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I always suggest to use the assisted designer if you do not understand the concepts of the advanced designer. That is why such a feature is implemented. Beyond that, reading the descriptions and help buttons will go a long way into explaining what every slider does.
There are also many more available resources online. Mimicking real life designs is generally the best way to go about it.
A final note before I get into answering individual questions, there is no "optimal" designs. You need to know what you're goals are before you try design something. And you need to adjust the design to meet those goals.
I planned for designs to be done in the order that it's listed in the drop down menu. Chassis, Engine, Gearbox, Vehicle. However, many users choose to do Engine, Chassis, Gearbox.
Ultimately, it doesn't matter what order you do it in. It's a personal choice.
This warning means that your engine is too weak for the weight of your vehicle. To remove this warning, you need to use a more powerful engine (with more torque) or make the vehicle lighter.
That being said, unless you're playing in the 1970s and later, fuel economy matters very little for most vehicle types. The warning does not effect sales. In many cases, it may be smarter to make more fuel efficient engine, and live with the warning, until engine designs are capable of running optimally.
You can change the gear ratio of the gearbox to improve torque output. That will in turn make a weaker engine a little more powerful and it could clear out the warning. But I would advise you to ignore the warning in early game years.
If your engine is powerful enough, the gearbox can improve fuel economy by moving the gear ratio sliders toward fuel economy, and by adding more gears.
If you're trying to min/max designs, you look at the ratings the subcomponents provide, and look at the ratings that are important for the vehicle type. Select the components that have the highest effect toward the most important ratings for the vehicle type.
Alternatively, you can look up real vehicles online, and match the sub-components, dimensions, and try to get close to the specs.
The 75% warning has no effect on vehicle sales, it just means the vehicle design gets 25% less fuel economy than what the engine is rated for.
Fuel consumption is generally not important for these vehicle types.
Read the first part of the answer above, or alternative, look up the specs of real engines and vehicles online. Be sure to select cars from the correct era.
If you wish to design the chassis last, that is your choice. I like to develop the chassis first.
Lightness isn't always the best quality. For instance, in a truck you would want a heaver chassis, to improve strength.
Not sure where the question is in this. You run the company as you choose to run the company. There is really no "optimal" strategy. If you're just trying to be the biggest company in the world, and put everyone out of business, saturating the market as many of everything as possible and undercutting the price is a good monopolistic practice to break the market.
But you need to define what you're trying to do before bringing it up. If you're trying to run a luxury car company, like Rolls Royce or Duesenburg, making so-so cars at the start of the game is not a good idea.
You are the most responsive developer I have ever spoken to!
A lot of things became clear to me, and I had an interesting idea - try to repeat the path of one of the large companies creating cars as similar as possible to those historically created, with the same engine at least :)
Sorry to bother you with questions, but the game you created is very interesting, I don’t remember when I was so passionate last time!
At the expense of the optimal strategy, I saw your answers to one user, in another topic. For me, as for him, it is unusual that you don’t necessarily have to be the largest company that tends to be a monopoly, and you can simply exist in a small niche, while remaining profitable.
It seems to me that scaling gives indisputable advantages, and only by selling a really large number of cars can you minimize production costs for a model, which will bring more profit, allow you to invest more in affiliates, marketing, lobbying, which will allow you to further increase profits, and eventually , a large company with a large number of sales force out competitors.
Or something I do not understand?
However, maybe in the next installment I will try to play a company that produces fewer cars. But for such a company, I see a problem in sales. The cost of maintaining branches does not change.
I will have to spend much less money on the construction of factories, my unit costs for factories will be lower, and the profit from each car sold is much higher. But the cost of a network of branches will remain. An interesting idea, really!
Being able to scale up production generally drives down your costs per unit, thus allows you more room to lower prices. It is true in the game as it is in the real world.
I would also suggest bouncing up a difficulty level. I am not sure what level you're playing on, but perhaps Hard or Nightmare may give you a bit more of a challenge if you plan on trying to be the largest company there is.
Yes, that is why I am not sure whether it will succeed to play for a company that will not seek to grab the maximum market share.
I play on normal difficulty.
On account of a higher ... I'm not sure I want this. The higher the complexity, the more micromanagement is needed. I spent a few years playing each month moving the production sliders in factories, and I was a little tired of it :)
But this micro-management allowed me to be a very profitable company in the years 1900-1908 and sell frankly bad cars at high prices.
To be even more efficient, I need to sell my much better cars. But in my next game I don’t want to produce 30 models :) I want to produce 3-4 body types, 2-3 models each, and in my next game I would prefer to focus on engineering.
I design two engines (one low-cost, $ 300 in 1916), 27 kW, another assistant, for a more expensive car line, $ 400, 50 kW.
Accordingly, I get for $ 160 and $ 230.
And then I'm already designing the chassis. I designed 6 different cars under different types of cars, but in the end it turned out that they were all better. Although I tried to do my best to drive sports cars and phaetons.
The cars sponsored by me are really selling much better than licensed ones.
I have a budget price for cars of 800 + - $, I sell for 1800, a comfortable series - materials 850, I sell for $ 2000, a luxury series materials 1100-1200, I sell going for $ 2500, maybe more, I will look at the demand.