Dev Diary 15 - New Game Options
In addition to simply playing the game you want you, I can admit that not everyone wants to play the game the way I intended. Some things I think are fun might be a pain for someone else. Or perhaps they want certain aspects to be more difficult. This can all be adjusted on the new game screen.
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So what does all that do?
"Company Name" - While it doesn't have a direct effect, it will be on display while you play the game.
"Character Name" - Same with this.
"Family Name"- And Same with this.
"Difficulty" - This is just the general setting that has default values assigned to it. This was made quick and dirty, and likely doesn't actually reflect an "Easy" or "Hard" game.
"Starting Money" - Just like it sounds. Starting with more or less money can certainly change the way you play. Not having to pay loan interest, or paying through the nose to get some buildings built. Options are:
- $1,000,000,000
- $100,000,000
- $10,000,000
- $1,000,000
- $100,000
"Influence Multiplier" - This simply multiplies the amount of influence you get when you buy it. Options are:
- 100x
- 5x
- 1x
- 1/2x
- 1/10x
"Resource Generation Multiplier" - This adjusts the generation of all items in the game. Options are:
- 5x
- 2x
- 1x
- 1/2x
- 1/10x
"Resource Proximity Bonus" - Also known as the Neighbor Proximity Bonus. This is what gives you the multiplier from buildings that are next to one another, and producing the same item. They get a bonus to their production. Options are:
- 100x
- 5x
- 1x
- 1/2x
- 0x
- I'm actually considering removing this aspect of the game all together, as calculating all the neighbors of every tile can be heavy depending on what's going on in the country. Also, it kind of doesn't make any sense?
"Energy Required" - All production buildings need electricity to run. This will adjust how much is needed, and thus how much you will have to pay in the long run. Options are:
- 0x
- 1/2x
- 1x
- 2x
- 5x
"Energy Costs" - This is how much electricity costs. Paying for electricity could be hard to predict because every country is going to have different costs. Adjust this if you want things to be slightly more or less expensive. Options are:
- 0x
- 1/2x
- 1x
- 2x
- 5x
"Warehouse Storage Multiplier" - Warehouses by default can store 10,000 tons of materials. If this is too much or too little, adjust this. Options are:
- 5x
- 2x
- 1x
- 1/2x
- 1/10x
"Transport Costs Multiplier" - Chartering transport is hugely expensive. Depending on how you want to treat this aspect of the game, you may welcome a challange, or wish to skip it all together. Options are:
- 0x
- 1/2x
- 1x
- 2x
- 5x
"Wages Multiplier" - The largest expense in the game is simply employee wages. Adjust this for an easier or harder game without changing too much else. Options are:
- 0x
- 1/2x
- 1x
- 2x
- 5x
"Land Cost Multiplier" - Land is expensive, and it changes from country to country. This changes how much land costs. Options are:
- 0x
- 1/2x
- 1x
- 2x
- 5x
"Building Costs" - Buildlings are expensive to build. The numbers are based on research, and can be hard to predict without prior knowledge. This adjusts the cost of constructing buildings. Options are:
- 0x
- 1/2x
- 1x
- 2x
- 5x
"Property Tax Multiplier" - All plots of land, with added buildings or not will have to pay propertiy tax to the government they are located in. Adjust to change this expense. Options are:
- 0x
- 1/2x
- 1x
- 2x
- 5x
"Uncles Starting Ownership" - When you inherit your father's farm, he had taken some money from his brother in exchange for some equity in the company. This needs to be repaid in order to progress in the game. This stat effects how much equity your uncle owns at the start of the game. Options are:
- 0%
- 25%
- 50%
- 75%
- 99%
"Starting Stock Evaluation" - When you take your company public, the price of each stock is predetermined to start at $25, but what might change is how many shares your company is composed of. Adjust this option to have more or less shares at the start of your IPO. Options are:
- 5x
- 2x
- 1x
- 1/2x
- 1/10x
"Market Flux" - If you read my Market Dev Diary, or have played the game with that particular new feed on, you will know that on any given day items can rocket upwards or crash in an instant. This can even happen to a country's whole economy on the rare occasion. This stat effects that, as well as the daily swing of prices on the market. (The daily swing always goes up, so not really much to worry about in that respect.) Options are:
- None (0% daily)
- Calm (-0.05% to +0.06% daily)
- Normal (-0.1% to +0.12% daily)
- Risky (-0.25% to +0.3% daily)
- Wild (-1.0% to +1.2% daily)
"Buying Affect On Market" - Whenever you buy things from the market, you increase the demand, and lower the supply. This raises the price based on your stat here. This is also multiplied by the individual item's market sensitivity. They each have their own percentage. Options are:
- None (0%)
- Low (0.0001%)
- Medium (0.001%)
- High (0.01%)
- Extreme (0.1%)
"Selling Affect On Market" - The inverse of the selling effect. If you sell on the market, you increase supply and lower demand. Lowering the price of the item. Again, this is further multiplied by they specific item's sensitivity. Options are:
- None (0%)
- Low (0.01%)
- Medium (0.1%)
- High (1%)
- Extreme (10%)
"Story Enabled" - Right now this is just a bit of exposition that Uncle Ian provides at the start of the game, but in the future this will be further explanation for what is happening in the world.
- On/Off
"Objectives Enabled" - This is a series of tasks meant to teach the player the game. These are mostly things that you would do anyway in any given playthrough, and give some good rewards for the early game.
- On/Off
"Starting Buildings" - Since you are inheriting some buildings from your dad, it only makes sense to have them placed. They are making a profit (on normal difficulty), and you can add to the buildings to get a head start on the gameplay.
- On/Off
"Character Appearance" - I will get into this in the next Dev Diary.
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It should be noted that I have only really tested the game on the medium difficulty. All settings right in the middle. It is unknown if the game could be enjoyed at these other difficulties, and if the "impossible" difficulty is actually impossible or not.
It should also be noted that currently, the start of a new game is the only time that you can adjust these settings. I think it would be good to be able to change them at any point, but that is not a high priority to add. If you have thoughts on that, I would love to hear it.
I would also love to hear if you have ideas for new options. Some I am considering would be:
- Research Required multiplier(10% to 10000%)
- All Researches Unlocked toggle
- Loan interest multiplier (0% to 10000%)
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Upcoming:
- DD16: Character Creation
- DD17: Uncle Ian
- DD18: Power Generation
- DD19: Exports and Transport Vehicles
- DD20: ???
Files
Get Factory Default: Build, Trade, Repeat
Factory Default: Build, Trade, Repeat
Develop a worldwide conglomerate where you control the entire production chain.
Status | In development |
Author | SirChett |
Genre | Simulation, Puzzle |
Tags | Economy, factory, Farming, Idle, mining, Singleplayer, supply-chain, Trading, workforce |
Languages | English |
More posts
- Dev Diary 24 - Wrap Up6 days ago
- Dev Diary 23 - Public Shares7 days ago
- Dev Diary 22 - Loans8 days ago
- Dev Diary 21 - Private Shares9 days ago
- Dev Diary 20 - User Settings10 days ago
- Dev Diary 19 - Exports and Trade Vehicles11 days ago
- Dev Diary 18 - Power Generation12 days ago
- Dev Diary 17 - Uncle Ian13 days ago
- Dev Diary 16 - Character Creation14 days ago
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