With the introduction of 4.2, all users are now able to use techpool more or less freely on their cars to emulate effort spent into improving technologies via R&D (and copious amounts of money).
In the Automation Campaign, techpool categories are not equal. Specific tech sections have price multipliers based on their effect of usefulness, such as dramatically reducing base cost to produce the tech, or allow for advanced unlocking of new technology before other companies who did not invest as heavy into tech.
When you apply techpool to Sandbox cars, your car prices go down, but this doesn’t reflect the potentially millions to billions of dollars invested into R&D. One reason im posting this is just so challenge hosts know the price multipliers the game expects tech to be paid to use these techpool features.
The multipliers are as follows. (May change at a later date.)
Engine
Engine Architecture: 4
Bottom End: 1
Top End: 2
Aspiration: 1
Fuel System: 3
Exhaust: 1
Car
Body: 1
Chassis: 2
DTrain: 2
Wheels: 1
Brakes: 1
Aero: 1
Suspension: 1
Steering / Assists: 1
Interior: 3
Safety: 1
Items with a 1 carry their base cost to use, while items with 2, 3, and 4 have their cost multiplied by that value respectively. So, 1 tech in aero is 20k, while 1 tech in interior is 60k monthly for example (before lab fees).
Additionally, the game charges you additional costs for “spreading out” your tech with laboratory fees, since an aero lab usually wont be doing the same work a fuel systems lab will (I’ll figure out a formula for this later). In summary though, youre incentivized to focus on specific techs and not spread your techpool around unless you have the funds to afford it.
For now, Tech with a point buy system factoring in these multipliers may be a good idea.
Simple calculator by @MisterRocketMan
techpool_calculator.zip (8.3 KB)
Additionally @doot made this version of the sheet.