Production Line - Cliff Harris takes on car manufacturing

Very excited to see this!

Please add more scenarios (and achievements pplbbbthhhh! emoji2 )
with the DLC.

What specialisation do you need to install flux capacitors?

Mad scientist

Props to cliffski for a funny DLC name.

Yes, well done on the name 😄

And to be fair gull-wing is a pretty stupid name so it deserves it.

TBH I always thought ‘suicide doors’ (yes its a thing) had the most dumb name… :D

Agreed!

I thought they were appropriate, given that all London black cabs have them!

Murder doors?

I like gull wing doors but nothing tops ‘doors that go like this.’

I think suicide doors are aptly named. If you are sitting in the back seat when the car is going 35 mph or faster and stupidly open the door the wind speed would whip those doors open with enough force to throw you out of the car and in all likelihood kill you. Hence a good and painful way of committing suicide.

I always thought it was because they opened backwards into traffic and so you couldn’t properly check the road to see if it was safe to exit while simultaneously giving the threat of slamming back into you if a car hit it.

Did someone say English cabs have these doors?

I also believe that gangster cars from the 1920’s had them as well.

Some do, some don’t. The new TX5 electric cabs do.

Ive not personally seen a black cab with one. Whenever I think of suicide doors I think of staff cars that german officers got driven around in during ww2 movies…

I forget how long I played, maybe 5 hours. From what I’ve seen progression is about breaking down the production steps into smaller steps to increase efficiency. Then retooling production lines to make use of the increased efficiency. Is that remain the same basic loop throughout, or are there new game play elements that get introduced?

Here’s a link showing cars with suicide doors.

I’ve played about ~70 hours according to steam now.

As you ramp production (20+ cars / hour) you have to deal with a couple of emerging issues:

  1. Quality, cars can have defects from a slot, you need to add sections to detect and rework/fix the errors you find. There’s some negative penalty to total customers you see if you sell a car with an unfixed defect. The more slots a car passes through before rework, the harder it is to fix the defect, so having cutouts after each large stage seems like a reasonable compromise.
  2. Line Reliability, slots can break down, you need to place maint. stations to reduce time to fix / increase time between incidents and rework the line so that things continue to flow even with breakdowns
  3. Marketing, the “natural” flow of customers is insufficient to buy every car you’re building, you need to setup marketing departments and start paying to bring in more customers.
  4. Body Styles, there’s only so much that marketing can do to bring in more customers, you’ll need to diversity the body types of cars you’re making to sell into the market. Different car style types have different breakdowns of demand for budget/mid-range/expensive/luxury vehicles.
  5. Component flow, there’s a fixed total # of components that can flow into the factory on a single tick and you will saturate that even with the upgraded resource importer, so you’ll need to add local manufacturing both for the cost savings, and also the total import rate savings (eg. 1 unit of rubber -> 2 tires).
  6. Smart junctions allow entirely different factory designs, since now you can split car lines based on model/feature/defect (I especially like the defect detecting feedback loop).
  7. Feature Competition, “competitors” will add features to various price classes and you’ll need to keep up, but that will put research pressure as well as component pressure and throughput pressure as often adding a new feature will make the associated slot process more slowly and require different components.

Thanks for the explanation. In your opinion, does that shake things up enough to keep it fresh. Obviously with 70+ hours you’re enjoying it!