GearCity

GearCity

View Stats:
Oi 19 Mar, 2018 @ 4:20pm
Does the repetitive use of a tech reduces it's cost?
For instance, making a bunch of hybrid engines makes the cost penalty a little cheaper, or making a bunch of quad turbos makes quad turbos cheaper for your company?
Originally posted by Eric.B:
Repeated use of sub-component does not reduce the sub-component's costs. Early in the development of GC we batted around the idea of having specific skill points for sub-components. However since the sub components system is modifiable it made it extremely difficult to design a system internally that could handle dynamic entries without being super slow.

So the choice was modifiable sub-component system or sub-component skills. I picked the later.

That being said, repeated use of a component unit, such as a specific Hybrid Engine model, will lower the cost of that engine. Also producing fewer component models in a factory location will also lower production costs. For example, say you have 2 cars models being produced in a factory. If they both have the same engine model it will be cheaper to make than if they had two different engine models.
< >
Showing 1-7 of 7 comments
The author of this thread has indicated that this post answers the original topic.
Eric.B  [developer] 19 Mar, 2018 @ 4:40pm 
Repeated use of sub-component does not reduce the sub-component's costs. Early in the development of GC we batted around the idea of having specific skill points for sub-components. However since the sub components system is modifiable it made it extremely difficult to design a system internally that could handle dynamic entries without being super slow.

So the choice was modifiable sub-component system or sub-component skills. I picked the later.

That being said, repeated use of a component unit, such as a specific Hybrid Engine model, will lower the cost of that engine. Also producing fewer component models in a factory location will also lower production costs. For example, say you have 2 cars models being produced in a factory. If they both have the same engine model it will be cheaper to make than if they had two different engine models.
Last edited by Eric.B; 19 Mar, 2018 @ 4:42pm
Oi 19 Mar, 2018 @ 5:09pm 
Originally posted by Eric.B:
Repeated use of sub-component does not reduce the sub-component's costs. Early in the development of GC we batted around the idea of having specific skill points for sub-components. However since the sub components system is modifiable it made it extremely difficult to design a system internally that could handle dynamic entries without being super slow.

So the choice was modifiable sub-component system or sub-component skills. I picked the later.

That being said, repeated use of a component unit, such as a specific Hybrid Engine model, will lower the cost of that engine. Also producing fewer component models in a factory location will also lower production costs. For example, say you have 2 cars models being produced in a factory. If they both have the same engine model it will be cheaper to make than if they had two different engine models.

So you picked the earlier rather than the later right? You picked modifiable over skills, thats fine. Nice to know the factory info tough, i might have to review my manufacturing scheme. Is ther some way to know all the maths of the game, i'm a engeneering student and me and a friend have this huge pleasure in trying to optimise (i din't know if that's a word in english) stuff.

PS: I know that there is some info in the save file of how certain rates are taken and how some subcomponents affect stuff, but i mean, the math behind the game is locked right? I'll have to mess with log sliders to find out huehue, not gonna do this, i'm not that crazy for optimization, just really like it.
Oi 19 Mar, 2018 @ 5:10pm 
Originally posted by Eric.B:
Repeated use of sub-component does not reduce the sub-component's costs. Early in the development of GC we batted around the idea of having specific skill points for sub-components. However since the sub components system is modifiable it made it extremely difficult to design a system internally that could handle dynamic entries without being super slow.

So the choice was modifiable sub-component system or sub-component skills. I picked the later.

That being said, repeated use of a component unit, such as a specific Hybrid Engine model, will lower the cost of that engine. Also producing fewer component models in a factory location will also lower production costs. For example, say you have 2 cars models being produced in a factory. If they both have the same engine model it will be cheaper to make than if they had two different engine models.


And thanks for aways answering :-)
Eric.B  [developer] 19 Mar, 2018 @ 5:49pm 
Originally posted by Ghost7600:
So you picked the earlier rather than the later right? You picked modifiable over skills, thats fine.
Yes, sorry. Typo on my part. I picked the "former" over the later. I screw that expression up sometimes. :) Modification was chosen over individual skill points for sub-components.


Is ther some way to know all the maths of the game, i'm a engeneering student and me and a friend have this huge pleasure in trying to optimise (i din't know if that's a word in english) stuff.
I don't believe the exact formula is broken down in the "Help" Buttons in the factory screens in the game. I do plan on writing up an "In-Depth" manual for most of the formulas in the game after the game is completed. Mostly so I don't forget the code, but also explain how each little part of the game works.

PS: I know that there is some info in the save file of how certain rates are taken and how some subcomponents affect stuff, but i mean, the math behind the game is locked right? I'll have to mess with log sliders to find out huehue, not gonna do this, i'm not that crazy for optimization, just really like it.
I don't believe there are any data inside the save games for factory production costs outside of the unit costs, the factory monthly costs, and the manufacturing requirements of the vehicles. All of the math for factory costs is hard coded into the game. (Outside of the Monthly costs which is a variable.) I'll disclose the formulas a couple months after the game's full release. These formulas are not modifiable however.


And thanks for aways answering :-)
Quite welcome, and sorry for the delay in getting the second reply to you. Was preparing my dinner.
Oi 19 Mar, 2018 @ 8:00pm 
I don't believe there are any data inside the save games for factory production costs outside of the unit costs, the factory monthly costs, and the manufacturing requirements of the vehicles. All of the math for factory costs is hard coded into the game. (Outside of the Monthly costs which is a variable.) I'll disclose the formulas a couple months after the game's full release. These formulas are not modifiable however.
For instance in the save file there is a CylinderComponents Table, in there there is cyl_Cost and a Cyl_power columns, wouldn't the values in this columns be how each component would impact the final ratings and numbers of the engine?

There is also a Cyl_Cost, i was thinking it would be how much does it affect cost, for instance cost of an engine would be something like (sliders mathmagic)+1(component costs.)

Last edited by Oi; 19 Mar, 2018 @ 8:01pm
Oi 19 Mar, 2018 @ 8:21pm 
Originally posted by Ghost7600:
I don't believe there are any data inside the save games for factory production costs outside of the unit costs, the factory monthly costs, and the manufacturing requirements of the vehicles. All of the math for factory costs is hard coded into the game. (Outside of the Monthly costs which is a variable.) I'll disclose the formulas a couple months after the game's full release. These formulas are not modifiable however.
For instance in the save file there is a CylinderComponents Table, in there there is cyl_Cost and a Cyl_power columns, wouldn't the values in this columns be how each component would impact the final ratings and numbers of the engine?

There is also a Cyl_Cost, i was thinking it would be how much does it affect cost, for instance cost of an engine would be something like (sliders mathmagic)+1(component costs.)

I also see that in all component tables there is a death column set, in most of them, for 2222, what would happen in this year?
Eric.B  [developer] 19 Mar, 2018 @ 8:39pm 
Originally posted by Ghost7600:
For instance in the save file there is a CylinderComponents Table, in there there is cyl_Cost and a Cyl_power columns, wouldn't the values in this columns be how each component would impact the final ratings and numbers of the engine?
Yes, these values effect the engine at the design phase. It will not effect already designed engines, nor do they have any effect on factory operation costs. (The cyl_costs will effect the unit cost of the engine however.)

There is also a Cyl_Cost, i was thinking it would be how much does it affect cost, for instance cost of an engine would be something like (sliders mathmagic)+1(component costs.)
Cyl_Cost effects the final unit cost of the engine when you design it. It has nothing to do with your factory costs.

When I mention above that the fewer components you produce at a factory, the cheaper it will be. I am referring to the monthly factory costs and not the unit costs of the vehicles/components. Those only degrade as you produce more units (economy of scale).

I also see that in all component tables there is a death column set, in most of them, for 2222, what would happen in this year?
All of these are moddable with the modding system. See: http://wiki.gearcity.info/doku.php?id=modtools:componentseditor for details.

To answer this particular question. The death column is when these components are no longer useable in game. So if you made it to year 2222 you would no longer be able to use these sub components.
< >
Showing 1-7 of 7 comments
Per page: 1530 50