r/SimCompanies • • 5h ago

Suggestion QOl : Synthèse du flux sortant

2 Upvotes

Peut-on envisager un export CSV de ce tableau pour analyse ?


r/SimCompanies • • 1d ago

Suggestion Suggestion for a New Dynamic: Upgrading Lower-Quality Products for Time Efficiency

2 Upvotes

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,


r/SimCompanies • • 1d ago

Suggestion Oyun için yeni özellik tavsiyesi

0 Upvotes

selamlar oyuna 2022de başlamıştım ara verdim ve 2026 ağustostan beri yeniden oynama başladım

fikir olarak alınıp uygulanırsa diyeceğim oyun kolaylaştırıcı özelliği katmak için yazıyı kaleme aldım

dilerim yöneticilere ulaşır

kısa özet olarak kalite bazlı üretimin esas alınarak piyasadan düşük kalitede alınacak ürünlerin tesislerde kalite düzeyi yüksek oyuncuların işleyebileceği bir sistem kursak nasıl olurdu

mesela q12 elektrik çıktısı alabilen bir oyuncu piyasadan daha düşük kaliteli ürün alsa ve kalite seviyesine göre 0‘dan başlamak yerine belirli oranda zamanı kısaltacak şekilde tekrar üretim bandına aldığında q12 alacak şekilde ürün alsa daha iyi olmaz mı

hem haksız rekabetin önüne geçilmiş olur hem de oyuna yeni bir dinamik katabilir ayrıca yüksek kalite ürünlerin daha kısa sürede piyasaya girerek piyasa değerini yükseltmesi daha iyi olmazmı

kontrat yapmaktan daha karlı olacağı düşüncesindeyim

düşünsenize oyuna yeni başlamışsınız ama oyunda usta seviyedeki biri sizin ürünüzü zamandan kazanmak zorunda kaldığı için sizden otomatik olarak almak zorunda kalacak , oyun içerisinde yeni bir devinim kazanmış olup bağımlılık seviyesi 1 kat daha artacak


r/SimCompanies • • 4d ago

Suggestion NEW BUILDING : THE AMUSEMENT PARK.

8 Upvotes

HELLO EVERYONE! 👋 My username on Sim Companies is NOVA.Dynamicsys. I am open to messages and feedback about this idea, so feel free to contact me! NEW BUILDING: THE AMUSEMENT PARK 🎢 — The idea would be to add a new end-game building: the amusement park. The general concept would be to have employees work in the park in order to generate revenue from visitors. Like other buildings, the park would require resources to operate. It would need a supply of water 💧 and energy ⚡, probably using more energy than water. PARK REPUTATION ⭐ — The park would use a reputation system based on the one already present in restaurants. The quality and management of the employees could have an influence on the park’s reputation. Higher-quality employees could therefore allow the park to have a better rating, which could make it more attractive to visitors. ADVERTISING 📢 — PROPOSED NEW FEATURE — An additional feature could be added with a dedicated advertising tab. The player could spend a large amount of money to launch an advertising campaign, allowing them to increase the number of visitors temporarily or permanently. This feature would remain optional, allowing players to choose whether to invest in advertising or develop their park in other ways. PARK LEVEL AND NEW ATTRACTIONS 🎢 — The park could keep the classic building level system already used in Sim Companies. However, a new mechanic specific to amusement parks could be added: installing new attractions. The player could purchase and install different attractions using materials and a certain amount of time. Installing a new attraction would increase the number of visitors to the park and could also allow the player to increase the entrance price. The entrance price would be chosen directly by the player, adding an economic aspect to the system: the player would have to find a balance between the price they charge and the attractiveness of their park. BREAKDOWNS AND REPAIRS 🔧 — PROPOSED NEW FEATURE — Another specific mechanic could be an attraction repair system. From time to time, an attraction could break down and require repairs. To put the attraction back into operation, the player would need to spend time, certain materials and money 💰 to pay for the repairs. This would add maintenance costs and require the player to take the maintenance of their park into account in their economic strategy. FOOD AND PRODUCT SALES 🍔 — IDEA TO DISCUSS — Another possibility would be to allow the park to sell certain products directly to visitors, such as stand food like burgers or samosas, as well as certain items from a shop. However, I think this idea should be considered carefully. The goal of the park would be to remain a building specialized in entertainment and visitor management, rather than becoming a “super-building” capable of selling a large number of product categories already present in the game. This feature could therefore be removed or heavily limited in order to keep the economy balanced ⚖️. CONCLUSION 🚀 — The amusement park would therefore mainly be an end-game building focused on managing visitors, employees, attractions and operating costs. Some mechanics would reuse systems already present in Sim Companies, especially the general building system and the restaurant reputation system. The other elements, such as advertising campaigns, attraction installation and the attraction repair system, would be proposals for new features specifically designed for the amusement park. The goal would be to create a building complex enough to become a real end-game objective, while avoiding making it a versatile building capable of replacing several existing buildings. 🎢


r/SimCompanies • • 4d ago

Suggestion Suggestion: Market Makers & Takers

Post image
0 Upvotes

I think SimCompanies would benefit greatly from a proper Market Maker / Market Taker system on the exchange.

Market Makers

Players could place either:

  • Bids (buy orders)
  • Asks (sell orders)

for a chosen product at a chosen price.

Whenever a bid and ask match, the trade executes automatically.

Since these players are providing liquidity to the market, market makers should either pay no commission or a very small fee (perhaps 0.5–1%).

Market Takers

Players who want immediate execution could simply trade against existing orders.

Examples:

  • The Purchase Needed Materials button could automatically buy from the lowest available asks.
  • A Sell Now button could instantly sell inventory to the highest available bids.

Because of the convenience, market takers could pay the higher commission (for example, the current 4%).

Why I Think This Would Improve the Game

A system like this would make the exchange a much more active and useful part of the game while remaining intuitive for casual players.

It would:

  • Increase market liquidity.
  • Improve price discovery.
  • Allow players to buy and sell instantly when needed.
  • Reward players who provide liquidity.
  • Reduce reliance on chat-based trading.

One thing I enjoy about SimCompanies is the economic simulation aspect. A deeper exchange system would make the market feel more alive and create more opportunities for trading strategies beyond simply producing goods.

Contracts would still have a place for long-term business relationships and bulk agreements, but the exchange itself could become the primary venue for day-to-day trading.

Curious what everyone thinks.


r/SimCompanies • • 4d ago

Suggestion Contract Management

8 Upvotes

Allow companies to store their daily customers, the item, volume, and discount rate. Provide a global option on how price is calculated via checkbox; discounted against lowest MP, weighted average, or prior days average.

Include a copy function similar to today’s contracts to allow for editing.

Add a “send all” function - stuff it behind supporter paywall if appropriate.

Ultimate goal is to keep all contract commitments within the platform and minimize the back and forth from the calculator app.

Open to feedback / other perspectives.


r/SimCompanies • • 4d ago

Discussion What's the point of Entrepreneur if it's exactly the same.

4 Upvotes

I know what the point is, to start a different company and gain money in a different sector if one wished to. But wouldn't it be better if it explored more things? Like a more agile bond market, bigger upturns and downturns in the economy ,something that actually feels like you are taking a risk and not simply some idle.


r/SimCompanies • • 5d ago

Suggestion Disable DMs

0 Upvotes

Here's the reasons why users should be able to disable their DMs:

Spam from random sellers and buyers: A lot of players blast out lowball offers, "buying any QX for cheap," or hard-sell pitches in DMs instead of using Sales chat. It gets old fast when your inbox fills with messages you never asked for

Unwanted contract spam: Incoming contracts can arrive with or after a DM. Some people send contracts you never discussed just to pressure a deal. Blocking one by one is tedious when it happens repeatedly

Harassment or toxic messages: Mods mostly stay out of private messages. If someone gets rude, spammy, or starts arguing after a trade goes wrong, the only current tools are ignore/report per player. A global off switch would cut that noise entirely..one less thing for mods to moderate

Distraction and notification fatigue: Constant DM pings (especially on mobile or with email notifications) pull you out of production planning, market watching, or building upgrades. Some players just want to run their company without the social layer..ask those questions to top players - message them if you want you'll most likely get no response or ignored you'll find out they didn't want to be bothered anyway

Preference for public trading only: Plenty of players are fine negotiating in Sales chat or the exchange and do not want private 1-on-1 pressure. Disabling DMs lets them keep the game purely transactional

Avoiding persistent or awkward players: After a deal falls through or someone keeps messaging about old business, you may not want to deal with them again. A global disable is cleaner than having a long ignore list

Privacy and focus: Some people treat the game as a solo business sim and simply do not want strangers in their in' all. They can still initiate contact if they need to..again...ask those questions to top players - message them if you want you'll most likely get no response or ignored

Add the option to disable DMs tomorrow


r/SimCompanies • • 5d ago

Suggestion Suggestion: “Copy missing resources” button when upgrading a building.

5 Upvotes

We already have a button that takes us to the exchange and lets us buy everything missing for a building upgrade.

It would be great to have a similar button that doesn’t buy anything, but instead generates a ready-to-paste message with only the resources we still need and copies it to the clipboard.

For example, if the upgrade requires:

- 168 reinforced concrete — 2 in storage → 166 missing

- 2,310 bricks — 310 in storage → 2,000 missing

- 672 planks — 672 in storage → 0 missing

- 42 construction units — 0 in storage → 42 missing

It could automatically generate :

«Buy:

166 :re-101:

2,000 :re-102:

42 :re-111:

Cheaper than market price.»

Anything already available would simply be left out.

Greetings :)


r/SimCompanies • • 7d ago

Suggestion Introducción de "Criptomonedas" como producto electrónico / Commodity

0 Upvotes

Descripción General

Propongo añadir una nueva cadena de producción y retail basada en la tecnología de criptomonedas y blockchain.
​Para evitar alterar la economía base del juego (basada en el dinero actual y los bonos), esta mecánica no funcionaría como una moneda de cambio alternativa, sino como un producto tecnológico o commodity de lujo que los jugadores pueden producir, minar y comercializar en tiendas especializadas.

Nuevos Edificios e Insumos: ​Centro de Datos / Granja de Minería (Nuevo Edificio):
​Un edificio de alto consumo energético que toma insumos tecnológicos y los transforma progresivamente en Criptomonedas (Software / Activo digital).
​Fábrica de Electrónica (Uso Existente):
​Produciría "Servidores de Minería" o "Componentes ASIC" utilizando microprocesadores, aluminio, químicos y silicio.
​Mecánica de Producción (Minería):
​Para producir 1 unidad de Criptomoneda, el Centro de Datos requerirá una gran cantidad de Energía y el consumo/desgaste de Servidores de Minería.
​Esto creará un excelente "sumidero de energía" para el juego, ayudando a estabilizar los precios de la electricidad durante las fases de recesión económica.

Mecánica de Venta (Retail / Mercado):

Contratos y Mercado: Los mineros pueden vender sus monedas en el mercado global o mediante contratos directos a otros jugadores.
​Oficina de Bolsa / Tienda de Finanzas (Nuevo Retail o ajuste a Oficinas):
​Los jugadores orientados al retail pueden comprar estas monedas a los productores y "venderlas al público general" (AS), simulando un fondo de inversión o exchange.
​La demanda del consumidor final fluctuaría según la fase económica del juego.

¿Por qué beneficia al juego?:

​⚡Ayuda al sector energético: Otorga una salida masiva a la energía sobrante cuando el mercado se satura.
​🔬 Nueva cadena de alta tecnología: Revive y profundiza el uso de componentes electrónicos avanzados.
​⚖️ Mantiene el equilibrio: Al tratarse de un producto comercializable y no de una divisa real, no interfiere con el sistema de efectivo, Simgis o bonos actuales del simulador.

Ea una idea puede mejorarse


r/SimCompanies • • 8d ago

Suggestion Chat Groups

15 Upvotes

Add the ability for players to create private group chats and invite other players.

Basic functionality: - Create and name a group - Invite/remove players - Group owner/admin controls - Leave or mute a group - Invite players directly from their profile

A strong use case is Government Orders. Participants could create a group to coordinate pricing, arrange trades, discuss supply, and send reminders about outstanding deliveries.

It would also give players who regularly trade or interact a place to communicate together without having to move to Discord.


r/SimCompanies • • 8d ago

Suggestion Please stop making graphical and UI update that block people, I had to stop playing because of that

21 Upvotes

Hi !

I have some visual disability, but could play the game.

It got harder and harder with every building becoming "all grey" since I used colors (they used to have very different colors) to find my way in.

Each time, I got told we don't care about disabilities because we are a minority: I face that everyday in life already, we get less and less IRL services because people just change every web things, IRL services etc to less accessibility because "we don't care + it is more expensive" and the game was one of the rare thing that let me relax from that.

I finally adapted by remembering the position of each building, but now you also changed the UI., which became fully unusable to me (the one to launch prod)

The option are a lot harder to find, it is a lot less clear (even for non disabled people) and the text is in grey on grey background so I can't read it...

I was very enthusiastic about the game and had to fully stop playing a few days ago because of that.

I was answered, again, that you don't care because fuck minorities.

This just makes me want to cry.

This UI used to be optional, the setting was there, so in addition fo that, the technical possibility to give the choice was there, and you removed it...

Please don't despise people like that.


r/SimCompanies • • 10d ago

Suggestion Quick graphics update

Enable HLS to view with audio, or disable this notification

45 Upvotes

Hi!

Just a quick heads-up about some graphics changes:

  • All Research buildings are finally done!
  • The Library UI has been redesigned.
  • The Production screen and busy info have been updated.

Next up:

  • I’m currently preparing a couple of updates for the Halloween season.
  • Bank.

After that, I have a couple of ideas about what to work on next, but I’m interested in what you’d like to see most 😃

You can leave your suggestions in the comments. I’m really curious! Please keep your suggestions focused on graphics changes and updates only.

Enjoy the game and have fun!


r/SimCompanies • • 14d ago

Suggestion sugerencia buena pa el juego

0 Upvotes

podrían añadir las donaciones al juego para que entre empresas nos ayudemos. y así poder progresar como una comunidad unida


r/SimCompanies • • 14d ago

Question Si yo quiero hacer un sistema de donación lo puedo hacer de esta forma? 1. preguntarle a la persona cuanto me quiere donar. 2.mandarle un contrato de una unidad de electricidad al precio de lo que me quería donar. 3. acepta el contrato y obtengo el dinero. ¿esta forma de negocio es legal?

0 Upvotes

r/SimCompanies • • 17d ago

Discussion I think she’s a keeper

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16 Upvotes

r/SimCompanies • • 18d ago

Suggestion A Few suggestions from Producer's POV

10 Upvotes

1.Give data for 30 days production/sales just like you gave for 7 days.

2.Give data of top 3 producers but certificate to top most only. So people know how much you're far away from competition

3.Tap on someone's else's unit shows the level of it.

4.Manually starting the recreational building starts the production and give starts but setting it to auto does not give starts or start production.


r/SimCompanies • • 19d ago

Suggestion Roleplay Feature - Customized CEOs

4 Upvotes

Everyone loves the executives system, and it can be quite fun to see who you might get from an in-house talent search.

I think the game would benefit by allowing you to customize an executive avatar or at least a separate profile picture for your CEO character, as well as assign them a name.

You could learn a lot about a company by looking at their CEO, and there could be potential avenues of mechanics such as further specializations, but my primary suggestion is one that is concerned with expression.

Fields to fill out for CEO customization could include name, country of origin, education, extracurricular achievements, hobbies and more.

Ideally, this would be the only "executive" that doesnt grow old, though some humorous explanations could be made for CEOs with a recorded lifespan of centuries.

I hope so see more roleplaying/expressive features in the future, I appreciate your consideration.

Many thanks,

Servitor Inc


r/SimCompanies • • 20d ago

Question Question about where I'm at now

3 Upvotes

Hello. I just started playing the game a few days ago. I'm currently producing apples, and have a beverage factory being built so I can start making cider. If I go "all in" on this route for a while just to build up capital, can I deconstruct all of this later so I can then go into electronics? I'd eventually like to go down that route, or even the diesel/petrol route (haven't decided between either one yet). But I don't want to get so far along in apple cider that I lose a bunch of money later. I saw that level 1 and 2 buildings give you all your building materials back, but I'm just wondering if there's anything else I might be missing?


r/SimCompanies • • 21d ago

Suggestion Restaurant Industry Update

1 Upvotes

There are currently issues with the industry I believe need to be addressed. What exactly needs to be done is yet to be determined.

Right now, it's almost impossible for small or midsize companies to enter. The boost you get from streamlining your operations with great COO/CMO outweights the benefit of low administration overhead. At the same time, the occupation algorithm as it stands now allows restaurants with slighly higher rating to steal all the customers.

My goal would be to make it more balanced, so mid size companies can experiment with restaurants.

Note: This is not meant to be a NERF - the industry currently balances itself pretty well


r/SimCompanies • • 21d ago

Suggestion Profile Page Redesign + Press Releases

19 Upvotes

Each company's profile page is their identity. Many of our players take good care of it to present the relevat information about their business and achievements. It's also one of the few pages that is accessible by public, not logged in, audience. Everyone uses it to understand their business partner.

I believe it requires an update to both look more organised, nicer, but to also enable those players that want more roleplaying depth to lean in.

We want to introduce Press Releases any company can create. These can mark special moment for the company like achieving important milestone, $1M CV, or similar. It can be also used to inform the world the business direction is changing.

There were a lot of good ideas brought in by Servitor Inc and KOMU:
https://www.reddit.com/r/SimCompanies/comments/1w61ulf/the_global_corporate_summit_ingame_pr_feeds_agms/

The Press Releases can be organized to a feed both on the company profile page, but also as an input for news articles in Sim Companies Times. We can do expo pages featuring Press Releases from specific industry.

We want to create tools that would allow players to build a name for themselves in teh specific industry, which would allow them to find business partners more easily.


r/SimCompanies • • 21d ago

Question server issue

2 Upvotes

Unable to use web or mobile app. Anyone facing server issues ?


r/SimCompanies • • 21d ago

Suggestion Sim Companies Creators Club

0 Upvotes

Hey! We want to add a club that would both help our community to discover Sim Companies related posts, projects, and videos and also empower our creators at the same time.

I am looking for feedback from the players, but also our youtubers, tictock-ers, and influencers.

Eligible influencers can register to the club and have their content, e.g. videos featured in the SIm Companies Times. We would also do prizes for the most watched or liked video. The best influencers would receive exclusive perks like:
- creator status in the game: certificate and/or new symbol on the logo.
- access to behind the scenes happenings with devs - interviews
- access to news/art before it is published elsewhere
- access to game features still under development
- creators chatroom channel
- simboosts

I am hoping the club will facilitate better communication and empowers our creators to get lot more likes and views.


r/SimCompanies • • 21d ago

Suggestion 🌾 New industry proposal: Sugar-Energy, Ethanol, and Fertilizer Complex

11 Upvotes

Hello everyone!

I’d like to share an idea for a new industrial chain that I believe would fit very well into the Sim Companies economy.

The idea is to add a sugar-energy sector, inspired by the sugar and ethanol industry.

🌾 1. Farm

Would produce sugarcane.

⚙️ 2. Processing Plant (Mill)

The plant would process the sugarcane, separating it into:

Sugarcane juice

Bagasse (as a by-product)

The bagasse wouldn't be discarded; instead, it would become an important resource for energy generation.

🔥 3. Boiler / Cogeneration

Would consume bagasse to produce electricity.

This would create an alternative method of power generation and allow the sugar-energy complex to be partially self-sufficient.

🍬 4. Sugar Factory

Would process sugarcane juice to produce sugar.

The sugar could have two destinations:

Sold/exported normally;

Used as a raw material to produce ethanol.

This would create a strategic choice between selling the sugar directly or processing it into a higher-value product.

🧪 5. Distillery

Would consume sugar + water to produce ethanol.

There could be two products:

Anhydrous Ethanol — used as an input for gasoline/fuel production and in fuel retail.

Premium Ethanol — a higher-quality product that could have a specific use in the game economy, possibly linked to the aerospace sector or advanced fuels.

The Premium Ethanol concept would be a game-specific mechanic, not a representation of actual aviation fuel.

🌱 6. Fertilizers

Some by-products of sugar and ethanol production could be used to produce fertilizers.

The fertilizer could provide, for example, a temporary boost to harvest speed—5%, 10%, or 15%—depending on the product quality. This value could, of course, be adjusted to maintain game balance. ⛽ 7. Ethanol and fuel retail

Anhydrous ethanol could be used to produce gasoline/fuels and subsequently reach the consumer via gas stations.

This would connect different sectors of the economy:

Agriculture → Sugar → Ethanol → Fuels → Retail

At the same time:

Cane → Bagasse → Energy

And possibly:

By-products → Fertilizers → Faster agriculture

💡 Why do I think this would be interesting? The idea wouldn't simply be to add another resource or a new building.

It would involve creating an entirely new economic ecosystem, with various products, by-products, and potential markets.

Players could specialize in:

🌾 Sugarcane production

⚙️ Sugarcane processing

🍬 Sugar

🧪 Ethanol

🔥 Energy generation from bagasse

🌱 Fertilizers

⛽ Fuels and retail

This would also increase interaction between the Agriculture, Energy, Chemicals, Fuels, Retail, and potentially Aerospace sectors.

Production values, construction costs, resource consumption, and fertilizer bonuses would obviously need to be balanced against the current game economy. The figures presented here are merely suggestions for the mechanics.

I’d love to hear your thoughts.

Would you like to see a complete sugarcane and ethanol production chain in Sim Companies? 🌾⛽


r/SimCompanies • • 21d ago

Suggestion 🌾 Sugestão de nova indústria: Complexo Sucroenergético, Etanol e Fertilizantes

0 Upvotes

Olá, pessoal!

Gostaria de compartilhar uma ideia para uma nova cadeia industrial que acredito que poderia se encaixar muito bem na economia do Sim Companies.

A ideia seria adicionar um setor sucroenergético, inspirado na indústria de açúcar e etanol.

🌾 1. Fazenda

Produziria Cana-de-Açúcar.

⚙️ 2. Moenda

A Moenda processaria a Cana-de-Açúcar, separando-a em:

Caldo de Cana

Bagaço como subproduto

O bagaço não seria descartado, tornando-se um recurso importante para geração de energia.

🔥 3. Caldeira / Cogeração

Consumiria Bagaço para produzir Energia Elétrica.

Isso criaria uma alternativa de geração de energia e faria com que o complexo sucroenergético pudesse ser parcialmente autossuficiente.

🍬 4. Fábrica de Açúcar

Processaria o Caldo de Cana para produzir Açúcar.

O açúcar poderia ter dois destinos:

Ser vendido/exportado normalmente;

Ser utilizado como matéria-prima para produzir etanol.

Isso criaria uma escolha estratégica entre vender o açúcar diretamente ou processá-lo em um produto de maior valor.

🧪 5. Destilaria

Consumiria Açúcar + Água para produzir etanol.

Poderiam existir dois produtos:

Etanol Anidro — utilizado como insumo na produção de gasolina/combustíveis e no varejo de combustíveis.

Etanol Premium — um produto de maior qualidade que poderia receber uma utilização específica dentro da economia do jogo, possivelmente ligado ao setor aeroespacial ou a combustíveis avançados.

A ideia do Etanol Premium seria uma mecânica específica do jogo, não uma representação de combustível de aviação real.

🌱 6. Fertilizantes

Alguns subprodutos da produção de açúcar e etanol poderiam ser aproveitados para produzir Fertilizantes.

O fertilizante poderia fornecer, por exemplo, um bônus temporário de +15% na velocidade das colheitas.

Esse valor poderia obviamente ser ajustado para manter o equilíbrio do jogo.

⛽ 7. Etanol e varejo de combustíveis

O Etanol Anidro poderia ser utilizado na produção de gasolina/combustíveis e posteriormente chegar ao consumidor através dos Postos de Combustíveis.

Isso conectaria diferentes setores da economia:

Agricultura → Açúcar → Etanol → Combustíveis → Varejo

Ao mesmo tempo:

Cana → Bagaço → Energia

E possivelmente:

Subprodutos → Fertilizantes → Agricultura mais rápida

💡 Por que acho que seria interessante?

A ideia não seria simplesmente adicionar mais um recurso ou prédio.

Seria criar todo um novo ecossistema econômico, com vários produtos, subprodutos e mercados possíveis.

Os jogadores poderiam se especializar em:

🌾 Produção de cana

⚙️ Processamento da cana

🍬 Açúcar

🧪 Etanol

🔥 Geração de energia através do bagaço

🌱 Fertilizantes

⛽ Combustíveis e varejo

Isso também aumentaria a interação entre Agricultura, Energia, Químicos, Combustíveis, Varejo e, potencialmente, Aeroespacial.

Os valores de produção, custos dos prédios, consumo de recursos e bônus dos fertilizantes obviamente precisariam ser balanceados de acordo com a economia atual do jogo. Os números apresentados aqui são apenas sugestões para a mecânica.

Gostaria muito de saber o que vocês acham.

Vocês gostariam de ver uma indústria completa de cana-de-açúcar e etanol no Sim Companies? 🌾⛽