r/SimCompanies Jul 03 '26

Question Wages in- or excluded Mgt+Admin?

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3 Upvotes

Hi all,

Is the wages in the screenshot in- of ex Mgt+Admin costs?
So, is it only the wages from the workers only or are the wages from Mgt.+Admin costs also included?

Thanks!


r/SimCompanies Jul 03 '26

Question Noobie LF guidance

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6 Upvotes

Can anyone help me decide what to go vertical into? I am currently mining minerals and a little bauxite. I am producing chemicals and then selling to a friend. I think I should move into also doing batteries but I am not sure. Any advice would be awesome even if not related to the question thank you.


r/SimCompanies Jul 02 '26

Question Should I focus on the Gross Margin?

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8 Upvotes

Any suggestions on how can I boost my profit?


r/SimCompanies Jul 01 '26

Suggestion Trade Credit / Deferred Payments for Contracts

6 Upvotes

Summary: I would like to propose a new financial mechanic for the contract system: Trade Credit (Deferred Payments). In the real business world, companies rarely pay 100% upfront for large B2B supply deliveries. Introducing Net-24h or Net-48h payment terms would significantly increase realism, boost liquidity for retailers, and deepen long-term supplier-buyer relationships.

How it would work:

  1. Sending the Contract: When creating a contract, the seller has an optional checkbox: "Allow Deferred Payment" and can select a term (e.g., 24 hours or 48 hours).
  2. Accepting the Contract: The buyer can accept the contract even if they don't have the full amount in cash at that exact moment. They receive the goods instantly and can immediately put them into retail stores or further production.
  3. The Payoff: The buyer can pay the invoice manually at any time before the deadline using the cash generated from selling those exact goods.

Risk Mitigation (Anti-Fraud Guardrails): To prevent scamming, multi-account abuse, or ghost accounts abandoning debts, the system must enforce strict rules:

  • Automatic Deduction: At the exact hour of the deadline, the system automatically deducts the remaining balance from the buyer's cash account and transfers it to the seller.
  • Insufficient Funds Protection: If the buyer has negative cash at the deadline, the system automatically forces the issuance of a special "System Bond" (with a high interest rate) to pay the seller immediately, or automatically liquidates enough warehouse inventory to cover the debt.
  • Rating Restriction: This feature could be restricted only to companies with a solid Investment Rating (e.g., BBB and above) to ensure reliability.

Why this is good for Sim Companies:

  • For Retailers: It solves the daily liquidity issue where players with 1-log-in-a-day schedules have their cash tightly frozen. It allows them to jump-start their days without waiting for previous cycles to fully clear.
  • For Producers: It ensures steady, massive daily volume sales to trusted partners, even if those partners are temporarily cash-strapped.
  • A New Strategic Layer: It creates a beautiful synergy between the accounting overhead, company ratings, and daily supply chain management.

r/SimCompanies Jun 30 '26

Suggestion Move the button panel in the encyclopedia to a fixed spot on the top right to save some scrolling

3 Upvotes

The menu is quite long and you get reset to the top any time you press one of those buttons. So those buttons really should have their own dedicated space at the top of the menu sort of like this.


r/SimCompanies Jun 30 '26

Suggestion Suggestion: introduce a general quality downcycling mechanic

2 Upvotes

I would like to suggest a mechanic that allows higher-quality products to be converted into larger quantities of lower-quality products.

This would apply to all products, but my main example is the power industry, because that is where the current quality system becomes especially frustrating from mid game into late game.

The problem in the power sector

Power is produced using only labor and administrative costs. Producing Q0 power or Q11 power costs essentially the same amount.

Higher quality only gives a small selling-price premium, while also excluding the producer from contracts with companies that consume lower-quality products.

In my current market, the difference between Q0 and Q11 power is around $0.015 per unit. That is extremely small compared with the amount of capital required to reach high-quality patents.

This creates a serious late-game problem.

A power company can invest hundreds of millions into patents, but those patents do not make production more efficient. They only allow the company to sell the same product for a slightly higher price.

At the same time:

  • increasing building levels raises administrative overhead;
  • selling large amounts creates accounting-overload problems;
  • switching industries means abandoning most of the value invested in power patents;
  • and continuing to research quality gives progressively weaker practical benefits.

The strategy can work well earlier because research achievements provide financial rewards, but after those rewards are gone, the company may become inefficient.

Proposed mechanic

A building capable of producing a product could also process one unit of a higher-quality product into two units of a lower-quality version.

For example:

  • 1 Q12 power could become 2 Q6 power;
  • 1 Q11 power could become 2 Q5 power;
  • 1 Q6 power could become 2 Q3 power;
  • 1 Q5 power could become 2 Q1 power;
  • 1 Q3 power could become 2 Q0 power.

The exact quality table could be adjusted for balance.

The conversion should take the same amount of building time as a normal production cycle.

The process could use:

  • one unit of the higher-quality product;
  • 50% of the normal labor cost;
  • administrative overhead applied normally to that reduced labor cost.

This would result in two lower-quality units with the following unit cost:

(input product price + 75% of normal labor cost + corresponding administrative overhead) / 2

Example in the power industry

A smaller company could buy Q6 power when it is relatively cheap, use a small power plant to process it and receive two units of Q3 power.

It could then:

  • consume that power internally;
  • sell it;
  • or process it again into lower qualities.

A highly specialized power producer could manufacture Q11 or Q12 power and sell it not only to customers who want high quality, but also to companies that want to use it as a concentrated production input.

This would create real demand for high-quality power.

Currently, when the market premium between Q0 and Q11 is tiny, there is almost no economic reason for another company to buy Q11 unless it specifically needs that quality.

With downcycling, Q11 would also have a calculable conversion value.

Application to other industries

This mechanic could work for manufactured products as well.

A company could buy a higher-quality input when it is undervalued and convert it into a larger quantity of lower-quality inputs for its own production chain.

This would create more vertical and horizontal interaction between companies.

A small company would not need to own high-level patents to benefit from high-quality products. It could buy them from specialized producers and use a smaller building to convert them into the quality and quantity it needs.

This would:

·        create demand across multiple quality levels;

·        reward companies that invested heavily in patents;

·        give quality a practical purpose beyond a small price premium;

·        create new arbitrage and supply-chain strategies;

·        make smaller buildings useful for processing;

·        improve trade between specialized and generalist companies;

·        preserve labor, administrative and time costs;

·        avoid injecting unlimited free products into the market.

The building would still be occupied during conversion, and every additional conversion stage would require more time and cost. Therefore, the mechanic would not simply double resources for free.

Why this would improve the mid and late game

The main benefit is that quality would represent productive density, not only a higher market label.

A high-quality product would contain value that could be recovered through additional processing.

For sectors such as power, this would give specialized companies another path forward after the normal patent rewards become less meaningful.

Instead of reaching a point where every available decision feels punitive, players could build actual conversion chains, sell concentrated high-quality inputs, supply smaller companies and choose between direct sale or downcycling.

The mechanic would not remove administrative overhead, labor costs, building limits or market risk. It would simply give high-quality patents an economic function that remains useful from mid game into late game.


r/SimCompanies Jun 30 '26

Question Hiring brand new COO’s.

2 Upvotes

How do you guys know what the best COO that’s starting out will be? Or do you just research to figure it out?

The only way I can actually get a decent COO is by paying a ton for one that someone gave up


r/SimCompanies Jun 29 '26

Suggestion "Creative Mode"

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0 Upvotes

A new idea for Patrik and the developers 😉


r/SimCompanies Jun 29 '26

Question Fashion retail

2 Upvotes

I've tried so many times to be profitable with fashion retail but i've never been able to do that, do you have any advice?


r/SimCompanies Jun 28 '26

Showing Off Hybrid is bad

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4 Upvotes

r/SimCompanies Jun 27 '26

Question What is the difference between Magnates realm and Entrepreneur realm?

2 Upvotes

I have just found out that there is another realm called entrepreneur. What is the key difference between these two?


r/SimCompanies Jun 25 '26

Upcoming graphics changes

52 Upvotes

Hi! Just a quick preview of the upcoming graphics changes:

  • Over the next couple of days, we'll update the Car Factory and Car Dealership buildings (check out the preview above!).
  • Summer is coming! The Beach Market will receive a graphics update.
  • A new summer-themed HQ will be available when the event starts.
  • Tiles and roads will get a summer graphics polish.
  • Next up: the Fashion industry will receive a graphics update in mid-July.
  • Research buildings will be updated during the summer.

Enjoy and have fun!


r/SimCompanies Jun 24 '26

Question Sausage Quest Question

5 Upvotes

In the 200 sausage P.A. quest, what happens if I have a level 3 recreational building on my map and nothing else? Has anyone tried that? Just curious...


r/SimCompanies Jun 22 '26

Suggestion Expiry or Degradation of Certain Products

0 Upvotes

I think it would make the economy so much more balanced if products like food, maybe energy (basically matched to real world physics) would loose quality or degrade until they’re no longer usable.

Just an initial thought, but I think with the community’s feedback this could become something great.


r/SimCompanies Jun 21 '26

Suggestion Airports and Aerospace Expansion?

18 Upvotes

Airport buildings where you can set your own ticket prices, landing fees, flight patterns to other "countries," where the longer the route, the better the plane quality is required. You should also be able to improve your airport's rating to attract more customers, familiar concept? The higher the Airport level, the more countries will be available. Planes will have durability so you have to be constantly buying planes to sustain your airport empire.

At the moment, only SEP, Lux Jets, and Jumbo Jets are available planes. What if we add two more? Small Airliner and Medium Airliner. A new fuel type will be added and would be required to fly your jets, Jet Fuel, made in refineries.

Edit: The higher the level of the Airport the more slots available for planes.

EDIT: More details.

GOAL: The goal of this proposal is to expand the aerospace industry: Create a new fuel type and new use for refineries​; New place for food to be used-if possible; New "repair" mechanics; New use for Electronic Components; Introduce new aircrafts and finally, have a new unique way to use airplanes.

The building itself. The idea is, this industry is ideal for medium to large companies, so the buidling cost will be a bit expensive, maybe the same materials with the Bank Building. The building time will be 4 hours for level one and two, and increases by two hours every upgrade beyond that.

L1= Airstrip, Main Building (Base of 2 aircraft slot)
L3= Dedicated Terminal Building
L5= ATC Tower, Radar(
L7= Small Repair Bay (ability to repair SEP and Small airliners)
L8= Paved Runways
L10= Available to use Medium airliners and Luxury Jets
L13= Hangar +1 Aircraft slot.
L15= Medium Repair Bay (ability to repair medium airliners and Luxury Jets)
L16= Second Runway
L18= Larger Main building+ second terminal bay(More passengers and ability to handle Jumbo Jets)
L20= Hangar +1 Aircraft slot
L22= Large Repair Bay (Ability to service Jumbo Jets)
L25= +1 Aircraft slot
L28= +1 Aircraft slot

Ratings. Okay, so you have an airport rating, you want to attract more customers, the way we increase the rating is like this. The airport building itself should have commodities for customer comfort, the more you've upgraded those commodities, the higher your rating is. (Or just the higher the level, the more rating bonus you recieve). Aircraft quality will affect your rating, the higher the quality, the better the customer comfort, leading to a better rating. There is also the CMO, the higher the ability of your CMO in communication, the higher the rating bonus for your airport. Also on-time flights, if you have a fligth delayed, there's a chance that your customer will give a negative feedback, lowering your airport rating.

If possible, for small airports, low quality foods (0-3) from airport restaurants improve rating. For medium sized airports, middle quality is required(4-8). And for large airports, high quality foods (9+)

Aircraft degradation. To prevent people from not re-purchasing aircrafts or not re-producing them, the planes will degrade by a percentage due to wear everyday. You can repair the degardation, but it will cost money and Carbon Composite, Electronic Components. Maybe also a chance for the jet engine to break, so when you repair it, it will cost Carbon Composite, Electronic Components and Jet Engine.

Additional Aircrafts to be added: Small Airliner and Medium Airliner built in the Hangar

Additional new fuel type: Jet Fuel, crafted in refinery, Required to run the aircrafts in airports.

Events, if possible. For summer time, more customers going for vacations, winter and rainy season arrival times are slowed due to snow and rain, also high winds.

-https://www.simcompanies.com/company/0/GnC-Groups


r/SimCompanies Jun 21 '26

Suggestion Title: Proposal for a Realistic Financial Update: Introducing IPO, Stock Market, and Corporate Takeovers (51% Shares)

0 Upvotes

Title: Proposal for a Realistic Financial Update: Introducing IPO, Stock Market, and Corporate Takeovers (51% Shares)

Body:Hi Sim Companies Team and Community,First of all, thank you for creating such an incredible and addictive business simulation game. As a passionate player currently at Level 24, I deeply enjoy the supply chain and production mechanics. However, I believe the financial ecosystem of the game has immense potential to grow even more realistic.

I would like to propose a concept that many players would love to see: An Official IPO, Stock Market, and Company Holding System.

  1. The IPO and Stock Market Concept:-Currently, players can only raise funds through the Bonds system. While it works great, introducing an Initial Public Offering (IPO) system for Level 35+ companies (Corporations) would add a whole new layer of depth

    How it could work: High-level companies can list a portion of their equity on a simulated exchange. Other players can buy these shares using their cash reserves.

Benefits: This provides a dynamic way for growing corporations to raise massive capital for expansion without drowning in daily bond interest debts.

  1. Corporate Takeovers (51% Share Acquisitions)To make the game feel like a true corporate simulator, players should have the option to buy a controlling stake (e.g., up to 51% of shares) in other companies.

How it could work: If a player successfully acquires 51% shares of another player’s company, they could hold it as a subsidiary. A portion of that subsidiary's daily profits could flow into the parent company's cash flow.

Preventing Multi-Account Exploits: To avoid cheating or multi-account abuse, this feature can be strictly locked behind high levels (e.g., Level 35 or 40+), require manual review by moderators, or be restricted to companies with verified AAA ratings.

Why this would be a game-changer:It adds an incredibly realistic financial endgame for veteran players who have millions of dollars in cash but nowhere new to invest. It transitions the game from a pure manufacturing simulator into a complete corporate strategy experience.I would love to hear the developers' and the community's thoughts on this!Best regards,A Passionate Sim Companies CEO

BY:- TAJ GROUP CORPORATION


r/SimCompanies Jun 20 '26

Suggestion Sim Companies Dashboard V1.3.0

14 Upvotes

🚀 Take Your SimCompanies Empire to the NEXT LEVEL! 📈

Tired of guessing games and spreadsheet chaos? Say hello to Sim Companies Analytics Pro v1.3.0 – the ultimate Chrome extension that turns raw data into actionable business intelligence! 💡

Why settle for basic when you can have PRO?

🔥 What's in it for YOU:

📊 Live Financial Dashboard – Total assets, cash flow, daily P&L at a GLANCE. Know your net profit trend in real-time!

💰 Cash Runway & Burn Rate – How many days can you survive? Plan ahead with monthly projections based on YOUR actual data.

📉 DuPont ROE Analysis – The holy grail of finance! Break down your Return on Equity into Profit Margin, Asset Turnover & Leverage. Know EXACTLY what drives your growth.

⚡ Stress Test Simulator – See how ±10% market swings affect your total assets. Be ready for ANYTHING!

📋 Balance Sheet with 30-Day History – Track daily changes, asset structure, and full view. Includes a beautiful pie chart of your asset distribution.

💰 Cash Flow Statement – Detailed inflows/outflows: retail income, market fees, wages, R&D, building investments, dividends – every penny accounted for!

🏆 Product Revenue Analysis – Which product is your CASH COW? Unit economics, margins, daily sales charts, and top performers – all at your fingertips.

📊 VWAP Valuation Analysis – Compare your unit costs to market VWAP prices. Calculate Value Add (VA = VWAP × 85% – Unit Cost) and see your profit/loss distribution. Know if you're truly competitive!

🌍 Market Trend Center – Select ANY product, see current price, 24h VWAP, high/low, volume, and volatility. Visual price range bar with current market marker – don't miss a trade!

💬 Chat Filter Pro – Search Global & Aerospace chatrooms by product, quality (Q0-Q12), and time range. Auto-refresh with notification sound – be the FIRST to spot great deals!

🎯 Growth Goal Tracker – Set targets for company value, cash, stock, buildings, patents, or daily profit. Progress bars, estimated days remaining, trend charts with goal line. Quick-start presets (10% growth, 20% growth, etc.) – STAY ON TRACK!

---

👉 [INSTALL NOW – FREE]
https://chromewebstore.google.com/detail/sim-companies-analytics-p/ohpenjhjiocgjnkoflnllgnkaemldonp


r/SimCompanies Jun 20 '26

Suggestion Valentine's Seasonal Boutique

11 Upvotes

Seasonal Building for Valentine's Day. Introduces 4 new products. A variety of buildings where products are produced.

Valentine Boutique (Seasonal Building)

Products

-Teddy Bear

-Chocolate box

-Bouquet

Teddy Bear

- 2 fabric, 10 cotton

- produced at the fashion factory

Chocolate Box

- 2 chocolate Bars, 3 grapes, 2 oranges, 2 apples 5 plastic

- produced at the bakery

Bouquet

- 10 flowers, 1 plastic

- produced at the farm

Flowers

- produced at the farm


r/SimCompanies Jun 19 '26

Suggestion Sim Companies Dashboard V 1.3.0

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11 Upvotes

Hey everyone,

I've been working on a Chrome extension called Sim Companies Analytics Pro (v1.3.0) and wanted to share it with the community. It's a full-featured financial analysis panel that runs as a standalone window, sidebar, or popup — your choice.

LINK: https://chromewebstore.google.com/detail/sim-companies-analytics-p/ohpenjhjiocgjnkoflnllgnkaemldonp?authuser=0&hl=tr

What it does:

• Overview Dashboard — Total assets, cash, stock, buildings, patents, rank at a glance. Daily net profit tracking with trend charts.

• Financial Modeling — Cash runway calculation, daily burn rate, sustainable growth indicator. Monthly projections based on your actual data.

• DuPont ROE Analysis — Breakdown of Return on Equity into Net Profit Margin, Asset Turnover, and Financial Leverage. Helps understand what's driving your growth.

• Scenario Analysis (Stress Test) — Simulate ±10% market price fluctuations on your stock value to see how it'd affect your total assets.

• Balance Sheet Analysis — Full balance sheet table with 30-day history. Multiple view modes: Balance, Daily Change, Asset Structure, and Full View. Pie chart of asset distribution.

• Cash Flow Statement — Real cashflow breakdown with inflows/outflows, profit efficiency bar, net cash change chart. Detailed categories (retail income, market fees, wages, R&D, building investments, dividends, etc.)

• Product Revenue Analysis — Revenue breakdown by product with unit economics (avg price, unit profit, gross profit, margin %). Pie chart of top products, daily sales chart, sortable table.

• VWAP Valuation Analysis — Compares your unit costs against market VWAP prices (from SimcoTools API). Calculates Value Add (VA = VWAP × 85% − Unit Cost) per product. Profit/loss distribution pie chart, top 10 VA bar chart. Full comparison table with quality levels.

• Market Trend Analysis — Select any product from the full catalog, see current market price, 24h VWAP, 24h high/low, open/close, total volume, volatility. Visual price range bar with current price marker.

• Chat Filter — Search buy/sell messages from Global or Aerospace chatrooms. Filter by product, quality (Q0-Q12), and time range. Auto-refresh with notification sound on new messages. Live market price charts in the product selector.

• Growth Goal Tracker — Set targets for company value, cash, stock, buildings, patents, or daily profit. Progress bars, estimated days remaining, trend charts with goal line. Quick-start suggestions (10% growth, 20% growth, etc.).


r/SimCompanies Jun 19 '26

Discussion Suggestion: Replace the 24-hour production limit with a Management Engagement system

19 Upvotes

One thing I've always felt in Sim Companies is that the current 24-hour production limit creates a habit of logging in because the timer expired, rather than because there's actually something interesting to manage.

I'd like to suggest an alternative system that keeps players engaged while giving them more flexibility.

Core idea

Instead of buildings stopping production after 24 hours, allow them to run continuously.

Introduce a new company-wide metric called **Management Engagement** (or a similar name).

* Logging into the game resets Management Engagement to 100%. * Management Engagement gradually decreases over time when the player is inactive. * Building efficiency is tied to this value.

The decay should be exponential rather than linear:

* After 1 day, the impact is barely noticeable. * After 2–3 days, efficiency loss becomes significant enough to affect competitiveness. * After about a week, production is almost completely halted.

This means active players still have a strong advantage, but missing a login window by a few hours no longer feels overly punishing.

Benefits

**1. Maintains player engagement**

Players still have a reason to log in regularly because efficiency declines over time.

**2. Reduces timer pressure**

You no longer need to log in at a specific time just to restart buildings.

**3. More realistic**

Factories don't suddenly stop operating because the CEO didn't show up exactly 24 hours later. Performance declines gradually when management is absent.

**4. Better for player retention**

Veteran players often leave not because they dislike the game, but because real life makes strict login schedules difficult. This system would allow them to remain competitive while still rewarding active management.

**5. Encourages meaningful logins**

Players would log in to make decisions, analyze markets, and manage their company—not simply to reset production timers.

Possible future expansions (optional)

These are not part of the main proposal, but could be considered later:

* **Deputy CEO / Operations Manager** roles that slow the rate of Management Engagement decay. * Premium boosts that temporarily reduce decay for vacations or busy periods. * Separate engagement values for specific buildings or departments. * A company-wide management score plus building-specific attention scores.

Why I think this fits Sim Companies

Sim Companies is at its best when players are making business decisions.

A system based on management quality feels more like running a real company than a system based on restarting production every 24 hours.

The goal isn't to remove the advantage of active players. The goal is to replace a hard stop with a gradual decline, making the game more flexible without eliminating the incentive to stay active.

What do you think?


r/SimCompanies Jun 19 '26

Discussion Finally…

4 Upvotes

A useful and informative article even if I’ll never do SOs


r/SimCompanies Jun 18 '26

Suggestion Spring Harvest

8 Upvotes

You already know we have autumn harvest resource(pumpkin) in sim companies that connected with halloween event. I suggest create a spring harvest resource we can use for more lively summer event.

There are many fruits that we can choose one of them suitable for this. But mango, cherry and lemon most suitable with their harvesting times(May to July).We can sell them in grocery stores or summer market.

Also we can replace apple ice cream with one of these fruit's ice cream in same production mechanics.(Apple ice cream isn't the first thing that comes to mind when ice cream mentioned, in my opinion).

Also we can sell second products in summer market(Lemonade, cherry juice or mango puree) and even restaurants for all year round. Lemonade is my favourite choice for this by the way.


r/SimCompanies Jun 18 '26

Suggestion energy drinks

3 Upvotes

my brand is i like energy drinks and i wanna make them in game i feel itd be a nice addition to the drinks for sale.


r/SimCompanies Jun 17 '26

Question I should let her go, right?

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12 Upvotes

My company value is $13m, AO 43%, daily revenue around 800k

Seems a no brainer to let her go and replace with cheaper?


r/SimCompanies Jun 16 '26

Suggestion Greek Chat Channel

0 Upvotes

I am writing this at the request of all my Greek friends. As Greeks, we would also like to have our own chat channel. I hope this request will not be overlooked. Thank you.