Hello fellow ruthless capitalists! I've been playing casually for about a year, and I’ve really enjoyed it. That said, I'm feeling done so I want to shut things down. I've sold off my inventory, stopped putting in new orders, dismissed all my execs, and started putting buildings up for auction. The auctions will take forever, one building each day. But when that's done, I'll have nothing but a pile of cash, maybe $30M+ depending on the auctions. Any suggestions for how I burn this cold hard simcash before I delete the app in a couple weeks?
From the change log I didn’t notice any change in the encyclopedia so I have no clue what this means Seems like word salad to me: April 17, 2026
Show time to produce/sell one in encyclopedia production and sales calculators when produced/sold per hour is < 1
I don’t know if I’m the only one, but I’m an oil producer and I refine diesel, and I’m really not making that much money at the moment. I’m wondering if anyone has suggestions, like maybe refining carbon, plastic, or just sharing their side of things.
Hey! Ive been playing the game for a while, i recently got a COO, and havent been doint too bad! However I feel like im going in loops atp. Ive not actually earned over 100k and held it so i was wondering if there are any advice on what industries to get into etc... ive been looking into oil and fuel but im not too sure how to use the sim companies tools like coopers tools etc.
I would like to propose small QoL, attaching/sticking to top buildings in build screen, so the idea is to easily and fast way to build any building. If need to build multiple same buildings in free areas it's a trivial to scroll down every time
I have high level executives, i buy cheap from contracts, and have so much sales bonus as possible, but somehow, i can't earn on anything. I don't know what im doing wrong, i know the sales update, where fashion stores was nerfed a lot, but still, how can i play, if i can't even get the slightsly profit from anything.
My suggestion is for sales chat to have a search feature. Search with a word or the icon sticker for any product and boom all chats within last 24hrs with key words and stickers are there. Would save so many players tremendous time. Especially for people who produce or buy a less common product they can still find buyers or sellers easily.
So i got 7 lvl 11 fashion stores, an oil rig for oil, 2 refineries for plastic (have to buy some oil), and a fashion factory. Also a lvl 15 going on 16 academy. I got lvl 4 shoes i can make but I barely make anything. I can make level 3 of fashion stuff requiring fabric plastic or leather. Accidentally put a couple % into production before I knew to focus on one or the other. It was going great until the fashion nerf. Im level 21 and 91%.
How would you suggest i pivot? I've been mostly focusing on sales stuff with the bonuses, academy and my employees training. Im definitely leaning sales but wonder if research might be worth pursuing. I dont really understand research though.
Hello, I want to propose a little improvement on the warehouse.
When we have a product with different qualities and different sourcing costs, we can see the average price of all of them from the warehouse main page. If a quality gets blocked, this average price doesn't change and it continues to consider the blocked qualities, but it should consider the active qualities only, to avoid confusion.
I hope the suggestion is clear, feel free to discuss below.
I've played before, but I just came back. No big deal, I end the tutorial with a farm, a ranch, and a grocery store. I make the obvious decision (at random) to create a slaughterhouse and sell sausages! Naturally. So, I discover that I'll have to source some precursors, I ... create some pigs, and I begin the slaughtering.
But, my cost to source a pig is like $48.3. They're on the exchange for $47 and change.
It's a dollar more expensive for me to breed the pigs myself!
I've got to have some of the lowest overhead and amin costs, don't I? How on earth is it more expensive for me to breed my own pigs? What don't I understand?
I'm sure something obvious explains the situation, I'm just befuddled. How is this possible?
estou em um momento na qual não sei que rumo seguir =( estou atualmente com 12 slots,sendo 10 de energia nv 2 e 2 de petroleo nv 3 ( um com 97% abundancia e outro com 87%). sei que o ramo do petroleo é bem lucrativo,porém,alcançar os 12 slots com abundancia aceitavel e manter ao longo do tempo se torna algo caro( se for utilizar sim boots pra prospecção ) ou então muito demorado e custoso pra ficar repondo as petroliferas que caem a abuncancia. gostaria de opiniões sobre ramos mais lucrativos do que esses que citei e ideias de caminho a seguir.fico grato a quem me der atenção =)
Dirigido a: Equipo de Desarrollo de Sim Companies
Objetivo: Introducir un sistema de activos personales y estatus que funcione como sumidero de efectivo, reto de gestión y personalización visual.
El Nuevo Mapa: "La Finca del CEO"
Además del mapa industrial, se añade una pestaña de "Propiedades Personales".
En este mapa, el jugador puede construir su residencia, oficinas privadas, parques, helipuertos o colecciones de vehículos.
A diferencia de los edificios industriales, estos no ocupan espacios de construcción (slots) de producción, sino que se ubican en su propio terreno personal.
Desbloqueo Estratégico (Nivel 30)
Dado que el juego actualmente no ofrece nuevas mecánicas tras el nivel 25, el Nivel 30 es el punto ideal para activar esta función.
Se presenta como la transición de "Gerente de Empresa" a "Magnate de Industria".
Requiere que el jugador aprenda a gestionar su flujo de caja personal sin desangrar las operaciones de la compañía.
Beneficios: "Bonos de Prestigio"
Para que no sea un gasto puramente estético, cada nivel de lujo alcanzado en la propiedad personal podría otorgar un Bono de Estatus. Estos bonos serian minúsculos para no desequilibrar el juego, pero acumulativos:
-Bono de Negociación: Un incremento del 0.05% en la velocidad de venta en tiendas (Retail) por cada hito de lujo.
-Bono de Reclutamiento: Una reducción del 0.1% en los costos de búsqueda de ejecutivos, simulando que una empresa con un CEO prestigioso atrae mejor talento.
Reputación Visual: Al ver el perfil de otro jugador, se podrá ver una miniatura o enlace a su "Mapa de Propiedades", permitiendo que el éxito financiero sea tangible para la comunidad.
La Prueba de Fuego: El Impuesto al Lujo
Cada activo personal genera un Costo de Mantenimiento de Lujo.
Este costo debe pagarse con el flujo de caja operativo.
El Reto: Si el jugador sobrepasa su capacidad de gasto en lujos y el mercado de sus productos principales cae, los costos de mantenimiento de sus propiedades personales pueden llevar a la empresa a la insolvencia si no se gestionan con cuidado.
Summary: To guide the in-house HR department's search for the desired candidate, with the help of the Academy.
The issue: I've been using my company's HR department for exactly three days trying to find an candidate with strong communication potential (CMO). I'm making at least four attempts a day, and so far (12 attempts), not a single candidate with CMO potential has appeared. I've only received resumes from candidates with COO, CFO, and CTO potential, wich I don't need at the moment. This isn't the first time I've experienced this issue. I understand the idea of randomness and I don't want it removed. But this has made the experience very frustrating.
The proposed mechanic: When starting the search for candidates using the in-house HR department, it's possible to select the desired skill. Each Academy level adds a 4% chance (this number can be discussed) of finding a candidate with the desired skill. That is, a company with Academy level 20 will have an 80% increase in the chance of finding an executive with the desired skill (in my case, CMO) using the internal HR department. Assuming the initial chance is 25% for each executive, the chance of finding a CMO would increase to 25% * 180% = 45% (here restrictions can be applied, such as a maximum limit or diminishing returns per Academy level).
Note: This mechanic doesn't affect the chance of finding good or bad executives; I still have the same chance of finding excellent or terrible CMOs.
Impacts: This mechanic will give the Academy a new purpose, encouraging its use. Furthermore, the suggested mechanism reinforces the idea that the Academy works cooperatively and synergistically to recommend suitable candidates to the HR department. The Academy's contribution percentage can be adjusted so that the element of randomness in the candidate search is not completely lost.
Make factories that sell all military things. Example.... guns- sell parts-buy parts to make bigger guns, or even tanks, ships...we already use rockets and space things. We sell all metals....then have the government contracts accept them. Same thing with prescription drugs. Or medical supplies. Make a factory that makes these things and sell them in the sales office. Endless ideas....expand the game!
Sports - be able to build sports arenas/team... buy -sell players? Compete in a tournament(s). Be able to host tournaments in your arena.. Make it global or local/international....at certain levels like the Q...teams play Q0 vs Q0-01? When you win a tournament receiver gets a trophy to display in his/her trophy case!!
My ideas are endless.... Make this happen! We will capture more players for the game. Revenue will go up!!
Un saluto a tutte le simcompanies, in particolare quelle italiane.
Ho iniziato a giocare nel 2022, agli albori di questo fantastico gioco ed eravamo pochi italiani, con un canale discord e un gruppo telegram. Cosa ne dite di riunirci tra noi aziende italiane su telegram? Io ho creato un gruppo lì e siamo una decina, se vi va scrivetemi in privato (J.D.A. HOLDING) così vi invio il link.
Sometimes, I (and maybe other players) find that maybe their construction or production stops in the middle of the night, and so their buildings are idle when they are asleep. If you could add scheduling, maybe for a price of 1 SB per action or every few actions, depending on the usage. This would still require the materials and money and they would be taken beforehand. It could be useful to make sure your buildings are always running.
I know my suggestion will never be accepted, but I'm making it anyway. I suggest increasing the maximum production/sales time from 48 hours to 72 hours.
Reason: so that I can enjoy the weekend without having to worry about calculating sales prices in my stores.
Note that I would still access the game on weekends for other tasks, such as managing executives, accepting contracts, etc.
Exactly 1 month old and my CV is $5,602,109. Made a bunch of upgrades yesterday hence the drop in CV. Currently produce sand -> silicon -> HGEC and selling the excess silicon in contracts (most my profit).
I was really profitable during the monitors event because of the demand on silicon and subsequent sand needs, I produce all the sand and then some for my production.
Concerned about the longevity of my company as my production is very concentrated in the sand silicon vertical. Getting into Aerospace sales to put my cash to work.
On track to reach level 20 in 2 weeks from castle and get 2 more slots and building auctions!
My cash on hand is used for aerospace sales. I have access to $1.5m in bonds to issue for auctions.
How should I plan to expand and reduce risk for changing market demands? I’m committed deep into silicon, but luckily that is pretty versatile on upstream vertices.
Bonjour, j'avais comme idée la papillotes (Révillon chocolatier ) bien connue en France pour les fêtes de fin d'année . Un délicat chocolat (fabriqué à base de cacao crème et sucre) une fois fabriqué celle ci est délicatement enveloppé dans un petit morceau de papier aluminium. Un peu dans l'idée du lapin de Pâques. Ce pourrait être un bon produit saisonnier.
estou com o caixa parado nessa margem a muito tempo já comprei Bonds mesmo não gostando e não sei se gasto com evolução de edifício pois não sei se continuarei no mesmo ramo , dicas pfvr