Make sure that you also checkout the beginner's guide to learn about some basic concepts about how to build your company quickly.
The displayed profit is based on the price that you input and the current market demand. Essentially it is the money that you receive after selling the product at a given price, less the wages that your employees get while selling it. There are two decisive forces at play: the higher the price, the more money you will get. But with the higher price, the slower you sell and hence you spend more on wages.
More info can be found in the Economy model article.
NPC stands for Non-Player Character. It is a bot operated by Sim Companies, whose purpose is to provide game-essential resources to the market. The pricing is set up at the high side to allow players to sell at lower prices with profit.
Upgrading and using buildings. Contracts and selling goods on the exchange will not contribute to your level.
You need to visit your WAREHOUSE, click on the resource, enter a quantity and price, and then select 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 since no product was shipped out of your warehouse. 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.
For example, you place Crude Oil on the exchange for $28. You will pay a fee of $28 x 3% = $0.84 and use one transport unit, assume that transport costs $0.35. Hence, it will cost you $0.84 + $0.34 = $1.18 to sell the Crude Oil on the market, leaving you with $28 - $1.18 = $26.82. If you sold this Crude Oil using contracts, you pay no market fee and only use half of the transportation units. This would cost $0.35/2 = $0.175, meaning you would be left with $28 - $0.175 = $27.825. Remember to take this into account when deciding to sell on the exchange or to sell via contracts.
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 comparison to selling on market, by using contracts you will not pay any market fee and use half as many Transportation units.
All of your buildings can be upgraded to increase production/selling capacity. To upgrade a building you need to visit it and click the UPGRADE BUILDING button. All buildings start at level 1. Upgrading to level 2 doubles the production/selling capacity. A level 3 building will produce/sell 3 times as much as a level 1 building, a level 4 building will produce/sell 4 times as much as a level 1 building and so on.
Yes, companies that have reached level 5 can scrap buildings and get back some of the money invested. If a building is level 1 or 2, you will get the full investment back. Any building above level 2 that is scrapped will not receive the full investment back. Destroying a level 5 building will return 5 times the value of a level 1 building.
Case one, a level 5 plantation costs $6,900+$6,900+$13,800+$20,700+$27,600 = $75,900 to build. If we scrap this level 5 building then we would receive $6,900 x 5 = $34,500.
Case two, a level 2 oil rig costs $69,000+$69,000 = $138,000 to build If we scrap this level 2 building then we would receive $69,000 x 2 = $138,000.
First of all, congratulations on building a huge company. Otherwise you would not have this problem! The more employees that you have, the more money you spend on administration overhead. Everytime you level up a building you increase the number of workers in your company by 100 as well as adding more administration staff. The more building levels that your company has, the more administration staff are recruited each time you level a building up.
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, this will allow you to get higher profit for the same resources without expanding your buildings. You may also want to look at hiring a COO, they reduce the administration overhead of your company. See the executives guide for more information.
Managing all your company funds costs money. Here is how much your company pays in accounting overhead:
|Cash + bonds value over||Percentage|
For example, if a company's bonds + cash value is $7M, the accounting cost would be: ($7M - $3M) x 0.5% + ($7M - $6M) x 0.5% = $25,000. Accounting cost is deducted automatically at 2:00 am UTC.
Research allows production of higher quality products that sell faster allowing you to make more profit. The ability to research unlocks once your company has reached level 10.
You can build laboratories and research centers that produce research points. You can also buy them from other players on the exchange or through contracts. The research points can then be used to get patents, but not every research point result 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 transferred to other players.
See the research guide for more information.
The game runs on UTC time, but all times within the game are displayed in the company's local timezone.
See the time table to find out when the daily processes happen.
The economy goes through phases. This message means the phase just changed. The overall margins on all products stay the same no matter the economy phase. 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 as much if you are dealing with products that have an easy pipeline - or you operate on a just-in-time basis and hence 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.
There are three phases that the economy can be in. When the economy goes up, retail speeds up, hence goods can be sold faster or can be sold at a higher price. However, the rate of production of these goods falls therefore producers will increase their prices to make up for this. When the economy goes down, retail slows down, hence goods sell slower or have to be sold at a lower price. In this case, the rate of production increases and hence producers can sell at a lower price.
Exchange orders can be posted on the market following minimal price increments.
If the price of a good being sold is below $1, you can post at: $0.234, $0.235, $0.236 and so on. If the selling price is between $5 and $20 you can post at: $5, $5.1,$5.2.
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 to the game every month or two.
Small changes are deployed almost every second day, see the change log for the latest updates. There is always something to improve upon and I actively work on the game. If you want to see a few ideas that are under consideration, checkout the future development page.
Try asking in it in the help chatroom, where other players will gladly answer your questions.