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When your games are doing bad enough to keep you from making new engines, you really need to rethink your use of the sliders. The game is very easy to win, but also VERY unforgiving if you don't know how to win.
About engine updates during a long time because of too many technical and design evolutions it wasn't worth it. For sure now it seems have changed and yeah it could be a feature added in the game, but it's a matter of balance, if it's much cheaper to manage engine then it will be too easy and fast to manage features.
If you leave it too long to make an engine that you start loosing money and dont have the money to make a new engine, you are playing the game wrong and not making good enough games. You should look to make a new engine as soon as a new graphics version is unlocked, providing you also have all the engine features unlocked you can currently use.
I have completed the game 3 times now and on my 1st steam play through, making a new engine usually costs allot of research points prior to starting, since you have to unlock all new features, you make allot back when you make a new engine, especially bigger engines later on, this is helpful as you can then train your employees that you have been neglecting, in order to get the engien features unlocked.
Well it's still a false reason because clearly Engine Xxx v1 wouldn't be the same than Engine Xxx v2.
For me build engine is a good time to manage various stuff like training employee or even vacancy time, too bad later engine are so long to make and you can't pause their developing. But yeah I agree it's good time to train with points produced during engine building.
I'm trying another approach by focusing much more on research skill of employees to produce much more research points. Still experimenting but it's interesting.