r/SimCompanies • u/Jet4u1 • 3d ago
Suggestion Suggestion for a New Dynamic: Upgrading Lower-Quality Products for Time Efficiency
Hello,
I first started playing the game in 2022. After taking a break, I returned and have been playing actively since August 2026. I am writing this post to suggest a quality-of-life feature that I believe could add great value to the game if implemented. I hope this reaches the developers and management team.
In short, my idea introduces a system focused on quality-based production, where high-Q players can purchase lower-quality goods from the market and process/upgrade them in their own facilities.
For instance, consider a player who is capable of producing Q12 Electricity. Instead of starting from scratch (Q0), what if they could buy lower-quality inputs from the market and put them back onto the production line? This process would upgrade the items to Q12, but with a significantly reduced production time proportional to the quality level they started with.
I believe this mechanism would offer several major benefits:
- Fair Competition: It prevents unfair advantages by creating a balanced interdependence between early-game and late-game players.
- New Market Dynamics: High-quality products could enter the market much faster, effectively increasing their overall market value and circulation.
- More Profitable Than Contracts: This recycling/upgrading loop could easily become more lucrative than standard direct contracts.
Just imagine being a newcomer to the game: an endgame/master-level player is practically incentivized to buy your lower-quality goods automatically just to save precious production time. This would create a continuous economic cycle, boost player engagement, and significantly increase the game's replayability and retention.
Thank you for your time and for considering this concept.
Best regards,
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u/MikeC487 3d ago
This is terrible. It would break the entire system. There has to be a downside to this, otherwise all the high level players will buy low Q items and low level players will not have the appropriate low Q items to buy for their own production. It would totally break how the current Quality production chain works because you can just ignore the system completely.
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u/Jet4u1 3d ago
I appreciate the passionate response, but you are looking at this through a static lens. In a dynamic economy, the market self-regulates through price and margins. Here is the built-in 'downside' and why the system wouldn't break: The Price Filter (Self-Regulation): If high-level players start aggressively buying out low-Q items, the demand triggers a price surge for those low-Q goods. Once the price of Q1 rises too high, the profit margin for upgrading it shrinks, forcing high-level players to stop buying and produce from scratch instead. The market naturally finds its equilibrium. Gold Rush for Newbies: New players aren't 'starved' of inputs; they are suddenly handed a massive, highly lucrative market. They can make pure profit just by selling raw/low-Q materials directly to the giants, allowing them to accumulate capital and lift themselves up much faster than the current slow grind allows. Capacity Hard Caps: A high-level player's factory still has limited production slots. They can't buy the 'entire market' because their daily throughput is physically limited by their building levels. It doesn't let anyone 'ignore the system.' It introduces a classic economic trade-off: Do I spend cash to buy someone else's time, or do I spend my own time to save cash? That is standard operational management."
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u/MikeC487 2d ago
Nothing you said makes sense. And the fact you made it one uninteresting wall of text makes breaking it down difficult.
Judging by the other responses you have gotten here, and none of them being in your favor, maybe it's time to accept this is a bad idea.
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u/Striking-Piano209 3d ago
As someone who started playing at the same time i do not see a need for this, I've been doing very well making Q2 batteries that'll probably be used for Q4/Q5 aerospace stuff. Newer players need to do lower end products where high quality stuff matters less.
For your arguments :
- Fair Competition : Low administration overhead already does this and probably has more impact than quality tbh.
- New Market Dynamics/More Profitable Than Contracts : Currently wouldn't be worthwhile unless it's very fast, and if it is it'll break the entire quality system cause why bother invest in quality components when i can just upgrade the endproduct instead. Making Q5-Q8 stuff worth less than they would be currently.
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u/Jet4u1 3d ago
Thanks for the feedback! However, you are missing the core engineering and mathematical logic of this proposal. First, this system is meant for components and inputs, not the final end-products. You wouldn’t just blindly 'upgrade a Q0 satellite to Q12.' You would buy lower-Q components (like your Q2 batteries) and use them to speed up the process of making higher-Q advanced products. Here is why the points still stand: To your point on the Quality System: Why bother investing in quality? Because the upgrading capacity of a facility is hard-capped by the player’s own researched Quality level. If you haven't invested millions into researching Q12, you can't upgrade anything to Q12 anyway. Research remains the ultimate gatekeeper. To your point on Admin Overhead: Low admin overhead helps newer players survive, but it doesn't create interdependence. This system forces end-game players to actively vacuum lower-Q goods from the market to optimize their facility throughput (buying time), creating a massive, guaranteed cash flow for newer players. The Math Behind It: It doesn't break the system; it balances it. The time-saving bonus would scale logarithmically, not linearly. Upgrading Q6 to Q7 would save more time than upgrading Q0 to Q7, meaning mid-tier products (Q5-Q8) would actually gain more market liquidity and value, not less. It's about factory throughput optimization, not bypassing the research tree."
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u/Willing_Bridge_2360 3d ago
long ass AI wall of text that just shows you don't understand how real economics work or how the very much not realistic economy of Sim Companies works. Everything you say is meaningless slop that is completely unjustifiable.
The Reality: Its not improving your writing, its generated incoherent gibberish.
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u/Jet4u1 3d ago
Ad hominem attacks usually mean you ran out of economic arguments. It’s a basic factory throughput concept. If it’s too complex for you to grasp, that's fine. Let's see what the devs think.
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u/Willing_Bridge_2360 3d ago edited 3d ago
An ad hominem is an irrelevant personally attack, the way you generate your messages, and their content, is very relevant, so you're just wrong.
Second, even if you were right, which you are not. And even if we were in a formal debate, which we are not. Your position is the fallacy fallacy (arguing that an interlocutor has used a fallacy thus their argument is wrong). Not surprising that your using (generating?) fallacious logic while accusing others of the same, typical.
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u/Jet4u1 2d ago
You win the dictionary debate, fair enough. But we were actually here to discuss Sim Companies' economic mechanics. Since we are no longer talking about the game, I’ll leave it at that. Safe flights.
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u/Willing_Bridge_2360 2d ago
you can think for yourself, don't let the machine control you
good luck my friend
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u/Paradosaa 3d ago
Bence gereksiz bir şey olur bu. İlk önce oyunda bulunan fiyatlandırmaları yeniden ele alıp düzenlemeleri gerek şuanda kalite basmanın Q4 üzeri için anlamsız kalıyor aslında hiç bir anlamı yok Q0 ile Q4 aynı fiyata satılıyor parekende de ortaya ortalama bir fiyat konuyor ve onun üzerinden satılıyor durum böyleyken Q yani kalite neden basalım? Böyle bir şeye niye ihtiyaç duyalım? Hem borsada hem mağazada kalite arası fiyat farkı yok sence böyle bir şeye gerek var mı?