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This approximate cost is how much you pay to produce the car. It's different from the trade price, which is how much the buyer pays to have the car. Maybe your car's trade price is higher than $160K, which might explain why it doesn't sell on Super.
Hope it helps :)
its a global game created by non US developer, maybe its somewhat tied to the Euro, not sure but don't make a car thinking its US dollars at a US dealership...
guessing you are on the regular beta version and not new 4.2 alpha
I just looked at a 2 seat sports car I have at $54,000 "appx cost" and it has good affordability in every category including hyper and family utility... desirability is 0 in some though. I also know for 4.2 they were talking about making it so a cheaper sports car isn't bought by hyper and super car buyers if the price is too low, they want to pay more...
It's very hard to get a car down to that price, too, with anything you'd call a feature. If I set my car's price point to the "approximate cost" I'd not going to be selling very many.
"Approximate cost" seems to take engineering time into account - I've managed to cut the prices of my cars by a fair margin just by reducing it. In my (pre-4.2) campaign games I've almost always been able to beat the "approximate cost" through mass production.
I use approximate cost as a yardstick between models in Automation (but not between versions - I've had cars whose prices have almost doubled) but not as a comparison to Real Life or anything else.
I wholly agree with you.
There's a bunch of stuff in 4.2 that seems off. In the case of the sales model, I am willing to wait until it's finished.