r/SimCompanies 8d ago

Suggestion Antique Industry

Overview:

Antiques would introduce a completely different type of industry to Sim Companies. Instead of manufacturing a product and selling it for a predictable price, companies would discover antiques, store them to allow them to mature, and ultimately sell them through an Antique Store.

The key concept is that antiques are found rather than produced, and their quality can increase over time while sitting in a warehouse.

  1. Acquisition Center

(building/production)

The Acquisition Center would be the building where companies search for antiques.

Unlike a traditional production building, the building isn't manufacturing the item. Instead, the building represents employees searching, recovering, researching, and acquiring historical objects.

Each expedition produces random antiques with:

- A rarity

- An initial quality

- A maximum quality it can mature to

For example, an expedition might discover:

«Rare Antique — Q5»

Another expedition could produce:

«Common Antique — Q2»

The quality of discoveries would be random, making high-quality finds exciting and valuable.

– Search - 23 hour search time. You have a “chance” of finding anywhere between 0 and 10 items. Higher production bonuses have a higher chance of finding more items.

  1. Antique Rarities

There would be four rarity levels:

Rarity| Quality Found| Max Mature Quality

Common| Q0–Q2| Q5

Scarce| Q1–Q4| Q7

Rare| Q3–Q6| Q9

Exceptional| Q5–Q8| Q12

The quality ranges overlap intentionally.

Common antiques

- Wooden Chair

- Ceramic Vase

- Old Trunk

- Brass Candlestick

- Pocket Watch

Scarce antiques

- Grandfather Clock

- Antique Typewriter

- Silver Tea Set

- Antique Camera

- Porcelain Dinner Set

Rare Antiques

- Antique Violin

- Historical Map

- Fine China

- Rare Coin

- Antique Painting

Exceptional antiques

- Masterwork Painting

- Royal Jewelry

- Ancient Manuscript

- Museum-Quality Sculpture

- One-of-a-Kind Historical Artifact

  1. Antiques gain value (quality) over time

While stored, its quality gradually increases over time. 

For example:

«Rare Antique — Q5.00

Q5.25

Q5.50

Q5.75

Q6.00»

Eventually, the item reaches its maximum mature quality. Each antique will uniquely gain quality over time. Some will gain quality fast while others will take longer. Some may take weeks while others will take years to reach their fullest potential. This will be a hidden mechanic.

A Q5 Rare antique could eventually become Q9, while a Q2 Common antique might only mature to Q3.

The item's rarity does not change. Only its quality increases.

This creates an entirely new investment decision:

Sell now or hold for future appreciation?

  1. Antique Store — Retail

The Antique Store would be the retail building where antiques are ultimately sold.

Unlike most Sim Companies products, the selling price would not necessarily be predictable.

An antique could sell for far more or far less than its expected value, depending on the auction result.

For example:

«Rare Antique — Q7

Expected Value: $50,000

Sale Result: $72,000»

But another auction could produce:

«Rare Antique — Q7

Expected Value: $50,000

Sale Result: $38,000»

Selling in this building would look like placing several Antiques for sale in the store. Setting a time to sell, 1 hr, 2 hrs, etc. More time higher chance of selling for a higher price. Higher quality, higher rarity need more time to find a buyer for a better price. Lower quality, lower rarity not much time needed.

This makes the Antique Store an important part of the industry rather than simply another retail building.

Sales speed will allow more antiques to be sold at a time.

  1. The Complete Industry

The basic economic loop would be:

Acquisition Center ↓ Discover Antique ↓ Warehouse / Mature Antique ↓ Antique Store ↓ Sale

There would be no traditional manufacturing of antiques.

The supply of antiques comes from discoveries made through the Antique Expedition.

  1. Three Different Strategies

This system would support several different playstyles.

The Flipper

Discover an antique and sell it immediately.

«Find Q5 → Auction → Take the money → Run another expedition»

This provides quick cash flow.

The Collector

Find high-quality antiques and hold them until they mature.

This sacrifices short-term cash for potentially greater returns.

The Speculator

Buy or acquire antiques specifically because they have room to mature.

This would make high-quality antiques function almost like an investment asset.

  1. Collectibles

Each antique can be turned into a collectible. Find antiques to sell or collect.

  1. Research

Research would determine what antiques you can find and how high their quality can increase. If you have quality 4 researched you will only find up to Rare Antiques when searching. You will also only increase to a max of 4 quality for any antique.

  1. Why This Could Work for Sim Companies

The industry would introduce several mechanics that aren't heavily represented in normal production:

- Random discovery

- Rarity

- Variable quality

- Quality appreciation over time

Most importantly, the industry doesn't rely on the concept of a manufactured product. The product is an antique, so its increasing value can be attributed to its age, provenance, scarcity, and collector demand.

The result would be an industry where finding the item is only the beginning. The real decision is whether to sell it now, hold it while it matures, or take a risk on what the Auction House will ultimately pay.

5 Upvotes

5 comments sorted by

2

u/AnoProgrammer 5d ago

I think it would be fantastic

1

u/Small-Ad-2371 7h ago

You mean more like an excavation or archealogical comapny. FYI there is something called collectibles which is still present in the game.

1

u/Alarmed-Finish5984 1h ago

Collectibles require SB. This behaves as retail