Future development

Community ideas are very important. This document is intended to give some structure to those ideas and provide a basis for discussion. As the idea matures, it moves closer to implementation. Seeing your own suggestions become game features is rewarding.

Feel free to provide any feedback on these or other ideas in the Game chatroom or directly PM Patrik. (Understand that Patrik has limited time to read PMs, so the first option is preferred.) Also, if you present your suggestion in this form, it will have a much larger chance of standing out of the "crowd".


Note: QoL = Quality of Life

QoL - Dedicated leaderboard page

We now have a lot of ranking criteria on which we give ceritificates: research, production, sales. And these are not listed anywhere. We need to build a separate, dedicated, leaderboard page with these stats.


Government Orders (redesign)

The current implementation suffers from multiple issues right now:

  • Size of GOs does not scale well with the player base capabilities

  • Only 3 GOs a week mean that this features is inaccesible for 99% of the players

  • Lower level players, like 90% of the player base cannot participate

  • The size of the orders is so small, that it has no real impact on the products demand and price

The above can be addressed to make this one of the cool features in simco, that both crash the stable price of products and move economy and give us something fun to do.

Tiers & Cooperation

We will still have 3 GOs with specific resources. However, teams of 3-6 companies can send in applications, bidding. Each company within the team will have to deliver amounts based on its tier. So both small and large companies will be challneged and able to fulfil the orders. The more companies in the team, the less you need to deliver. Companies in the application team do not have to be from the same tier. However, the amounts to deliver, deposit, and reward are all scaled based on their tier.

The GO application, team, has the same bid and is competing against other teams to have the order assigned to them.

Each of the 3 GO projects will be awarded to multiple applying teams. The awarded applications will be selected by the bidding price priority. The agency will be awarding the project to applications until “simulated required amounts” are met. It’s possible that 50% of the applications will be awarded, not just one as it was so far.

Outcomes:

  • All companies in the applicaiton team fulfil their amounts: deposits are returned, rewards is paid out

  • One or more companies fail to fulfil their amount: all companies lose their deposit. However, those that fulfilled amounts will still be paid the reward


Challenge Realm

Get ready to compete in a dynamic sandbox environment without affecting your main company! This feature is designed for those who crave an additional challenge while playing.

 

In the Challenge Realm, you'll face unique and thrilling objectives, such as:

  • Be the first to launch a BFR to space.

  • Be the first to sell 5,000 cars.

You'll have multiple attempts to achieve these goals, and we'll keep track of your best times.

 

The challenge realm operates under entirely different rules, providing a fresh and exciting gameplay experience:

  • Time-Limited Realm: Each challenge lasts 2-3 months, allowing for multiple play-through attempts.

  • Single Player Only: The exchange, contracts, and bonds are disabled, making it a pure solo challenge.

  • Varied Starting Conditions: Begin with different resources, for example large amount of cash.

You'll need to devise the best and fastest strategy to reach the goal from scratch.

Earn Unique Rewards

The best players will earn a special collectible, which can be showcased in your display case, giving you ultimate bragging rights.


Seasonal Industries

Are you excited to explore new products and pipelines? We're adding more products and buildings to the game, but to keep our warehouses and the exchange from becoming overcrowded, these will be seasonal.

Dynamic Seasonal Products

Imagine sunglasses with high demand in the summer but very low demand throughout the rest of the year. Or mangos, which can only be produced at certain times but have constant demand year-round.

We'll introduce different products for each season and special items for festivals like Christmas, Easter, Ramadan, and more.

Throughout the year, demand and production will shift, creating a dynamic market environment. We'll also implement unique retail mechanics for these seasonal items.

The goal is to have something new to look forward to every few weeks. As one product goes out of fashion, another comes in, keeping the gameplay fresh and engaging.