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GearCity 契約なし、ライセンスなし、外注なし、国内販売縛りで日本プレイ (GearCity Playthrough In Japanese)
1900年 契約なし、ライセンスなし、外注なし、国内販売縛りで日本プレイ
(GearCity Playthrough In Japanese. Year 1900, no contracts, outsourcing, or licensing. Only selling vehicles in Japan.)
www.gearcity.info
store.steampowered.com/app/285110/GearCity/
Переглядів: 1 574

Відео

GearCity Tutorials: War
Переглядів 2,2 тис.3 роки тому
This tutorial covers wars. We explain limit and halted market status. We touch on production and sales restrictions, war contracts, munitions production, and answer a few common questions.
GearCity Tutorials: Taxes
Переглядів 1 тис.3 роки тому
We explain how taxes work in the game, including taxes on income and import taxes. We also touch on lobbying, lobbying efficiency, and what lobbying does for you.
GearCity Tutorials: How the Game Selects Contract and License Winners
Переглядів 1,2 тис.3 роки тому
This tutorial covers how the game makes contract and license selections. It does not provide a complete detailed break down, but it should give you a general idea of what you need to do to win contracts.
GearCity Tutorials: Filling Contracts
Переглядів 8163 роки тому
We cover what to do after winning a contract. We look at how to select which factory vehicles are pulled from, and how to assign components to factories for production. We also touch on some war contract restrictions.
GearCity Tutorials: Bidding On Contracts
Переглядів 1,2 тис.3 роки тому
This tutorial covers the basics of contracts and how to submit a bid for them.
GearCity Tutorials: Platform Sharing
Переглядів 8473 роки тому
This video gives an overview of the platform sharing system and how to disable it. We recommend you do the Licensing video tutorial first before doing this tutorial.
GearCity Tutorials: Outsourcing
Переглядів 9043 роки тому
We cover buying outsourced designs, managing outsourced orders, and offering designs for outsourcing.
GearCity Tutorials: Licensing
Переглядів 8733 роки тому
This tutorial video covers licensing designs from other companies and licensing your designs to other companies.
GearCity Tutorials: Research and Design Skills
Переглядів 1,3 тис.3 роки тому
This video covers how sub-component research works in the game. How research teams work and how design skills work.
GearCity Tutorials: Marketing
Переглядів 9263 роки тому
This tutorial covers marketing in GearCity. It touches upon how to set budgets, the efficiency ratings, how marketing works, and why it is important.
GearCity Tutorials: Factory Window
Переглядів 4883 роки тому
This tutorial covers the options and features of the factory window located on the world map. The tutorial also works for districting factory window as well.
GearCity Tutorials: Viewing Competition
Переглядів 8243 роки тому
We cover the various ways to view competition's vehicles prices, sales, and company information.
GearCity Tutorials: Racing
Переглядів 2,4 тис.3 роки тому
In this video, we cover how to set up a race team, team focus sliders, and how the game calculates racing results.
GearCity Tutorials: Branch Windows
Переглядів 5793 роки тому
This tutorial covers the branch window's features, tips on building branches, and touches on the branch distribution system.
GearCity Tutorials: What To Do Next?
Переглядів 1,3 тис.3 роки тому
GearCity Tutorials: What To Do Next?
GearCity Tutorials: Main Tutorial
Переглядів 1,5 тис.3 роки тому
GearCity Tutorials: Main Tutorial
GearCity Tutorials: Unions, Pensions, and Benefits
Переглядів 7863 роки тому
GearCity Tutorials: Unions, Pensions, and Benefits
GearCity Tutorials: Credit, Loans, and Bonds.
Переглядів 6663 роки тому
GearCity Tutorials: Credit, Loans, and Bonds.
GearCity Tutorials: Marques
Переглядів 5 тис.3 роки тому
GearCity Tutorials: Marques
GearCity Tutorials: The Stock Market
Переглядів 1,1 тис.3 роки тому
GearCity Tutorials: The Stock Market
GearCity Tutorials: Autoproduction
Переглядів 1,3 тис.3 роки тому
GearCity Tutorials: Autoproduction
GearCity Tutorials: Production
Переглядів 8643 роки тому
GearCity Tutorials: Production
GearCity Tutorials: Shipping Costs
Переглядів 1,1 тис.3 роки тому
GearCity Tutorials: Shipping Costs
GearCity Tutorials: Autoproduction Shipping Restrictions
Переглядів 7533 роки тому
GearCity Tutorials: Autoproduction Shipping Restrictions
GearCity Tutorials: Branch Shipping Tools and Locks
Переглядів 6723 роки тому
GearCity Tutorials: Branch Shipping Tools and Locks
GearCity Tutorials: Shipping Distance
Переглядів 1 тис.4 роки тому
GearCity Tutorials: Shipping Distance
GearCity Tutorials: Custom Districts
Переглядів 5684 роки тому
GearCity Tutorials: Custom Districts
GearCity Tutorials: District Production And Distribution
Переглядів 8684 роки тому
GearCity Tutorials: District Production And Distribution
GearCity Tutorials: Buyer Rating Table Breakdown
Переглядів 1,2 тис.4 роки тому
GearCity Tutorials: Buyer Rating Table Breakdown

КОМЕНТАРІ

  • @jakeparker9624
    @jakeparker9624 7 місяців тому

    "similar to a ponzi scheme" Nice.

  • @adamramadhan3295
    @adamramadhan3295 7 місяців тому

    this is become game breaking problem when ai doesnt make enough trim while i flooded the market with 10 same car, same engine, gearbox and chassis, the only different is just a name. and boom i got 90% market share. i hope you make the ai make more trim or make some limit for your own trim, for example limit to 1 trim per car body style, or make some requirement for a car to "qualified" as a trim

    • @VENTDEV
      @VENTDEV 7 місяців тому

      Already a known issue with a bounty in our Feature Bounty System: www.ventdev.com/forums/showthread.php?tid=4037 As for the base game, I suggest if you don't want to play with that exploit, don't use it. This is not anything I will address in the base version of the game because the system is working as designed. Single-core processing speeds limits the AI ability to make trims. And I am only fixing bugs at this stage of base GearCity's life.

    • @adamramadhan3295
      @adamramadhan3295 7 місяців тому

      @@VENTDEV sure, I don't really mind. I'll just limit to 2 trim per car-type like ai does, to make balance. My factories can't keep up anyway lol and it need a lot of time and money to build factories

  • @schuttrostig5729
    @schuttrostig5729 8 місяців тому

    sadly if i only want to switch engine i still need to reattach the old gearbox, which makes it 25%. And, if i pushed out the original design verry fast and expensive the trim is fast and expensive, but if i made the original in 36 month the trim takes the same time ?

    • @VENTDEV
      @VENTDEV 8 місяців тому

      > sadly if i only want to switch engine i still need to reattach the old gearbox, which makes it 25%. This is by design. > And, if i pushed out the original design verry fast and expensive the trim is fast and expensive, but if i made the original in 36 month the trim takes the same time ? There are things at play here. If you make the sliders too different from the base model, you lose the time and cost benefits of making trims. This is a solution to a major trim exploit in the game. The game will sync in development designs so that trims finish at the same time as the base model. This is mainly from massive user demand over the last decade and a half. A complete revision to the trim system is in our Feature Bounty System: www.ventdev.com/forums/showthread.php?tid=3835

    • @schuttrostig5729
      @schuttrostig5729 8 місяців тому

      @@VENTDEV ok, its good for what it is. I wanted to bring a trim of a model with a stronger engine later (after the release of the model) and was wondering if it then still is the same development time as the base model. But if the feature is revised for a better system its not relevant, ill look into the revision wasent aware of it.

    • @VENTDEV
      @VENTDEV 8 місяців тому

      ​@@schuttrostig5729 If the base model exists, then an engine change would only cost 25% of the development time, assuming you do not change slider positions greatly. So, if the model would normally take 8 months to build, it will take 2 since you're only changing the engine.

  • @schuttrostig5729
    @schuttrostig5729 8 місяців тому

    Total unit cost is calculated in an extremly simplified way here and is often misleading, so you have to be careful when looking at it.

    • @VENTDEV
      @VENTDEV 8 місяців тому

      How is it simplified and misleading? How would you calculate the total unit cost? The textbook definition is: "This accounting measure includes all of the fixed and variable costs associated with the production of a good or service. The concept of unit cost is most commonly used in the manufacturing industry and is calculated by adding fixed and variable expense and dividing it with the total number of units produced." That is exactly what the game does. It is an indicator of total company profitability. You should only use it to determine if you need to increase production or reduce corporate expenses. No more, no less.

    • @schuttrostig5729
      @schuttrostig5729 8 місяців тому

      @@VENTDEV I wouldnt change it, just when its out of line most likely something with the whole company wrong and not only with that specific car, so its good indicator to see if we are in the green or not. but it does not take into account if the costs are releated to that car or not and also not how much of the costs are in relation to that car or not.

    • @VENTDEV
      @VENTDEV 8 місяців тому

      ​@@schuttrostig5729 >but it does not take into account if the costs are releated to that car or not and also not how much of the costs are in relation to that car or not. That's incorrect, and it sounds like you didn't watch the tutorial or did not understand it. The material and manufacturing costs are specific to the vehicle/unit being produced. All other costs associated with the company are divided equally with the total number of vehicles your company is producing. However, the material and manufacturing costs are entirely associated with only the production of that specific unit. The only other cost metric that could be associated only with a specific model would be the branch costs. However, doing it that way would skew more expenses to high-volume vehicles and lower low-volume vehicles. So I believe an even split for branches is better. You are correct in that you should not use the metric for pricing a specific model. TCUs are not designed for pricing vehicles. It is an indicator of total costs to production ratios. And should be used as such. If your sales price is under this number, it's an indicator that you either need to increase production or cut costs, as mentioned in the video.

  • @cx5307
    @cx5307 Рік тому

    I was wondering why both of my cars were selling much worse than my competitors', even though they were cheaper and had better ratings. It turned out that I somehow managed to use the wrong fuel...

  • @henriquefc14
    @henriquefc14 Рік тому

    I have nightmares with the death spiral!!! Has been too much difficult to mantain factories only in a continent like in SA and find the equilibrium.... Especially right after WW2

  • @elicalioalvesdebrito3517
    @elicalioalvesdebrito3517 Рік тому

    xD

  • @gigidasha4475
    @gigidasha4475 Рік тому

    I already wanted to complain about no assisted designer button, but then i found the solution: "When accessing the Contracts system from the Research and Development room, the game will give the option to use the assisted designer for engines contracts. " on one of your sites :) btw., love your game. So far only 2 minor things bother me: alt-tab sometimes needs time to draw back GUI components (and i do alt-tab quiet often while still learning the game mechanics), and sliders sometimes give different outputs/numbers when, for example i do "1 to the left and put it back 1 to the right" ... but np :)

    • @VENTDEV
      @VENTDEV Рік тому

      I'm glad you found the solution. Yeah, we couldn't put the assisted designers in the office. That's the problem with hub-and-spoke style gameplay. With the alt-tab issue, consider switching to OpenGL. Microsoft didn't design DirectX9 to handle alt-tabbing very well. Hopefully, our Feature Bounty System will add more modern APIs someday. That would fix this issue. The second issue is known, and it is in a Feature Bounty (#219). It will require some work to fix, which is why I haven't already done it for free. I'm glad you're enjoying the game!

    • @gigidasha4475
      @gigidasha4475 Рік тому

      @@VENTDEV np. If it is any help: - tried OpenGL, and it was worse. Couldnt even alt-tab anymore. I also found a thread about same problem (on steam i think). FYI i use GTX 1060 6mb - about sliders, my friend sent me your reply (i can enter specific number which i can note down) No worries, i myself am an experienced skilled programer/developer (bussines IT solutuons), so i understand how things go. Keep up the good work! :)

  • @ridobabo45
    @ridobabo45 Рік тому

    bro the game crashes every 20 minutes. can u fix this or help me?

    • @VENTDEV
      @VENTDEV Рік тому

      Switch to OpenGL in the settings If you're running the game in DirectX or you alt-tab out frequently. Also, be sure you whitelist the game in any anti-virus, anti-malware, anti-ransomware, or any other type of program blocker you might be using.

    • @ridobabo45
      @ridobabo45 Рік тому

      @@VENTDEV thx it works

  • @ChrisLockhart
    @ChrisLockhart Рік тому

    I have over 2800 hours on the game and had no idea the Buyer Rating Table existed.

    • @VENTDEV
      @VENTDEV Рік тому

      It pays to click all the button-like objects in the UI. :) But no, I wish I could make this part of the UI more prominent, but it came so late into the game. We have a couple of bounties in our FBS system that will make this report more visible, even while you design vehicles. So, hopefully, that gets funded.

    • @ChrisLockhart
      @ChrisLockhart Рік тому

      @@VENTDEV oh I use the wealth demo table all the time... I just never scrolled down before yesterday. Extremely useful...

  • @artunkansu4461
    @artunkansu4461 Рік тому

    So if I were to produce munitions in my home country because of war, I will not be able to do any military contracts. Thats totally fine but will I be able to submit to military contracts after the war ends? Or like, never? As far as I see, there are no Ottoman or Turkish Army contracts. Is there a Turkish Army or Navy that we can work with via contracts? Maybe I didn't see it because of lack of playthroughs of the game. Greatest tycoon game I have ever seen btw. Hope you see this.

    • @VENTDEV
      @VENTDEV Рік тому

      After the end of a war, factories lose their munitions status, and you can bid on military contracts again. The game generates peace-time military contracts semi-randomly based on national per capita determined by the sum of the cities that share the same nation string. The game generates wartime military contracts semi-randomly based on the GDP sum of the nation's city's in the game. Reference the war game mechanics section of the manual: wiki.gearcity.info/doku.php?id=gamemanual:gm_war#military_contracts Every nation in the game should generate contracts sometimes, but they're not guaranteed to generate contracts all the time. The poorer the nation, the less likely they are to generate them, but they do create them occasionally. I have seen Ottoman and Turkish contracts. Also note for many military contracts, especially wartime contracts, your HQ has to be in the country to access the contract.

  • @johnsamuel1999
    @johnsamuel1999 2 роки тому

    Hi , I love your gear city game . I am also curious as to when your new airline game will release ?

    • @VENTDEV
      @VENTDEV 2 роки тому

      It's currently in development. It'll take about 3 to 5 years. So around 2025 to 2027.

  • @johnsamuel1999
    @johnsamuel1999 2 роки тому

    Thanks !!!

  • @adityascraft2285
    @adityascraft2285 2 роки тому

    Very nice video good

  • @Klyis
    @Klyis 2 роки тому

    Does modifying components reset the 15 year rating penalty? I ask because I've noticed that modified components will still show the original design year despite having improved stats.

    • @VENTDEV
      @VENTDEV 2 роки тому

      It does not. You will need to redesign or design a completely new design after the 15 years. Also modifications get incrementally more expensive. If you want to use component designs over a long period, I'd recommend doing a modification at around 6-7 years. Normally you can time this with a new generation of vehicle.

  • @ZUIKAKU2604
    @ZUIKAKU2604 2 роки тому

    Thanks for posting great videos!

    • @VENTDEV
      @VENTDEV 2 роки тому

      I am glad you find it helpful. I hope to make more in the future.

  • @lalilu1231
    @lalilu1231 2 роки тому

    How do i find out how much components per month my Factories can produce before i bid on a contract? I have a contract i can bid on, but it requires 600 units of a component, i dont want to get a contract penalty for not achieving the needed output per month, so i hesitate with bidding on that contract, is there something i can do to estimate if i can get enough units produced?

    • @VENTDEV
      @VENTDEV 2 роки тому

      Sadly there isn't a way to look up component production numbers. Component contracts and the production of components were an afterthought to the current system. Hopefully, the community will fund the fix for that in our Feature Bounty System. In general, you can produce several hundred units per production line. If this is a 600-unit contract, that's only about 50 units per month. You would need 1 production line to do that. If it is 600 per month, you might need 2 or 3.

  • @michalzlotek
    @michalzlotek 2 роки тому

    I'm quite confused as I don't get the Buyer Rating Table below the Wealth Demographics...

    • @VENTDEV
      @VENTDEV 2 роки тому

      Do you mean that you don't get the Buyer Rating Table in the report, or you "don't get" as in, you don't understand it? If it is the first one, are you trying to open the Buyer Rating Table while you have a district selected? There will not be a Buyer Rating Table in this report when you use the districting system, I.E. you have a district selected. This is because each city's information is different, so the calculated buyer ratings are different. You need to open the report with a single city selected. You must also select a vehicle and have a price entered into the text box. If your problem is that you don't understand the report, let me know, and I will link you to more explanation content and try to walk you through the process works in simpler terms.

    • @michalzlotek
      @michalzlotek 2 роки тому

      @@VENTDEV Yeah, the first one - I couldn't find it - and I probably was doing it with a district selected - thanks!

  • @steamedbean7830
    @steamedbean7830 2 роки тому

    I am curious about the water fuel in this game. I sometimes see contracts requiring water fuel. But there is no such fuel in the game or in real life. All water fuel is either a scam or a joke.

    • @VENTDEV
      @VENTDEV 2 роки тому

      Steam engines. The artist used "Water" as the fuel type, when it should be kerosene. Both water and kerosene are consumables in a steam engine. The issue will be fixed in Feature Bounty #163 www.ventdev.com/forums/showthread.php?tid=3947 if the community funds and votes for it.

  • @brodecc942
    @brodecc942 2 роки тому

    i'm going to buy this game but he's not in sells why ?

    • @VENTDEV
      @VENTDEV 2 роки тому

      Steam is currently broken. Many games are currently not for sale. Please wait for an hour or two and it should be working again.

    • @VENTDEV
      @VENTDEV 2 роки тому

      It looks like Steam is working now.

  • @najeebshah.
    @najeebshah. 2 роки тому

    i remembered before if you edited the 1900 files , the other files automatically got adjusted accordingly , but using the editor when i edit and save a city and then list and then open the 1930 version, it seems as if the improvement did not carry over

    • @VENTDEV
      @VENTDEV 2 роки тому

      You would need to click the "Auto Adjusters" tab in the middle, check the "Other City Files" checkbox, then "Add City File." Be sure to add ALL other city files to the list. If memory serves me, it only works for name changes and if you added new cities. I'll double-check to report back if it's working. I am in the process of fixing bugs in these mod tools now anyway.

    • @najeebshah.
      @najeebshah. 2 роки тому

      @@VENTDEV because what confuses me is if i make a poor city highly profitable woth a increase in pop and gdp and other areas, would ot automatically drop to default and population decrease to default once 1930s hit for eg, also shouldn't the interpolation values tab do what you are saying? Or am i mistaken

    • @najeebshah.
      @najeebshah. 2 роки тому

      @@VENTDEV tried auto adjusters , didnt work tried from both 2020 and 1900

    • @VENTDEV
      @VENTDEV 2 роки тому

      ​@Najeeb Shah The interpolation is working fine. But it seems like there is a misunderstanding on what it does. The interpolation system adjusts the population growth, economic growth, and manufacturing growth values between the two files. No more, no less. So if you are changing a city, you will need to load the City2020.xml file (the latest year file for Base City Map). Make your changes to the population data, the per capita data, manufacturing skills, et cetera. Then you would save those changes. Now you load the next previous year (City2000.xml for base city map). Enter the Interpolation Years tab, enter the year of the current file (2000), load the interpolation source file (City2020.xml) and set the interpolate year (2020). Any changes you make to Population, Per Capita, Manufacturing skills, et cetera will automatically change the growth values. You will make your changes to City2020 and then continue down the files. You will load City1980.xml, interpolate to City2000.xml, City1950.xml to City1980.xml, and so forth. Game-wise, the game will select the file closest to the starting year as a starting point. So if you started a save game in 1900, the game starts with the City1900.xml file. If you started in 1985, it uses the City1980.xml file. The game uses the growth values to adjust the data. For example, if the population growth is 1.01, the population will increase in that city by 1% every year. The game will do this automatically until it reaches 1985, and then the game starts. While you play the game, it uses the growth values. When you hit the next file, City2000.xml in Base City Map's case, the game will load the new growth rate values, plus any bonus's the city is getting from manufacturing in the city. So if you are editing a City1900.xml file using the City2020.xml as an interpolator, you'll need to delete all the other city files between those years and remove the entries from the MapFileForGame.xml file. By doing that, starting in 1900, you'll hit the values in City2020 by 2020. This method loses a lot of fidelity, as growth isn't linear. The proper way to do it is to edit each file individually, from the top down. Using the interpolator to reduce the amount of work calculating the growth values between two files. Hopefully, that makes sense.

    • @najeebshah.
      @najeebshah. 2 роки тому

      @@VENTDEV ahhhh now i understand i believe, i spent like 2 hours trying the auto adjust thinking it would automatically improve later year files if i used it on 1900 first or maybe backwards if i set the final year higher etc. Ill try interpolation now as i understood in your comment, im actually doing this to make a territory (using territory files) richer and with more pop, buyers and everything inbetween for all years.

  • @KellyRoyceKey
    @KellyRoyceKey 2 роки тому

    The concept of producing methanol from wood is not a new one. Methanol obtained from the destructive distillation of wood was the only commercial source until the introduction of the synthetic process in 1927. Thank you.

    • @VENTDEV
      @VENTDEV 2 роки тому

      Yup, more fuel types are in our Feature Bounty system that is just now rolling out on our chat networks and should be rolling out more broadly around this time next month. Particularly I want to fix the issues we have with Ethanol (more blends than 85/15), Hydrogen, and Electrics. Until then, mod tools are the way to go, although these videos can be done much better. (Re-dubbing and subbing them are on my todo list.)

    • @KellyRoyceKey
      @KellyRoyceKey 2 роки тому

      @@VENTDEV Thank you.

  • @TheRealTburt
    @TheRealTburt 2 роки тому

    Help me please. I am unable to make a new game. I started a game yesterday and it worked perfectly. However, when I started it up today to make a new game, I am unable to assign a name to the new game. I am able to input like, 3 letters but only after a while of button mashing. Is there a way to officially report this issue?

    • @VENTDEV
      @VENTDEV 2 роки тому

      Sounds like your antivirus software is preventing the game from creating a save file. Whitelist the game in your antivirus software: wiki.gearcity.info/doku.php?id=troubleshooting:antivirus You can contact me in many different places, including here, the Steam forums, the Official forums, Reddit, Twitter, Facebook, In-Game Chat (Help Button -> Chat) etc. But the official standard method to contact me is via email: admin@ventdev.com If whitelisting the game in your antivirus software does not fix the issue, email me your logfiles: wiki.gearcity.info/doku.php?id=troubleshooting:steam_logfile

  • @daisukeishidate1005
    @daisukeishidate1005 2 роки тому

    Thank you for posting this for us!!

  • @ZivkoSkobic
    @ZivkoSkobic 2 роки тому

    Is it possible to add a custom company logo?

    • @VENTDEV
      @VENTDEV 2 роки тому

      Yes, you can. I can't link here on UA-cam, but if you search for "GearCity v1.24 Mod Tools -- Player Logo Editor And Creating A Mod." you'll find it. You can also find more information about file sizes and conversion types in the user manual/wiki. Please note I will be redubbing and subtitling the mod tool tutorial videos soon. So if this video disappears, check my profile here on UA-cam for the updated videos or the user manual.

    • @VENTDEV
      @VENTDEV 2 роки тому

      Last time I tried linking, it didn't work. Let's see if it does this time: ua-cam.com/video/CgU77ISsdCM/v-deo.html And wiki.gearcity.info/doku.php?id=modtools%3Aplayerlogoeditor#player_logo_editor

    • @ZivkoSkobic
      @ZivkoSkobic 2 роки тому

      @@VENTDEV Thank you.

  • @daddy4310
    @daddy4310 2 роки тому

    My only question is do we ever get to drive any of the cars?

    • @VENTDEV
      @VENTDEV 2 роки тому

      No. It's highly unlikely you'll ever get to drive the designs. It will be on our list of feature bounty items, but it will require a replacement of all the vehicle artwork first (Approximately $150,000) and an additional 1-2 years of work ($80,000 - $160,000) making either an internal driving sim or an exporter to another game. If you have a spare $300,000 around, I can make it happen. ;) Even if the community raises that much money, they're likely to fund other big-ticket initiatives like a GUI replacement or multiplayer before a driving sim.

    • @daddy4310
      @daddy4310 2 роки тому

      @@VENTDEV Uninstalled ...

    • @VENTDEV
      @VENTDEV 2 роки тому

      ​@@daddy4310 I recommend checking out Automation if designing vehicles and driving them is your main priority. GearCity is a business sim/tycoon game. That's what the game focuses on. I'm more than happy to add new features to the game, like drivable cars, but I am no longer working on the game for nearly-free. Everything has to go through the fundraising system, and that's the price tag for hiring a sub-contractor to replace the artwork and another 2 years of my time. Thanks for trying the game, sorry it wasn't everything you were hoping for.

  • @kromeboy
    @kromeboy 2 роки тому

    If I have two brand in two different nations can I operate them indipendently if each brand has factories in their home nation?

    • @VENTDEV
      @VENTDEV 2 роки тому

      Sadly not at this time. You can only work in the country of the parent's HQ. The game doesn't have a concept of countries other than their name. One of the things I'm hoping to fund the development of in our crowdfunding efforts is to add relations information between the nations. If that's implemented, you'll be able to use and manage any locations within a country that is friendly with your parent's HQ nation. All of this is to prevent a British company from making tanks for Germany in WW2. If I can add relations, we can allow US companies to build tanks in Briton but not in Germany during WW2. Just some examples.

  • @SicilianSSFR
    @SicilianSSFR 2 роки тому

    Congratulations on the launch my man, i love spreadsheet simulators and slide engineering games and gearcity is one of my favorites. thank you for making this wonderful game!

    • @VENTDEV
      @VENTDEV 2 роки тому

      Thanks for the kind words, I'm glad you enjoyed the game! I hope you'll get many more years out of it. You'll probably be happy to know spreadsheet simulators are my cup of tea, so my next game will be one too.

  • @PRuDislav
    @PRuDislav 2 роки тому

    nice to see it finally launch

    • @VENTDEV
      @VENTDEV 2 роки тому

      Nice to finally hit a point where I am comfortable calling it finished. That being said, I think I could have wrapped it up an update or two any time in the last few years. It only stayed in Early Access/Development for so long because of all the great ideas and feedback people have submitted to me over the years. Anyway, I hope you enjoy it!

  • @king41ism
    @king41ism 2 роки тому

    I wanted to say, you really made a great game ! Thanks for the hard work and passion !

    • @VENTDEV
      @VENTDEV 2 роки тому

      I'm glad you're enjoying it! It makes all the work worth the effort.

    • @rohitrai6187
      @rohitrai6187 2 роки тому

      @@VENTDEV Waiting for your next project bro Any ETA for Aeromogul?

    • @VENTDEV
      @VENTDEV 2 роки тому

      @@rohitrai6187 2-4 years. You'll be able to find periodic updates on our forums: www.ventdev.com/forums

  • @MrYup864
    @MrYup864 3 роки тому

    Had to brush up. About to start a new campaign

  • @MrShimitty1
    @MrShimitty1 3 роки тому

    How do you set up a merchandise store?

    • @VENTDEV
      @VENTDEV 3 роки тому

      There is no such thing in the game. Merchandising sales come automatically with high image vehicles and companies after a certain year. (I believe 1950 but don't quote me on that. It will be in the in-depth details portion of the manual.)

    • @MrShimitty1
      @MrShimitty1 3 роки тому

      @@VENTDEV I’ve won car of the year and countless mascar cup and truck championships spanning from 1980-2025 and haven’t learned how to get merch sales

    • @VENTDEV
      @VENTDEV 3 роки тому

      @@MrShimitty1 Feel free to send me an email to file a bug report or ask for an explanation if you want me to look at your save game. UA-cam is not the place to do that. wiki.gearcity.info/doku.php?id=troubleshooting:steam_savegamefile There is no learning how to do it, Merchandise sales are automatic. If the year is greater than 1925, Merchandise revenues are: ((year-1924) * (Global Image Rating/1.75) * 1.35 * Racing Image + 100) * ((100*(Marketing Skills/50.0))* (Number of Branches)/Total Number of Cities for the Map))) I just ran a quick test on another user's save game and he generates $3M/mo in Merchandise sales in 1981 with Global Images: 86, Racing Image: 51, Marketing Skills: 6, 163 branches out of 205 total cities on base city map.

  • @MrShimitty1
    @MrShimitty1 3 роки тому

    What is merchandise income?

    • @VENTDEV
      @VENTDEV 3 роки тому

      You're on the wrong video for Merchandising income. See: ua-cam.com/video/x8nhHwNKTfI/v-deo.html But a "too long, didn't watch", it's income from merchandise that licenses your trademarks. So hats, diecasts, t-shirts, key chains, etc.

    • @MrShimitty1
      @MrShimitty1 3 роки тому

      @@VENTDEV I’ve been looking for like 20 mins to see if I could find the video. Thanks for the link

    • @VENTDEV
      @VENTDEV 3 роки тому

      @@MrShimitty1 Quite welcome. They're better organized if you access them from the game. You can do so by clicking the "Help" button in the top right of the screen, and then "Video Tutorials". That page can also be accessed via the website: www.gearcity.info/tutorials

  • @Danefrak
    @Danefrak 3 роки тому

    Thanks I needed this

  • @akkraineproduction8147
    @akkraineproduction8147 3 роки тому

    Thank you man and great game

    • @VENTDEV
      @VENTDEV 3 роки тому

      Glad you're enjoying it.

  • @velderyx2135
    @velderyx2135 3 роки тому

    How to remove ai in midgame? I have too much ai but don't want to start new save

    • @VENTDEV
      @VENTDEV 3 роки тому

      Make a copy of your save game. Open up your save game in an sqlite editor, and enter this command: UPDATE CompanyList SET ACTIVE = 0 WHERE ID != 0 AND OWNER_ID != 0; If you don't want the AI to generate any new companies since the game world is empty enter this: UPDATE GameInfo SET GameInfo_Data = 1 WHERE GameInfo_Varible = 'StartingAIAmount' ; There is a chance you will break the save game doing this. So it's not recommended.

  • @Travolt
    @Travolt 3 роки тому

    What picture resolution do you recommend? My logo became flat.

    • @VENTDEV
      @VENTDEV 3 роки тому

      All logo files must be 256×128 resolution and in DDS format using DTX1, DTX5, or A8R8G8B8 compression. wiki.gearcity.info/doku.php?id=modtools:playerlogoeditor#player_logo_editor

  • @hit-the-apexstudios5760
    @hit-the-apexstudios5760 3 роки тому

    I am nearly through all the videos, you have put in a lot of work and these are very helpful, thank you. I can't wait to play the game.

    • @VENTDEV
      @VENTDEV 3 роки тому

      I'm glad you found them helpful. (And sorry for the late reply!)

  • @loganfriesen8145
    @loganfriesen8145 3 роки тому

    I've been doing things so wrong for so long hahah thanks for the video guide :)

  • @talesianlawson4810
    @talesianlawson4810 3 роки тому

    Thank you very much for taking the time to reply to me. I’m very new to all of this and still very green so don’t really know what I am doing. I’m not sure if I exported the mod or not. The mod is definitely on my game as the branded logos all seem to work fine but when I added a city following the video here nothing seemed to happen. The city certainly isn’t on the name game that I started afterwards. I am really enjoying the game but I also love the fact that mods are about now to help just do little things to the games that I play. Sadly, I just don’t seem to have a lot of luck, especially with this one. Can you help a little more if I send you my email address or something? Maybe like a tutorial for dummies like me? Sorry if I’ve gone a bit in this reply. If you can help my email is scrappee33@gmail.com Thanks again for the reply.

    • @VENTDEV
      @VENTDEV 3 роки тому

      Yup, feel free to zip up the entire mod file and email it to me at admin@ventdev.com. Most likely you're not properly adding the .modded city.xml files per the video I linked.

    • @talesianlawson4810
      @talesianlawson4810 3 роки тому

      @@VENTDEV hello again, thanks for the reply too. How would I zip you the whole file that you’re asking for? Sorry, I did say that I was a little green, well not a little actually, probably worse than useless would be an apt description of my computer skills. It’s a generation thing I think. Well, that is my excuse anyway.I Downloaded the mod, with all the real life marques on, I know I have that right as that is working fine. I followed as closely as I could to your video, I was stopping it and starting it to make sure I got it right but it doesn’t seem to have worked. Sorry to be a complete pain. 🥺 I hope you can help as I just want to add my home town and maybe beef it up a little... I’d love to know how to change other bits and bobs but I’ll learn to walk before I try running I think. Thanks in advance for your help and of course your patience.

    • @VENTDEV
      @VENTDEV 3 роки тому

      @@talesianlawson4810 Not a problem. Instructions on how to zip files are here: support.microsoft.com/en-us/windows/zip-and-unzip-files-8d28fa72-f2f9-712f-67df-f80cf89fd4e5 The mod you downloaded should be in the game's install folder. Directions on how to get to there are here: wiki.gearcity.info/doku.php?id=troubleshooting:steam_installfolder#steamaccessing_install_folder From there you'll need to go into the Media and then Mods folder. Most of these logo mods do not alter city information on maps. Did you modify the game's city.xml files? Did you save them separately? Did you open the Mod Data Tool? Did you open the third-party's mod in the Data Tool? Did you add the files needed for the map mod? ua-cam.com/video/5-Qs5P7vyEA/v-deo.html Anyway, just email me the city.xml files you have modded, and the mod you want to merge and I will combine them for you.

    • @talesianlawson4810
      @talesianlawson4810 3 роки тому

      @@VENTDEV The mod I downloaded is called RealAI’s plus I think. I don’t really know the answer to any of those questions I’m afraid... I saw your video on UA-cam and thought ‘oh that is a great idea’ and just copied what you were doing. Where would I find the cities.xml files? Sorry! I have a look at those links you have sent and see if my brain will let me compute anything in them. I do apologise for being kinda dim! Regards.

    • @VENTDEV
      @VENTDEV 3 роки тому

      @@talesianlawson4810 Not a problem. The city.xml files are included with the game maps. Inside the "Scripts" folder. Follow the video tutorial on this page from 0:00 to 0:30 to find them. Select which game map you want to modify, copy the script folder to a new location. Inside that folder you'll several city####.xml files. Where #### is the year. You need to add your city to each of these. If you want any turn events, such as wars to apply to these cities, you'll also need to add the events to the turnevents.xml file. Once you did all that, you combine your modification to the map with the mod you downloaded. All of this should be included with the videos. The order of the videos you need to follow: 1) The video you are on covers where to find the city.xml files, and how to edit them. 2) If you want to add any events for the city, you would do that following this tutorial: ua-cam.com/video/QlNg2cn201A/v-deo.html I suggest getting the city into the game first. 3) After you made your edits to the city.xml file, you then need to open the other mod in the Mod Data Tool. This tutorial video shows you how to load a mod into the Mod Data Tool. You don't need to do the full video: ua-cam.com/video/OI5zt4wdmws/v-deo.html 4) Once you loaded the other mod into the Mod Data Tool, you need to add your city####.xml files using the Mod Data Tool with the other mod open. You follow this tutorial video: ua-cam.com/video/5-Qs5P7vyEA/v-deo.html I suggest changing the name of the Mod, so when you export, it won't save over the old mod, which might cause steam to download the old mod over top of it.

  • @talesianlawson4810
    @talesianlawson4810 3 роки тому

    I followed your video but the city I added isn’t there, can you help please?

    • @VENTDEV
      @VENTDEV 3 роки тому

      Did you export the mod? Select the mod from your settings editor? And then start a new game? If you're just editing the base files that come with the game, you'll need to start a new save game for the changes to take effect. If you're making an actual mod, you'll need to do the mod steps in this tutorial video: ua-cam.com/video/QlNg2cn201A/v-deo.html

    • @KellyRoyceKey
      @KellyRoyceKey 2 роки тому

      @@VENTDEV Thank you.

    • @VENTDEV
      @VENTDEV 2 роки тому

      @@KellyRoyceKey Welcome. One of these days I'll re-dub these video tutorials and add some subtitles to them. Too much other stuff to do first though. :\

  • @ShatterAura
    @ShatterAura 3 роки тому

    I have an additional question about set price contracts, if the contracting system has put out a contract that pays, say 4000 per vehical and I submit a design that only costs me 2000 to make, does the price markup penalty (given it's technically double) apply in that case? - In essence, do I need to make an overengineered monstrosity to get the cost closer to the offered price, or does the penalty not get applied in these cases?

    • @VENTDEV
      @VENTDEV 3 роки тому

      If the contract has a fixed bid price, then the markup penalty does not apply. In fact, your unit costs won't play into the equation if memory serves me. The only time you have to worry about charging too much is when you're typing in the price.

    • @ShatterAura
      @ShatterAura 3 роки тому

      @@VENTDEV Ah fantastic, that's good to know! Thank you :D

  • @fuckjoebiden
    @fuckjoebiden 3 роки тому

    this game is great. it's a shame that a certain glorified car designer is a million times more well known

    • @VENTDEV
      @VENTDEV 3 роки тому

      Such is life. To be fair, I did screw up a few things early in development and didn't have the funds to fix it (car artwork), or want to extend development additional years to correct them (choice of GUI library). Otherwise, the game would probably be a little more popular.

  • @StrategyJoe
    @StrategyJoe 3 роки тому

    ez nightmare

  • @peterpanther7922
    @peterpanther7922 3 роки тому

    Thanks a lot for constantly releasing new tutorial videos. Since it can at times be hard to figure out what is going on in the game, these videos are really helpful.

    • @VENTDEV
      @VENTDEV 3 роки тому

      I'm glad you're finding the videos helpful. There are only four more left to upload. But I should have a few more extra things coming out in the future, particularly the user manual.

  • @nuvag8832
    @nuvag8832 3 роки тому

    I'm always getting confused by the number per month being off by one. 120 per year should be 10 per month not 11 if I'm not mistaken? 🤔 Wouldn't it be easier to enter the number per month you want (as this is usually what you know) instead of multiplying it by 12 for the game to divide it by 12 again?

    • @VENTDEV
      @VENTDEV 3 роки тому

      There was an edge case that required me to round it down. I don't quite remember what it was, but it was an issue 4-5 years ago. Anyway, sometimes the AI will ship 10 per month, sometimes 11 per for 11 months with the final month being short. Either way, the game does tell you what to expect.

  • @quadbitbrain9371
    @quadbitbrain9371 3 роки тому

    What lacks for me about licensing - is relative transparancy why my designes are picked or not. I do understand that it's part of the game but for now it's just roulete - sometimes AI buys worst designes ever, sometime ignore almost perfect by quality/price. I'd wish there been something like "Company X licnesed yours gearbox Y, they said it has performance/quality/pricing just they needed", etc.

    • @VENTDEV
      @VENTDEV 3 роки тому

      Like most of the selection systems in the game, the AI adds all the variables together based on vehicle type weighting. Divides them by a weighted price, and then selects the one with the best value to them. There is a random number involved for factors not simulated in the game, but it is not the greatest factor. Having some random values prevents the user from gaming the system and winning all licenses because of the AI's limitations. (Specifically turn time processing requirements.) In short, there is no way for us to say accurately say "Company X licensed you gearbox Y because of performance/quality/pricing". Because all the variables used for the selection are summed together before they select the design. There isn't one value to point to. I will create a formula wiki after the game is completed so you can see exactly how the AI does what it does.

  • @johnalogue9832
    @johnalogue9832 3 роки тому

    Does design skill have anything to do with why certain components you unlock years into the game seem to hold no advantages over earlier components? I remember trying new suspension subcomponents in the designer to find they were often more difficult to manufacture, more expensive, and had worse stats overall.

    • @VENTDEV
      @VENTDEV 3 роки тому

      Not really, there are just a lot of inferior technologies used for some reason or another at some point in automotive history. (Typically because we don't implement the specs they're designed for, they're for applications which are not in the game like Tractors, or licensing prevented other tech from being used so they came up with something else, etc.)

    • @johnalogue9832
      @johnalogue9832 3 роки тому

      @@VENTDEV I see, fair enough!