I guess there is no harm in sharing that. These are the rules taken out of context. Each car should take you ~15 minutes to build.
Every car needs to be a new model with a single trim. You should not reuse any engines either. No aesthetic requirements: place as much cooling as you need and move on. Morph the cars for their desired functionality.
Start building in 1940 unless a Start Year is specified. With a frequency of “4” you make a new car every 4 years, i.e. in 1940, 1944, 1948, etc. If the offset is 2y, then the build years would be 1942, 1946, 1950, etc.
Always use 92 Leaded and later 91 Unleaded once it becomes available to keep things simple and cross-region compatible. Use quality sliders as you want, but note that your car will be put on the market at the point your engineering project is finished as counted from the 1. January of the year you design the car. So watch out for the engineering time not blowing out of proportion!
Cars cannot be made so cheap as to properly satisfy the budget categories’ desire for cheapness, remember that these categories include second hand buyers which you are not catering for with your factory new cars. Make the required car as cheap as possible as long as it improves the competitiveness score of the demographic you are building for. Make the cars have decent reliability even if the demographic itself doesn’t care about it directly.
Make sure the car is marketable and viable for the next x years by forwarding the market year to check. X in this case should be equal to the “Frequency”. This means you need to watch out for minimum safety regulations.
Don’t use any engineers and leave all sliders at their default position throughout engineering and factory setup. Choose the factory size for car trim and engine variant according to the listed factory size for the demographic you are building for! That means some cars line-ups you build won’t be able to have steel monocoque chassis, for example. Restrictions on panel materials are ignored for now, choose what you want.
Naming convention for cars:
Model / Family: “Target Demographic”+“Slot Nr.” (Example: Commuter Budget 3)
Trim / Variant: “Year” (Example: 1988)
Once done with the whole lineup, create a new brand and put all cars built for the target demographic into that brand.
Brand: “Target Demographic”+“Slot Nr.” (Example: Commuter Budget 3)
Upload the zip file you get from exporting the brand to the closed beta forum thread dedicated to that. Once done, mark your slot green and start on the next one you have been assigned. If you’re out of tasks, ask Killrob to assign you a new one and don’t forget to mention your preference. If you have started working on a demographic, mark your slot yellow to indicate a WIP.
While you MUST save all your cars with ZERO markup, you should build and optimize them with the markup indicated below. This should help you see what an appropriate trim level consists of, as without it you may go too expensive to turn a profit for your company, upsetting game balance.
If your car scores well in seemingly unrelated demographics (UD), then that doesn’t necessarily tell you that your car is a good UD car. What it does tell you is that there probably aren’t any UD cars in the market for those buyers to get, so your shitbox still looks good to them in comparison.
So what you are supposed to do is to ONLY look at your demographic and maximize its competitiveness score, everything else is completely irrelevant because we are building these cars without an up-to-date competitor pool of cars. It doesn’t matter if your car scores highest in UDs or not, as long as you maximize your score in your category. The absolute score is irrelevant too, because that is a measure of your competition (or the lack thereof) as much as of your car.
The spreadsheet looks something like this (some demographics cut off at the bottom):