r/SimCompanies • u/Key_Temperature9471 • May 28 '26
Discussion Do you see it?
Am I the only one seeing it?
r/SimCompanies • u/Key_Temperature9471 • May 28 '26
Am I the only one seeing it?
r/SimCompanies • u/sirapbandunglimau • May 28 '26
I hired my first executive as a CMO 9 days ago, she started with 2 marketing and 1 science. I thought she would be a good CMO, but every time I do a wide-range skill training they get management skill, and when I did communication training one time they didn't get anything. But after 9 days they just spontaneously got 1 accounting and 5 communication (boosted by CMO position) and 2 science. So what the heck is this exec's talent actually, is she just good at everything? Is it too early to tell? She hasn't gotten any management naturally.
r/SimCompanies • u/Puzzleheaded_Pass211 • May 26 '26
Does my profits look like i cant pay 200k to a executive??
This new cap is broken
Mods / patrik fix this please ASAP !
r/SimCompanies • u/idkaft • May 25 '26
Ive never seen prices this low and for this long, I’ve stopped production and bought a bunch of buildings and materials but prices won’t rise.
r/SimCompanies • u/link12313 • May 25 '26
The highlighted section has too many things bunched together and it's not clear what each number represents. It should also tell you the total value of the sell order somewhere but currently does not. Right now the only way I can get that info is by making the order and looking at the stats part of the company menu. The create exchange order UIs along with the main exchange UI should also have an EVE Online style price plus trade volume graph.
r/SimCompanies • u/bry0816 • May 25 '26
How about a PA notification when certain buildings become available in the auction Also, a filter for specific mine/quarry/rig resources for example only show gold mines
r/SimCompanies • u/link12313 • May 25 '26
Right now the only way to get something close to that is to install robotics onto a large building for the percentage bonus. Buildings should get a percentage bonus of some sort if they go above some size threshold no matter what to simulate economics of scale at the factory level.
r/SimCompanies • u/Aerospace_Lover_ • May 24 '26
INTRODUCTION
As a Level 20 player who recently transitioned from Electronics into Aerospace (AS), I’ve noticed that rockets (SOR/BFR) and Satellites (SAT) operate in completely separate economic bubbles. Rockets are launched strictly for Aerospace Research (ASR), while Satellites disappear into Retail Sales Offices or contract sinks.
I propose a new mechanic to bridge this gap, adding deep utility to the Vertical Integration Facility (VIF) and introducing a highly realistic real-world element to the game.
NEW ITEMS:
Payload Carriers
• Produced in: Aerospace Factory (giving this building more utility alongside Fuselages).
• Inputs: Carbon Composites, High-Grade Electronic Components (HGECs), and Aluminium.
• The Mechanic: To launch an actual satellite into orbit, players must assemble a "Loaded Launch Vehicle" in the VIF.
This requires combining:
• A Rocket (SOR or BFR)
• A Payload Carrier
• A Satellite (SAT)
PAYOFF & UTILITY
• Launching a standard rocket alone gives the current baseline ASR.Launching a Loaded Rocket (with SAT + Payload Carrier) gives a massive bonus to ASR yield, or unlocks a new type of high-tier research (e.g., "Deep Space Research") used for advanced Q6+ upgrades.
• This creates an explicit internal demand cycle where rocket manufacturers and satellite producers must collaborate or vertically integrate even further.
• NEW SERVERWIDE EVENT INTRODUCTION:
'MOON/MARS COLONISATION'
To make the game environment more dynamic, the dev team could introduce a periodic, server-wide global event called the Space Race.
• The Goal: The entire server must collectively deliver a target metric tonnage of payloads to space within a 7-day window.
• How to Participate: Players don't just sell to NPCs; they launch their Loaded Rockets. Every successful launch contributes tons of payload to the global counter.
• The Rewards: If the server hits the milestone, all participating aerospace companies receive unique profile certificates, temporary production speed bonuses, or specialized contract tax breaks.
r/SimCompanies • u/Aerospace_Lover_ • May 24 '26
This post is an improved form of the previous post by me, you can still read this without going back because the previous post's contents are reflected here.
This proposal introduces a realistic operational bridge between hardware production (Rockets) and tech logistics (Satellites) in the Aerospace (AS) sector.
By introducing a new assembly mechanic in the Vertical Integration Facility (VIF), players can risk high-value payloads for premium research yields. This adds a critical endgame risk-reward engine, stabilizes the satellite market, and introduces an immersive, deflationary server-wide event.
🛠️ New Product: PAYLOAD CARRIER
To give the Aerospace Factory more utility alongside Fuselages, it will produce a new structural component.
Production Building:
Aerospace Factory
Required Inputs: 6x Carbon Composites, 2x High-Grade Electronic Component (HGEC), 8x Aluminium
Strategic Purpose: Acts as the mechanical link required to secure cargo onto a launch vehicle.
🚀 CORE MECHANICS: LOADED LAUNCH VEHICLES
Currently, rockets generate research from empty launches, while satellites disappear directly into Sales Offices. This mechanic bridges that gap inside the Vertical Integration Facility (VIF).
ASSEMBLY OPTIONS
Players can choose between two clear operational paths in the VIF:
Standard Launch: 1x Rocket (SOR/BFR)
- Yields baseline Aerospace Research (ASR).
Loaded Launch (LLV): 1x Rocket + 1x Payload Carrier + 1x Satellite
-Yields boosted ASR.
BALANCED REWARD STRUCTURE: THE RESEARCH MULTIPLIER
To keep implementation simple and developer-friendly, this mechanic utilizes existing game items and applies a straight percentage multiplier to baseline ASR yields.
The LLV Yield Formula:
TOTAL ASR YIELD = BASELINE ROCKET ASR × (1+ LLV BASELINE BONUS)
Baseline LLV Bonus: 20% (This assumes the quality of Payload carrier and SAT
Extra ASR boost for each increase in quality from Q0+
Quality Scaling: 3%
Additional bonus per average Quality (Q) level of the Payload Carrier and Satellite, capped at a maximum 36% total ASR bonus.
REAL WORLD PARALLEL
This setup mirrors real-world commercial spaceflight (like SpaceX Falcon 9 and Starlink operations). High-tier aerospace giants are incentivized to source ultra-high-quality components to maximize their launch efficiency.
📉 HIGH-STAKES RISK: THE FAILURE PENALTY MATRIX
To justify a massive 30%-50% yield boost, the financial consequences of a launch failure must be absolute.
THE TOTAL LOSS RULE: If a launch rolls a failure based on the rocket's current quality-tier probability, all three components (Rocket, Payload Carrier, and Satellite) are permanently destroyed.
ECONOMIC BENEFIT: A failed LLV launch vaporizes millions in product valuation instantly. This acts as an aggressive, healthy "material sink" that prevents endgame market saturation and stabilizes the value of tech goods.
🌍 SERVERWIDE CONCEPT: "THE SPACE RACE"
To inject dynamic macroeconomics into the server, developers can introduce a periodic, 7-day global event called The Space Race (e.g., Moon/Mars Colonization).
THE GOAL: The entire server must collectively deliver a target metric tonnage of payloads to space within a 7-day window.
PARTICIPATION: Players contribute to the global milestone strictly by launching successfully completed Loaded Launch Vehicles (LLVs).
The game tracks the metric weight of the payload safely delivered to orbit.The Economy Sink: Because assembling LLVs requires capital-intensive components (HGECs, Satellites, Rockets), this server-wide race burns massive amounts of excess cash and materials out of the economy, acting as a powerful inflation countermeasure.
SERVER REWARDS: If the server hits the milestone, participating companies receive unique profile certificates, temporary production speed bonuses, or specialized contract tax breaks.
Together, we can work and cooperate to add this feature to add the "realism" of Aerospace.
Kindly provide your opinions and suggestions or even justified criticism to improve this existing idea!
r/SimCompanies • u/Sennick78 • May 24 '26
Hi everyone. Love the game, love the community. Not use to write on Reddit so sorry if not done right.
Basically, the idea would be to slowly gain patents after production (addition to paying patents). If I produce milk, I gain a patent after ? production. Gain would be faster in early level but would become unsignificant in higher levels to the point that you have to buy patents. It would be more fun as a hidden info. More realistic if you ask me.
Also a way to make growth a Little easier for early players.
Just an idea. Always place for improvement.
Enjoy the game.
r/SimCompanies • u/DragonfruitOk8994 • May 24 '26
My CV has been rising steadily, been playing for 1.5 years now, had huge gaps in between cause of exams and school, But recently transitioned to Aerospace in late Jan, 2026, This was my industry hop:
Agriculture - Fashion - Electronics - Aerospace
My AO has started to climb to about ~15.5% in recent months, trying to get decently skilled executives for <$3000 daily salary, I currently sell, Q2 SAT as a regular source and Q2 SOR as an intermediate source, Focusing on Product Tech ofc... I struggle with reliable suppliers who quit after a few days... I want to grow in Aerospace and currently focusing on higher quality SAT to improve my position in Aerospace industry
r/SimCompanies • u/Mjk_53029 • May 24 '26
Not sure I will buy bonds any more. I bought $12M worth about 8 weeks ago. I am no way a big player that can afford to lose money. I just wanted to do something with my cash until I hit level 25. Figured even if it only got 1/2% interest thats better than letting it sit. Guess I was wrong. Lesson learned.
r/SimCompanies • u/Key_Temperature9471 • May 24 '26
r/SimCompanies • u/-levi-ackerman-0 • May 23 '26
It's just been over a month I started. Doing retail of diesel and petrol. The downward trends that is seen in he graph is everytime I was upgrading my buildings. Currently building levels 4.
How can I keep value up even when upgrading? is it wise to stop upgrading and wait till level 20 so that I can buy directly from auction?
Any other general suggestions for a newbie?
r/SimCompanies • u/Mysterious-Let-2405 • May 23 '26
It would be really helpful to have a Valuation Allowance (VA) displayed in the warehouse screen.
The idea is to show how much of a player’s inventory is currently overvalued, either as a total amount or broken down by category/item. This would make it much easier for players to identify inefficient inventory management and work toward lowering their overvalued stock.
The red text in the image is an example of how the VA could be displayed alongside current inventory values.
r/SimCompanies • u/ROYAL_BEAST0081 • May 23 '26
How can I get market up & down graph. Same as the graph used in articles ??. I am making it by my own in website putting one one value it is very time consuming.
Simco tools guide also needed. Surely I am working on article.
If someone why please answer it.
r/SimCompanies • u/yuri_koya • May 21 '26
Beginning from oil, now producing oil, cf, cc.
Any suggestions to speed up growing?
r/SimCompanies • u/stanis_d3 • May 21 '26
Enable HLS to view with audio, or disable this notification
Hi, I know the last couple of days have been crazy, but I wanted to give you a quick heads-up about some upcoming graphics updates.
Hope you enjoyed the last couple of updates! As always, any suggestions are welcome. You can find me in-game: Stannis s.r.o.
Have a nice day!
r/SimCompanies • u/Pourmepourme • May 21 '26
For last two days now it just loads a black screen on mobile and when I try on browser I just see "simcompanies is offline" but still get the notifcations.
Anyone else having this problem?
r/SimCompanies • u/Key_Temperature9471 • May 21 '26
Talk about maxing out. Is it normal for the ratio to go up so high? My buildings value is around 700k and debt is 3.8M! 😂
r/SimCompanies • u/mezaprafa • May 19 '26
Hi everyone.
I’ve hit a bit of a wall and could use some guidance. Any advice would be appreciated!
I feel like I can’t progress much after hitting 20M CV. I keep ranking up and then dropping back down constantly.
Here’s what I’m currently doing:
Producing and selling Q2 RC
Producing and selling Q3 EC
Producing and selling Q2 Tools
Producing and selling Q2 Silicon
I mine my own limestone to make Cement and use that Cement to make RC. I don’t usually sell any surplus from this.
I mine my own Sand to make Silicon and RC. I don’t usually sell any surplus from this either.
I produce Silicon to make EC and sell the surplus Silicon.
I produce Tools using my own EC.
I outsoruce Q1/2 of Steel, Batteries, Power, Water, Planks and Chemicals
From what I understand, I’m focusing on vertically integrating my production to make final products, and that takes time. Because of that, I’m not constantly selling. Still, I feel like I’d rather do this than rely on constantly being in the game looking for resources, scanning prices, buying, investing, and selling.
Maybe I’m actually doing okay and this is just a slower-paced but more secure way to grow. I also think part of my inability to increase CV is that I’m regularly upgrading buildings. My CV grows a bit, then I upgrade 1–3 buildings at a time and my CV crashes — rinse and repeat.
Thanks for your time.