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After release, I will attempt to crowd fund additional work to the game via a feature bounty system. However, feature bounties are subject to user financing and votes, so nothing is guaranteed.
Base City Map and Base Territory maps already have thousands of events in them up to 2017. Anything beyond 2017 has a 50/50 chance of being added before release, but is not guaranteed.
Most events do not directly affect month long vehicle sales in any meaningful way. At least not worth the amount of time to model them.
Let's break down each event you're asking about:
There are only two major disease events that affect vehicle sales. The Spanish Flu is already simulated via post-war recession. (Not to mention the war itself). The other event is the recent COVID-19 mini-crash, which is not modeled in the game because recent events have not been added.
Most other pandemics had very little impact to vehicle sales beyond localized mini recessions. City level economic events are not modeled in the game, but any effects they had on a macro level is already modeled.
These typically do not have any impact on vehicle sales over a month period at a manufacturer level. They do affect dealerships, but the vast majority of dealers in the world are franchises.
Major events of these types are in the newspaper, but they don't affect sales beyond any macro economic changes they cause.
Government changes for cities are already in the game for every map between 1900 and 2018. Base City and Base Territory maps include newspaper clippings for every war and minor conflict between the same years. Every war up to 2018 that impacts city factory or branch operations are implemented in Base City Map. Classic map should include up to 2012 or so.
So in the nut shell, all of this is already in the game. If you want to add more effects of events, use the Turn Events editor in the mod tools.
The game currently has no concept of country beyond a string for the name of the country. That's why it's called "GearCity". There is a feature bounty ticket to expand upon country level data and add relationships between countries, thus opening up military contracts during war time, for instance.
There are feature bounty tickets to add more variables to the component designers. Unless they are funded, your only option is to use the mod tools and add more options to the sub-components system.
There are feature bounty tickets to add more vehicle types to the game, including large vehicles. There is also a feature bounty ticket to change the classification of a vehicle based on its size rather than by selecting a class.
Until such bounties are funded, your only option is to the use the mod tools to make such systems.
Already exists in the game.
I'm personally not a fan of endless check box lists that overtime are all checked because they're standard features. So that is why much of this stuff is abstracted in the game. A CEO doesn't care if an engine block is made out of cast iron or aluminum. They care about specs and costs. The engineers are the ones who make the design decisions.
That being said, this is an often requested feature, so it is in the feature bounty system. If funded, and voted upon, it will be implemented.
Much of this stuff was abstracted because, again, CEOs don't deal with logistics. That's the job of the logistics engineer/manager.
That being said, there are feature bounty systems which will change the factory production system. It won't go into details about material types, casting, or automation, etc. But it will change the system to be more realistic, in that you have to plan in advanced the maximum number of units you want, and then it will take several months to tool the factory to do that. You won't be able to change models or increase production beyond the maximum amount on the fly as you can now.
Originally I intended for players to manage production of components and have inventories, but I found this to be too much micromanagement. That being said, it is a feature bounty system ticket pending of the above changes to the production systems which will add component manufacturing requirements for vehicle production.
I believe each vehicle class will come out to around $5,000 each. If you want Semis, Cargo Trucks, Buses, etc. We're more than happy to add them if you can come up with the money.
Sadly, GearCity is 11 years old now, well past its technological expatriation date. It's also hasn't been successful enough after Steam Direct for me to justify continued development on it, especially after COVID wrecked my other source of income.
Automation on the other hand has 10-30x the budget, thanks in no small part because they had an artist on their team from the start and they focused heavily on graphics over being a game. They had the resources to become a mod tool for a more popular game, thus snowballing their resources. So there is no competition between the two of us. They already won when they had the resources to switch off their own engine.
Most of what you ask for is already implemented or can be modded into the game using the modding system. Beyond that, unless the community funds additional work to the game, what you have now is pretty much the final product. I can't afford to continue working on the game for just above minimum wage. (Or actually, soon to be less than minimum wage. Since we raised it recently.)
Very sad to know that, just because that game have huge potential, that was wanished by dev...
Well, technically, I will support the game indefinitely. But it will be technical, bug, and compatibility support.
At some point in time the game has to be considered "done". After nearly 11 years of development, ~8 years of public availability, and 6.5 years of Early Access, we're at that time.
Instead of making DLCs, which I'm not a fan of, GearCity will move to development as a service. The community will essentially pay for the development costs of "DLC", the community members who paid will pick what's in the "DLC", and everyone gets the resulting work for free. I think that's a much fairer to the community and to myself. It frees me up to get a job or work on another product, and it allows the chance for the community to get more content, if the community is large enough or generous enough to pay for it.