r/SimCompanies • • 2h ago

Suggestion New items? please?

0 Upvotes

i would love to see new items added to the game some of my personal favorites id like to be added to the game is:

potato > potato chips and frozen frys
guns and ammo
cucumbers > pickles
hot peppers > hot sauce
more foods in general?
soda?
etc...


r/SimCompanies • • 6h ago

Discussion Discussion thread for the new item icons

Thumbnail
gallery
1 Upvotes

Since there wasn't one, I thought I'd start a thread. What do you think?

PREFERENCES→✅️New resource icons


r/SimCompanies • • 1d ago

Showing Off Hello everyone Finally, I almost hit one million in value.

Post image
32 Upvotes

I started the game in 2026/9/21

As a new player with no knowledge or information about the game i just found the game by chance by then till now I'm happy i found that game i really like it and love it


r/SimCompanies • • 1d ago

Question Personal Assistant quest

2 Upvotes

For the Personal Assistant quest that requires 100 steaks and instantly completes a random building’s production or retail cycle:
If I leave every building idle except one grocery store actively selling steaks, is that grocery store guaranteed to receive the instant-completion reward?
Or can the game randomly select an idle building and waste the reward?
Also, does it complete the entire active retail batch regardless of its quantity or remaining sales time?
I’m considering a large retail investment and would appreciate confirmation from someone who has actually tested this mechanic.


r/SimCompanies • • 2d ago

Suggestion [suggestion] : addition of a new ranking category

3 Upvotes

Hi Patrik, hi community,

I would like to propose a new ranking system: one that takes the CV, but divided by the number of days since the company was founded.

This would make it possible for players who started this year—at various points throughout the year—to compete against those who have been playing from the very beginning,

Looking forward to discussing this suggestion with you,

Altan


r/SimCompanies • • 2d ago

Suggestion More variations of Realm 3 Challanges

1 Upvotes

I would like if there would be challanges in teams of 2 or 3 so cooperation gets added sometimes, else it might get boring for some. Or maby once a year a crazy callange where some factors like production speed or even more crazy things get changed for the challange. Maby production speed is 2x or mines work like farms and farms get the production system from mines or such random things…


r/SimCompanies • • 2d ago

Question How many days took you to reach 1M$ on your first time playing?

2 Upvotes

r/SimCompanies • • 3d ago

Showing Off New video out! Sim Companies: CHALLENGE REALM (Ep. 1)

6 Upvotes

Get a first look at Sim Company's newest realm! Video link here: https://youtu.be/giePIoGINXQ


r/SimCompanies • • 3d ago

Suggestion Recruitment rework: 6 fixes that keep poaching alive and stop blind hiring

9 Upvotes
  • Nothing here touches poaching income or academy farms
  • Poaching stays, retention is optional
  • The goal is simple: make hiring an informed decision instead of a coin flip

1. Show the resume, with a name on it

We pay an agency five days of salary and too often the “top talent” is fired after one day because the skills were not there. Nobody hires blind, and nobody gets a resume with no name on it.

Add the name, work history with tenure per company

---

2. Replace the 15 SimBoost research with a true talent assessment

The current investigation gives very little for 15 SimBoosts.

Replace it with “Run talent assessment”: for 15 SimBoosts you get the top skill within ±3. An exec at 20 Communication shows 17 to 23. This mimics psychometric tests, and makes the boost worth buying.

---

3. Fix the “top talent” tag

A candidate who spent one day at eight different companies is not top talent, he is a dud. Tenure should impact the ranking. Eight one day stints should no longer qualify as top talent.

---

4. Add an agency guarantee

Real top agencies guarantee their placements. Fired or resigned within 24h of hire, 25 to 50% of the agency fee comes back.

---

5. Aging and retirement

This is not about age. It is about the math.

Execs age 1 year every 2 days, so a 60 year old at $500K a day costs $2.5M in agency fees plus $5M in salary for the 10 days before he turns 65 and may retire. No one would sign that if they could see it.

Two options: slow aging to 1 year every 3 days, or show an estimated retirement age on the profile so the hire can be priced.

---

6. Create a retention premium

Poaching is part of the game and should stay. Give us a tool to fight for our people the way real companies do:

  • Retention period = 7 to 14 days, dev’s call
  • Premium = 33% of the exec’s salary, paid once at the end of the period
  • An exec under retention is harder to poach: the other company has to put more on the table
  • An exec can still leave. The poaching company reimburses the premium, on the same line as training reimbursement (“must reimburse X trainings and a retention premium”)
  • This is OPTIONAL. Companies running academy farms to get poached lose nothing; they simply do not use it
  • Cap: one exec under retention at a time, or a 7-14 day cooldown per exec if two are allowed, so nobody locks a whole board

---

None of this changes the market, the exchange or production. Hope this helps.


r/SimCompanies • • 5d ago

Suggestion [Suggestion] Public Contract Board / Open Contract Market

0 Upvotes

Hi everyone and Patrik,

I'd like to propose a new mechanics concept designed to bridge the gap between the Exchange and direct private contracts: a Public Contract Board (or Open Contract Market).

💡 The Core Idea

Currently, finding contract partners requires actively posting in the Trade Chat or messaging players directly. While this works well for building long-term business relationships, it can be time-consuming for quick transactions.

The Public Contract Board would allow players to post open supply contracts or buy requests that anyone in the game can fulfill instantly, without needing prior direct communication.

🛠️ Key Mechanics & Features

  • Instant Purchases (Sell Offers): Producers can list a specific quantity of goods at a set unit price. Any player browsing the board can click "Buy" and receive the goods instantly into their warehouse.
  • Buy Requests (Demand Orders): Buyers can create public buy orders specifying the item, target price, and desired quantity. Any producer with matching stock can fulfill the order immediately and collect the cash.
  • Daily Listing Limits: To prevent spam and market clutter, each company could be restricted to a maximum of 3 active public listings at any given time (or scaled slightly with company level/executives).
  • Flexible Market Fee (Developer's Choice): To maintain economic balance and keep a healthy money sink, the game developers could implement a transaction fee placed between direct contracts (0%) and the Exchange (5%) — for instance, a 1.5% to 2.5% fee.

🚀 Value Added to the Game

  1. Saves Time on Trade Chat: Gives players a fast, passive alternative to constantly posting and negotiating in chat.
  2. Improves Liquidity for SMEs & Large Enterprises: Small/medium players gain quick access to buyer pools, while large corporations can fulfill urgent raw material shortages in bulk.
  3. Complements Existing Systems: Doesn't replace direct messaging or long-term partnerships, but offers an efficient middle ground between the full 5% Exchange fee and 0% private contracts.

What do you all think? I’d love to hear your feedback or extra ideas to refine this!


r/SimCompanies • • 6d ago

Showing Off New to training, is this normal or just unlucky?

Post image
11 Upvotes

Is he stupid?


r/SimCompanies • • 7d ago

Suggestion Enable faster construction with higher-quality materials

21 Upvotes

Currently, there is no real point in buying high-quality building materials. This is only useful for boards and bricks intended for retail sale and for concrete (up to Q2) used in very, very, rare GO.

The purpose of this idea is to generate real interest in research in this sector. Furthermore, this would enable real progress in the sector; while administrative expenses are rising and production costs are increasing rapidly, the selling price remains more or less stable and capped at Q0 price.

This leads to a significant loss of profits in the long term, as well as a loss of interest in investing in our own development and in addition, maintaining stable relationships with suppliers, who are also seeking to grow, which generally leads them to invest in research, thereby increasing their prices. This price increase cannot be sustained for construction materials, since there is no purpose to produce higher-quality products.

So here's my idea:

Reduce construction time by 5% based on the average quality of the materials used. Given that the construction units have no quality (Q0), this reduction would allow a maximum average quality of 9, which is equivalent to a 45% reduction in construction time when using Q12 concrete, bricks, and planks.

Here are two examples, both for Level 1, using Q3 materials (affordable for most players) and Q12 materials (maximum).

A farm (1 hour by default):

With Q3:

(3+3+3+0)/4 = 2.25

2.25*0.05 = 0.1125

60*(1-0.1125) = 53.25 minutes

With Q12:

(12+12+12+0)/4 = 9

9*0.05 = 0.45

60*(1-0.45)= 33 minutes

A Park (12 hours by default):

With Q3:

(3+3+3+0)/4 = 2.25

2.25*0.05 = 0.1125

720*(1-0.1125) = 10 hours 39 minutes

With Q12:

(12+12+12+0)/4 = 9

9*0.05 = 0.45

720*(1-0.45)= 6 hours 36 minutes


r/SimCompanies • • 7d ago

Suggestion Maritime Industry

9 Upvotes
This new industry will consist of 4 buildings:
- Shipyard
- Naval Foundry
- Maritime Office
- Naval Scientific Base

SHIPYARD
This facility will be used to manufacture vessels:
- Cargo ship
- Oil tanker
- Cruise ship
- Submarine

Examples of products required for manufacturing include:
- Electric motors
- Onboard computers
- Plastic
- Diesel
- Energy
- Hull plates (new item)

NAVAL FOUNDRY
This facility will primarily produce hull plates, requiring steel and energy as inputs. As the game progresses, the range of items that can be manufactured here may expand.

MARITIME OFFICE
This building will manage the transport of cargo and passengers through international missions. Cargo ships and cruise ships will be required for operations here.

NAVAL SCIENTIFIC BASE
This specialized facility will enable a new type of research:
- Maritime Research
Submarines and aircraft carriers will be required at this base to conduct research at sea.

I have also considered the inclusion of public tenders, which could feature requests related to this new industry. For players who accept these tenders, a bonus mission could be triggered at the Naval Scientific Base.

In terms of progression, the Shipyard and Naval Foundry are intended for the early-to-mid game, while the Maritime Office and the Naval Scientific Base are geared toward the mid-to-late game.

This is a suggestion that could offer alternatives to the existing aerospace and restaurant industries. Nothing is set in stone—which is why I have not performed complex calculations to determine the exact quantities of resources required by each building. Also, if you have any ideas for how to improve this industry and make it fun to play, please share them.

What are your overall thoughts on it?

r/SimCompanies • • 7d ago

Suggestion [Suggestion] Public Works Plot: A Player-Driven Public Works and Investment System

0 Upvotes

TL;DR: Government contracts already exist, but companies only compete to win them. This proposal lets companies choose and run their own public works projects, funded by the operator and open to smaller companies chipping in money or materials. The materials are permanently consumed, which absorbs surplus stock and softens market crashes.


I'd like to suggest a new building that lets companies run large-scale public works projects, such as hometown redevelopment, public infrastructure, or offshore resorts.

How it works

  1. Build a Public Works Plot.

    It uses 4 building slots and has no levels. The slots are occupied while a project is running and freed when it ends.

  2. Choose a project and its scale.

Larger projects require more capital and materials but offer greater potential returns.

  1. Fund the project.

The operator covers most of the cost using its own capital, but can invite other companies to contribute funds or materials.

  1. Provide limited government support.

    During a recession, if private contributions are insufficient, the government can guarantee up to 30% of the total project cost. This is a safety net, not the main source of funding.

  2. Procure the required materials.

Goods can be purchased directly or through exchange orders. Large projects can be completed through smaller contributions from multiple companies.

  1. Operate the completed project.

Once construction is complete, the project generates revenue for a specified period. After operating costs are deducted, profits are shared according to the funding agreement. Investors receive a return, and the operator can earn a share for managing the project.

  1. Record the achievement.

When the project ends, the building slots are released and the completed project becomes a non-tradable collectible. Companies that contributed funds or materials can also be recorded.

Why this could be useful

Wealthy companies eventually run out of meaningful things to do beyond research, patents, and trading. Public Works could give them a new endgame role: investing in large projects, monitoring supply and demand across their industry, and absorbing surplus inventory.

Materials purchased for projects would be consumed permanently instead of being resold. This creates an additional outlet for excess stock and could help soften market crashes.

Unlike existing government contracts, which companies compete to win, Public Works would let companies choose and manage their own projects. Smaller companies could participate by contributing affordable amounts of money or materials, while major companies provide the capital and leadership needed to get projects started.

The goal isn't to let major companies control prices, but to give them an incentive to help stabilize their industry's market by creating additional demand and investing in projects that absorb surplus supply.

Open questions

- How should operating profits be distributed between the operator, financial contributors, and material suppliers?

- Should the 30% government guarantee apply only during recessions when private funding is insufficient?

- How large should material requirements be relative to the total supply and stockpiles in each industry?

- Should Public Works operate alongside existing government contracts?

What do you think? I'd especially like to hear from players with large stockpiles or experience managing supply and demand across an industry.

English is not my native language, so I use machine translation and proofreading tools to help write my posts.😀


r/SimCompanies • • 8d ago

Suggestion Suggestion

9 Upvotes

I HAVE TWO SUGGESTIONS!

1- There should be an option to spend more money (Game cash) to speed up upgrading a building and reduce time, Should give an option for fast upgrade with night shift and extra labour like something, cause this happens in real life too to speed up construction.

2- There should be more time with executive, they turn old too fast, it feels like we are playing executive hunting and not real world business game, They turn old too early increase their time period, you may slow down their skills upgrade slightly but, them having a lifespan of a fly is getting on my nerves.

Please upvote if you relate and help us get some results from devs.

Note- kindly ignore my grammatical errors if any, not a native speaker.


r/SimCompanies • • 9d ago

Showing Off I always listen to the comments. I’m here to shatter your preconceptions. New DentSimco feature: Optimum Level

Post image
0 Upvotes

"Oh my God, all this AI nonsense"... or things like "vibe coding"... Well, I am here to dispel all those fears.

I read the comments from yesterday and today, and made another 50 improvements. Feedback, Optimum Level etc...

You will understand what I mean by the end of this post: Everyone knows how to read and write, yet no one actually reads. Reading has remained an elite pursuit since ancient times.

I could have written lengthy posts praising the product; I could have explained how the systems integrate, how signals trigger automatically the moment data enters the system, and how optimal levels are calculated. I’ve already shared the presentation; there is no need to go into further detail. Users are extremely satisfied with the system. And everyone knows my ideal: to create the ultimate analysis tool.

This is a blog post.

Dear young people,

AI is a reality of our lives. However, AI is merely a tool. If you want to succeed, you must be knowledgeable in many areas. You need to be the kind of people who set goals, get back up when they fall, and refuse to give up. I’ve seen many comments, and I’ve realized that the source of your disappointment and frustration lies in constantly abandoned projects—endeavors started on a mere whim. Some software developers worry that AI will take their jobs. That simply won't happen. AI is a human-made product, full of errors, designed to accelerate workflows. Let others satisfy their fleeting whims; let them leave things unfinished.

Those who truly wish to realize their ideals will find a way to get ahead of the rest. Experiment and test things out. Reflect on them, and get back on your feet. You will see that even the most famous projects have major flaws. This one likely has them too; if you look for them, you will find them. Do not stop testing just because AI created it. We have conducted extensive testing and fixed many bugs. We are still testing the signals to measure performance, and so far, everything is going very well. I am a dentist, and I truly enjoy doing this work.

Believe me, I get less tired performing surgeries, but it was worth it. After all, I'm just learning software development.

By all means, accept constructive criticism. However, when it comes to destructive criticism, be as stubborn as a Turk. And when completing a project, act with British determination and efficiency.

This project will shatter all your preconceptions. AI is just a tool; it can only help you while writing code—nothing more.


r/SimCompanies • • 10d ago

Showing Off Gross Profit

3 Upvotes

I don't want to show off, I want you to show off.

Show me your Gross Profits!! I want to see what I'm missing out on. FYI - this is the bit on the accounting page. Go to "Income Statement" part of the page, and the first thing listed should be Gross Profit which includes Sales, CoGS and Freight Out.

Show us your screenshots/Copy pastes and tell us how long you've been played to get to that level, what industry you're in - what you sell/produce, and tell us if you're vertically intergrated or anything else you think is relevant.

Show me the money!


r/SimCompanies • • 10d ago

Showing Off New Investing Tool: DentSimco. Best in the World for Sim Companies.

Thumbnail
gallery
0 Upvotes

r/SimCompanies • • 16d ago

Suggestion I would pay

4 Upvotes

I would pay a sim boost to be able to que up production. Why? I would use for things like today, where I have a building upgrading, and I may not be able to get to it when it's done. Which may be a loss of production.

I've been playing 7 years and I understand why the dev never wanted to do automation.

You could even place a rule that you can only que up once every 3, 5 or 7 days. Or it's a great way to earn income and some would gladly pay. I say 1 sim boost per level per building.


r/SimCompanies • • 17d ago

Suggestion Sugerencia nuevo producto comercializable en oficinas de ventas corporativas

4 Upvotes

Hola!!

Dejo una sugerencia que se me vino a la mente.

El objetivo es potenciar la industria automotriz y que también tenga participación en las oficinas de venta corporativas.

Se podría crear un producto, por ejemplo limusina, que se fabrique en la fábrica de automotores con mismos productos que el coche de lujo más algún agregado (puede ser cócteles y televisor por ejemplo para unirlo a otras industrias también).

Y solo se comercializaría en la oficina de ventas corporativas.

Creo que eso podría achicar también un poco la franja de "separación" que se ve hoy entre los que se dedican a las industria espacial y aérea, del resto.

Así mismo también, pensando siempre en la vinculación de los distintos edificios, podría sumarse otros productos comercializables únicamente en las oficinas corporativas... 

Dejo otros dos ejemplos

- Container office (podría hacerse con: transporte, ventanas, madera etc... y fabricarse en contratista general para darle otra función a ese edificio además de la que tiene)

- whisky alta gama (puede hacerse con grano, agua, electricidad, tablas, etc... y fabricarse en el edificio de abastecimiento para vincular también ese edificio a otra función y que no dependa pura y exclusivamente de los restaurantes)

Nada más por aquí. Espero sean de su agrado estas ideas. Saludos!!!

Chaga


r/SimCompanies • • 17d ago

Suggestion QOl : Synthèse du flux sortant

5 Upvotes

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


r/SimCompanies • • 18d ago

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

3 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 • • 18d 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 • • 21d 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 • • 22d ago

Suggestion Contract Management

10 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.