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At least, that seems to work for me.
also in factory setting the automation slider raising it to atleast 50%/half is a good idea, in most cases it nearly halves the cost/production units, safety while not required at the start of the game the "basic 40s" safety seems to boost competitivity by 30 points usually.. also generally stay below 10000$ cost except if you plan to sell for GT/Luxury category.
Thanks. I tried to run a sports car company and it did ok for 5 years and then immediately tanked lol.
No problem. Fun fact, I just made my first super powered 'muscle car' that's profitable. I just had to sell family utility cars for two decades. It alsoo seems to be tied to your dealership level and whatnot too. So it is possible to turn a profit on expensive muscle cars/track cars, but it maybe not right off the bat.
cumulative cost is influenced by factory addons (i.e. presses), automation and tooling costs and engineering cost, so for the first factory especially if you play gasmea you want to have something more manual with little automation and engineering out of the line.
I'm running a gasmea campaign at 100% difficulty and 100m start and the first car is *very* hard to get some money on. make it small and make it cheap, and don't follow too closely the scores, it's better to have sensible choices and get points using suspension/gear tuning than minmax interiors.
It seems almost impossible to turn a profit even on extremely low difficulty. I made a van that performed well, clearly best in its class, and it barely broke even.
https://youtu.be/YWbJgvq9gm4
I started in 2000 and managed to make loads of money, so I must be on the right track.