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I'm glad you're enjoying the game. And that you consider it an improvement over the classics.
GearCity was originally designed to be multiplayer, being built on top of SQL technologies. But early into development I noticed it was a bit too much work at the time and so I dropped support. The single player version of this game has taken 10 years to make. So it was probably the correct call.
That being said, I do plan on doing some post release crowd funding to add more features to the game. The highest (or second highest) milestone on that list is Multiplayer. So while there is very little chance of it happening, there is still a chance.
For the longest time I had the same problem. Which is why we have some of the flaws we do in singleplayer GC.
Have you tried looking at the buyer's rating table? The little chart button next to where you enter the price of a vehicle. That gives you a pretty good formulaic breakdown of why your vehicles sell the way they do in a selected city.
I wouldn't bet on it. With the way the game industry is going, I expect AeroMogul to be my final game. I can no longer justify making 4x less working on my games when I could be working on other people's software. But we'll see. Crowd funding efforts might go well and give me a sustainable income to work on the game(s) again. In any event, eventually I will be open sourcing everything I make, so maybe someone out there will be interested in finishing the multiplayer work when that time comes.