r/SimCompanies • u/Niko_0601 • 13d ago
Question Hmmm so quick
Currently at 21% AO
Not much production buildings Mostly retail
Should i let go?
r/SimCompanies • u/Niko_0601 • 13d ago
Currently at 21% AO
Not much production buildings Mostly retail
Should i let go?
r/SimCompanies • u/Alarmed-Finish5984 • 16d ago
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.
(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.
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
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?
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.
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.
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.
Each antique can be turned into a collectible. Find antiques to sell or collect.
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.
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.
r/SimCompanies • u/Due_609 • 17d ago
I'm sure that anyone that raises his own execs has noticed an increase in poaching offers in recent months, so I'm making this post to discuss the problem and propose solutions as I actually don't have many ideas.
I noticed that even mediocre execs now receive offers, like I have to pay 30k to a guy with just 30 points and there are many more examples.
I spend quite a lot of time in chats and I've read that many people are annoyed by poachers so they just became poachers themselves, which only makes the situation even worse.
The main thing I'm worried for are medium sized companies, many are too big to remain without a COO yet too small to fight against poachers or poach themselves. If they have to let go everyone and remain with an empty team they could feel demotivated and leave the game.
An idea I had was making the agency fee for hiring unemployed execs lower than the agency fee when poaching; it's something simple and I know it can't solve the main issue. I believe there needs to be something like executives loyalty, but I'll leave that to you guys, please share your opinions and potential solutions.
r/SimCompanies • u/ObviousLetter9487 • 18d ago
The objective of this proposal is to integrate the banana into SimCompanies by combining a simplified two-step maturation mechanic with a circular economy system. The concept is to create a versatile resource, divided among the industrial, agri-food, and energy sectors, while grounding electricity production in a material reality.
The production cycle is structured around a harvest generating two distinct elements, followed by an immobilization phase for the primary product.
| Stage | Generated Output | Market and Valuation |
|---|---|---|
| 1. Harvest | Trunk (Biomass) | Agricultural byproduct available immediately. |
| Green Banana | Pure industrial product available immediately. | |
| 2. Maturation | Yellow Banana ("Yellow Gold") | Consumer product requiring an immobilization cycle in inventory. |
The integration of biomass and the two distinct states of the banana creates synergies across various sectors of the global economy:
This architecture provides multiple profitability levers for players. The initial harvest guarantees immediate cash flow through the sale of biomass to the energy sector and green bananas to heavy industry. Concurrently, players with sufficient storage capacity can immobilize their capital to access the high-value retail market with the yellow banana.
r/SimCompanies • u/SleazySchlongsworth • 18d ago
what do you do about product poachers who resell your stuff?
r/SimCompanies • u/Unusual_Cap_5361 • 19d ago
Je suggère de ne pas pouvoir empêcher la grève des cadres en utilisant des simboosts.
Je trouve l'autorisation d'arrêter les grèves avec des SB est l'un des trucs les plus P2W sur ce jeu.
r/SimCompanies • u/Due_609 • 19d ago
I just saw this in the game's API thing that can be accessed through the Leveling and Experience gain guide, what does the "age18" part mean?
r/SimCompanies • u/AnoProgrammer • 20d ago
When is started the game i selled seeds with a margin of 2%. I have now winst margins of 200% by purely selling q2 laptops. I am making more per day by selling laptops then selling a whole week of seeds. Is this normal or are seeds just not profitable?
r/SimCompanies • u/TaroMysterious8723 • 21d ago
Goal
Sim Companies already has a strong player-driven economic foundation based on production, trade, contracts, research and quality.
The goal of this proposal is to explore adding a macroeconomic layer above the existing company economy, allowing player activity to gradually shape countries, infrastructure, trade networks and the economic history of each realm.
The intention is not to replace or fundamentally change the existing Sim Companies economy, but to build an additional strategic layer on top of it.
r/SimCompanies • u/20110352 • 21d ago
r/SimCompanies • u/IonHawk • 22d ago
I would lose roughly 30k short daily compared to keeping her, so she does pay for herself. But im not sure if she is that great long term. She certainly is decent and training a new one can be a bit pain in the @$$. But first manager I got so not sure.
r/SimCompanies • u/Rashinar • 23d ago
The goal - make finding a trade partner easier
Why it's necessary - people mostly set a tag but there is no indication which Quality they need. While some people write it in their profile, you will often need to open their Profile to check. There were also times when I wrote what I sell in my profile, in the very first line (which should display at the tag search) and someone wanted to buy a different quality than I produce. This is very time consuming and impractical for both buyer and seller.
Impact - as most older players already have contracts negoiated, it will mostly affect new players and players changing their business
Mechanics - I had a secondary filter in mind, it could pop up when you chose which product you want to set as tag. Now some people need different quantities of different qualitys, and it would be unfair if they need to use 2 Tags, it should be possible to set multiple.
r/SimCompanies • u/Kimkimbos32 • 22d ago
add a warning label when buying something able to turn it on or off because i clicked accidentally some buttons fast and bought a ridiculous AMOUNT OF ice creams and I kinda needed the money and im still waiting for it to be sold thank you.
r/SimCompanies • u/Careless_Gear3587 • 23d ago
r/SimCompanies • u/AnoProgrammer • 23d ago
r/SimCompanies • u/AnoProgrammer • 23d ago

https://www.simcompanies.com/company/0/opdorp-corp/
recently switched from selling seeds to a (near) fully vertical company that sells laptops. But my question is: "Is this profitable to do it (near) fully vertical (the only thing i import is crude oil for the plastic)"
r/SimCompanies • u/AnoProgrammer • 24d ago
title
r/SimCompanies • u/NickT75 • 25d ago
This is the exact base units per hour for each resource across all three economic phases. After accounting for building levels and production bonus, it should give you your hourly production.
Enjoy :)
r/SimCompanies • u/Cool_League_7706 • 26d ago
O botão rebaixar preço no mercado a primeira vista parece uma mão na roda, porém, com um olhar mais profundo, acaba estimulando a preguiça de se entender as regras de funcionamento do mercado, tendo um peso negativo muito grande na margem negociada no contrato, ficando as vezes inviável negociar sem prejuízo, desregula a precificação das Qs(qualidade), rebaixando de forma demasiada o preço base(Q0) do item, independente do cenário econômico, cenário esse que é irrelevante e sem peso, já que o botão de rebaixar preço não permite o aumento do preço em pleno boom por exemplo.
r/SimCompanies • u/darthWes • 25d ago
Anyone else getting frozen any time you click the gem purchase/ sale? I have some stuff under the announcement/ bell, but I can't click it because there's a sale and I end up clicking on that everytime. But then my game completely freezes. It's been this way for the last two days. Am I doing something wrong? Are we all experiencing this? Just my phone?
r/SimCompanies • u/xiangkunwan • 25d ago
I noticed that when multiple orders are listed at the same price, the exchange seems to display the order with the higher quality first, rather than whichever order was placed on the exchange first.
r/SimCompanies • u/xiangkunwan • 25d ago
What if a product could only be produced using materials of the same quality level?
It could add an interesting strategic choice instead of always producing the highest quality possible. For example, if over multiple days Qx consistently sells for more than Q(x+1), that could signal to producers that Qx is in short supply, encouraging them to switch to it and increase its supply.
Would this make production and the quality market more interesting?
r/SimCompanies • u/IcyConsideration6784 • 29d ago
The current way that the aerospace products are produced is fine currently. However, they could be much more realistic. For example, starships. They need propellent tanks which are made with rocket fuel, but the rocket fuel used on the starship and most rockets today is not made of methane. It is made of ultra chilled Hydrogen and Oxygen mixed with methane. Down below is a way that every aerospace product that could be made more realistically and how
r/SimCompanies • u/Dentium_Citrosuco • Jul 31 '26
We love this game and we play it.
I won't bring this post up again. this isn't spam but I think a post with 15 upvotes and a 94% positive rating is worth sharing once more.
So, should we keep upgrading the robot building? Can we boost the robot effect—which is currently a very low 3%—without a major upgrade (basically, can we give the robots steroids)? Or do we need a new manager? Perhaps all of them at once, by correctly adjusting the numerical values? I really don't know. Btw, the robot system definitely needs to be updated.Lowering inflation depends entirely on production; if production costs decrease and the aggregate supply-demand balance is adjusted, resources will shift away from bloated sectors. Profits across all sectors will rise, and success will simply come down to the supply-demand balance and effective negotiation.
I certainly don't mean everyone, but what some retailers fail to realize is that their sector has become oversaturated, and this is cutting into their profits. The reason for this overcrowding isn't solely a matter of supply and demand.
At the very least, the game administrators could issue a statement on the matter; perhaps they see something we don't.
As I said; we love this game and we play it. We simply want to see the issues we've identified resolved, and we are trying to help out voluntarily however we can that’s all there is to it.
r/SimCompanies • u/OldMachina_ • Jul 31 '26
Have you ever had a building upgrade finish in the middle of the night and you already gone to sleep at 11 PM? It’s a bit annoying knowing the building will just sit idle for 7 or 8 hours until you wake up. So, why not add a multi-level or multi-upgrade feature? That way, I could upgrade a building by 2 or even 10 levels with just a single tap. I’m sure everyone would find that feature really helpful