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workers, wages, factories and rivals.

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Absurdist

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Post Sat May 10, 2014 10:20 am

Re: workers, wages, factories and rivals.

I think that's a fantastic way of doing it.
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daltom69

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Post Sun May 11, 2014 9:13 pm

Re: workers, wages, factories and rivals.

Hello there are diesel engines?
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Killrob

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Post Sun May 11, 2014 9:16 pm

Re: workers, wages, factories and rivals.

daltom69 wrote:Hello there are diesel engines?

How about you check out the FAQ? ;)
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nialloftara

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Post Mon May 12, 2014 11:03 am

Re: workers, wages, factories and rivals.

Will there be factory quality research? The ability to allocate tech points into the factory tools or robotic manufacturing ?
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Killrob

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Post Mon May 12, 2014 8:22 pm

Re: workers, wages, factories and rivals.

nialloftara wrote:Will there be factory quality research? The ability to allocate tech points into the factory tools or robotic manufacturing ?

Yes! There will be (most probably) a tech-tree for production processes just like for engine and car tech.
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nialloftara

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Post Tue May 13, 2014 2:34 am

Re: workers, wages, factories and rivals.

Will there be just one tech slider for all factories or each one have it's own? Also what about a speed/quality slider for each factory. That way we could put a few ticks to speed on our cheap econo box production and a few ticks to quality on our more premium cars. The cost, man hours and mtbf can be the swing stats for the slider.
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Der Bayer

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Post Tue May 13, 2014 2:50 am

Re: workers, wages, factories and rivals.

I think you set the quality of the cars with the quality sliders for the engine, platform and model components. Another production quality slider would be totally redundant. QA is a different topic though.
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Daffyflyer

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Post Tue May 13, 2014 10:43 am

Re: workers, wages, factories and rivals.

We've been having hours and hours of design meetings about these very things this week, I think the current theory is that you'd set a tooling tech level when you tool up your factory to build a car, and that you could spend more for higher production output etc.
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nialloftara

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Post Tue May 13, 2014 10:59 am

Re: workers, wages, factories and rivals.

Ahh, so each car would have it's own production tech. What about sharing engines between car's? Can a central factory in a region with a tech boost, or with a one of the rpg characters who specializes in that type of engine be tooled to just build engine's, and then have the crate engines shipped to the other countries to be assembled with the car platforms?
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Daffyflyer

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Post Tue May 13, 2014 11:03 am

Re: workers, wages, factories and rivals.

In the current design doc, the theory is roughly as follows.

Only two things are tracked as seperate objects (in terms of inventory) Engines and Finished Cars.

You'd have separate plants built to make each platform (E.G you'd have a plant that made 3 Series, and a different plant that made 5 series if you were BMW). But each plant can make lots of models (E.G 318i, 320i, 330Ci, 320 Estate etc)

Engines would be a seperate plant, and you'd be able to ship those engines produced to use in any of your car factories.


Not sure how the RPG elements would be handled, I imagine different types of "Hero" would be slotted in different places. So you might have an engineer who slots in your research and improves that, but a production expert that slots in a specific factory or region? Not sure yet, that's not really had much design work beyond the initial idea yet.
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nialloftara

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Post Tue May 13, 2014 11:10 am

Re: workers, wages, factories and rivals.

Well that's just awesome, will there be multiple production lines per factory? If yes can we get some kind of bonus to cost and time if the lines use common parts, like different models of the same platform or engines with minor variations?

Okay, I'll try and rein in my craving for what hasn't be planned yet. Sorry for all the questions and suggestions, but I blame you guys for planting all this in my head :lol:
Last edited by nialloftara on Tue May 13, 2014 11:13 am, edited 1 time in total.
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07CobaltGirl

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Post Tue May 13, 2014 11:12 am

Re: workers, wages, factories and rivals.

This game sounds more and more amazing every single day! Thanks to all the Developers for the hard work and outstanding implementations so far! :)
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Daffyflyer

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Post Tue May 13, 2014 11:14 am

Re: workers, wages, factories and rivals.

07CobaltGirl wrote:This game sounds more and more amazing every single day! Thanks to all the Developers for the hard work and outstanding implementations so far! :)



<3
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Daffyflyer

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Post Tue May 13, 2014 11:15 am

Re: workers, wages, factories and rivals.

nialloftara wrote:Well that's just awesome, will there be multiple production lines per factory? If yes can we get some kind of bonus to cost and time if the lines use common parts, like different models of the same platform or engines with minor variations?



Well, a single factory can only produce models based off the same platform, so that forces your hand on that point.

Not sure how we're handling it for engine factories, but there will be something similar, I'll bring that up next design meeting.
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nialloftara

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Post Tue May 13, 2014 11:25 am

Re: workers, wages, factories and rivals.

Thanks for the time daffy. You folks are nothing short of amazing :)
Chief designer and CEO, Centauri motor works, Centauri Performance Vehicles (CPV)
"Centauri: The Stars Are Within Your Reach."
Centauri engines Centauri cars
CPV engines CPV cars
Company ID: 1943047
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