properties to them, their size which affects how many man hours they are able to produce, and the year in which they are tooled. So if the factory was retooled in 1990, but you have designed a car with 1995 technology it will be very costly in man hours to produce, but if you outlayed the cost and retooled the factory to 1995 level tooling the car take less man hours to build.

Apart from new technologies unlocking over time, all car parts slowly improve over time as well, but with the costs of retooling factories and such should naturally cause Model progressions.

Model Unveiling

To be honest, havn’t given this much thought.

Sub Brands and Company Shares

We will allow sub brands and such. Company shares we have discussed ideas about them, but nothing concrete.

MSRP

Yes, and buyers will have their own perceived value for the car, which will affect car sales. The cost of manufacture is a very hard thing to give in concrete numbers and we think may take some of the fun away from the game. You will be displayed the material costs of cars, the man hours it takes to build, and therefore the total cost (Materials + Wages) for each car. What the game won’t take into account for total cost to make a car, is your factory maintenance and marketing overheads etc.

Misc Design Items

There will be choice for interior luxuries, accessories etc. There will be no internal car view for this.

Hope that answers your questions.

Great! Thanks for the quick replies guys.

Cheers.

Also agree on advisers being crucial. What would be a cool idea is for advisers to give advice similar to what was thought the best at the time at the place where you start. Example:Advisers before the oil crisis would tell you to invest in big engines,
if you are in Japan, then they advise you not to exceed 278 hp, etc.