Make sure you also checkout the beginner's guide to learn about some basic concepts on how to build your company up quickly.
The displayed profit is based on the price you input and the current market demand. Essentialy it's the money you get after for selling the product at your price, less the wages that your employees get while selling it. There are two decisive forces: the higher your price, the more money you get. But the higher your price, the slower you sell and you spend more on wages.
More info can be found in the Economy model article.
NPC stands for Non-player Character. It's a bot operated by Sim Companies, who's purpose is to provide game-essential resources on the market. The pricing is set up at the high side to allow players to sell at lower prices with profit.
Easy, by using your buildings.
You need to visit your WAREHOUSE and click on the resource, enter a quantity and price, and then, hit SELL ON THE MARKET.
You will need to pay a market fee of 3% when the order is traded. Depending on the resource, you may need to provide Transportation units as well. These can be bought on the exchange.
You can cancel your order on the market any time. The transportation units will be returned to you (because nothing was shipped out), the market fee that was not paid yet is refunded on cancel, but only after 48 hours from posting. Orders already placed cannot be modified, just cancelled.
You need to visit your WAREHOUSE and click on the resource, enter quantity and price, and hit SEND CONTRACT. You need to enter the recipient company's name. The recipient has to accept your contract before the money can be credited to you. Either party can cancel the contract that has not been accepted yet and all resources, including Transportation units will be returned to you.
In comparision to selling on market, by using contracts you will not pay any market fee. And use half as many Transportation units.
All your buildings can be upgraded to increase production/selling capacity. To upgrade a building you need to visit it and click UPGRADE BUILDING button. All buildings start at level 1. Upgrading to level 2 doubles the production/selling capacity. A level 3 building is 3 times as efficient as level 1, and so on.
Yes, level 5 and higher companies can "scrap" buildings and get back some of the money invested. Buildings upto level 1 and level 2 can be scraped getting the full invested amount back.
First of all, congratulation on building a huge company. Otherwise you would not have this problem! The more employees you have the more money you spend on administration overheads. If your administration size grows too much, you want to look at the following options: focus on less labor intensive products, or invest in buildings that deliver high profit even on low levels. You could also invest in research, doing which will allow you to get higher profit for the same resources without expanding the buildings.
Managing all your company funds costs money. Here's how much your company pays once it get very rich:
|Cash + bonds value over||Percentage|
For example, if a company's bonds + cash value is $7M, the accounting cost would be: ($7M - $3M) times 0.005 + ($7M - $6M) times 0.005 = $25,000. Accounting cost is deducted automatically at 2:00 am UTC.
Research allows production of high quality products that sell faster allowing you to make more profit. The research unlocks after you have reached level 10.
You can build laboratories and research centers that produce research points. You can also buy them from other players. The research points can then be used to get patents, but not every research point results in a patent. So be prepared for losses from researching areas that bring no money.
Enough patents will allow you to produce higher quality products! Patents cannot be sold or transfered to other players.
The game runs on UTC time, but all times within the game are displayed in the company's local timezone.
Checkout the time table to find out when the daily processes happen.
The economy goes thu phases. This message means the phase just changed. The overall margins on all products are the same. However, the cost to produce products alternate so the retail prices alternate with it.
Checkout the encyclopedia to learn what are the new production costs and retail parameters.
This does not impact you much of you are dealing with products that have an easy pipeline - or you operate on just-in-time bases and do not store intermediate inventory. If, however, you hold a lot of inventory, the shift in pricing can cause your inventory to be worth more on economy boom, or less on depression.
Exchange orders can be posted on the market following minimal price increments.
If price selling price is below $1, you can post at: $0.234, $0.235, $0.236, etc. If the selling price is between $5 and $20 you can post at: $5, $5.1,$5.2,$19.8
Below $1 minimal increment is $0.001
Above $1 minimal increment is $0.01
Above $2 minimal increment is $0.05
Above $5 minimal increment is $0.1
Above $20 minimal increment is $0.25
Above $50 minimal increment is $0.5
Above $100 minimal increment is $1
Above $200 minimal increment is $2
Above $500 minimal increment is $5
Above $1000 minimal increment is $10
Above $5000 minimal increment is $25
Above $10000 minimal increment is $100
Above $20000 minimal increment is $500
Major features are added every month or two.
But small changes are deployed almost every second day, see the change log. There's always something to improve upon and I actively work on the game. If you want to see few ideas that are under consideration, checkout future development.
Try asking in it in the help chatroom, where other players will gladly answer your questions.