Mergers and Acquisitions and Interface usage suggestions
Currently I'm playing a game where I'm mostly focused on acquiring companies, raiding their inventory, restructuring them and spinning them off as (mostly) wholly owned subsidiaries. Part of that is because I haven't tried it before, and the other part is because managing really big companies gets complex, and things to streamline that would make that more enjoyable. Spinning them off tends to clear up lists, which is fairly complicated, but does make it easier to focus on the main company.
The update which affected trading components, and the autocommand to block sharing designs was definitely nice.
Some things that I'd like to see (suggestions). I understand that some of these things may be difficult to make code changes for, or you may not be interested in doing, but I'll throw them out there along with the reasoning for each. Most of these are oriented towards dealing with the kinds of problems that come up when your company is large and running multiple marquees. Some are just to find things faster, others are so that as much of my memory doesn't have to be relied on when flipping through multiple screens. Many of these suggestions aren't really an issue until you start getting a lot of data to deal with, but then they are really cumbersome to work through.
I'd like to see my own company at the top of the newspaper stock charts (at least if publicly traded).
Gives a reason to look at it more often, and would just be a nice feature.
Use a color to highlight any parts/vehicles that are licensed or outsourced.
Would be really useful when evaluating inventory after picking up a large company with a bunch of models and parts. You can go through them in the upgrade parts and see which can be modified, as long as it's not new, but then you have to remember which is which to discontinue. Having that on the view parts screen would be nice. An alternative might be to label parts with the actual originating company (rather than the company holding them, although the drawback there is that you wouldn't see the company holding it, so I think colors are easier and better way to spot.
Owned vehicles color highlight in branch models list
This would be useful to quickly identify which models are yours and how they stack up against each other in terms of ratings. Alternatively (and probably more difficultly) to have the cars ratings visible on the model list pricing sheet. A filter (on the lower models list) would be a third alternative. Basically, the idea is to be able to see at a glance, how your cars of the same type, such as sedans, stack up against each other in terms of price and rating.
View parts screen filter
Would be nice to have a filter for marquis. Probably a bit more work, but would be really nice when you start getting multiple pages of entries and you are trying to work on a specific marquis line. Would be awesome if you could isolate a marquis rather than burrow through a bunch of pages.
A possible alternate approach would be to have a sort (actually multi-sort) that named them by :Marquis, Model, Year as a form of predefined nametag string on the vehicle screen. This way iterations of vehicles could be found together easily.
Easy way to switch entire company to regional or global shipping defaults
Whether through a map command, or apply to all, or autocommand, doesn't really matter. Basically when checked/activated, it would make all shipping distances a set distance (or just regional/global). Maybe just as an option to "make all branches global" or "make all branches regional" or "standard shipping distance", whatever's easiest.
Once a company gets to a certain size, and a lot of models are being deployed, it's difficult to remember to reset the shipping distance all the time a new vehicle is launched. The game switches to global production instantly when auto-produce is set, so I'm guessing the code is mostly there already.
Company Takeovers info
When a company defaults, and is eligible for acquisition due to bankruptcy, it would be really nice to be able to see the chart where their factories and branches are (as well as how large) before doing the takeover. You can do this with public companies, but companies that aren't listed in the stock exchange are basically blind buys. Obviously if a company has a bigger factory, in the same place as one of yours, you might want to shut yours down before doing the acquisition, since it defaults to the one you own. Ideally put them temporarily into the stock overview at the top when the offer is made, depending on how messy that is to change to, so their assets can be properly evaluated.
If that's prohibitive for code complexity reasons, simply listing where there headquarters are at in the takeover text, would be at least a useful clue. (example: Creditors of CompanyName who's headquarters are in CityName... should we buy the company... would you like to research) .
Option to change or verify the marquee of a newly designed vehicle or component, at least before the turn end. I shudder to think how many times I've put a bunch of parts from one marquee into a car that I forgot to switch from my main company when hitting the build button. Forcing a redesign and delete, or worse, building it and finding that its made from different suppliers that I don't want to mix.
While I haven't checked yet to see if the autocommand that prevents vehicle designs from being shared, also prevents mixed origin cars from being sold by the new company, it's a concern. I'm guessing that you'd know that. Either way, if I'm planning a 99% owned subsidiary, that I want to spin off, I don't want to cripple it out the gate.
Rebadge components
A different approach to the above problem would be to simply be able to rebadge components or vehicles. So if my company takes over a competitor, I can basically rebrand their parts to other marquis without redesigning everything. Don't know if that's desirable for historic reasons, or programmatic reasons, but it would be a pretty way to set up a variety of marquees easily, even if there were rebranding fees involved. Also solves the "I forgot to change the damn name" when designing things problem.
Car Design Summary (add car type)
When I design a vehicle, and pull up the vehicle stats at the end of the process, sometimes I forget whether it was a coup or coup 2+2, or a roadster or whatever the original plan was before I started moving all the sliders. If the vehicle type was shown in the summary, along with all the horsepower ratings, towing capacity and other data, it would be useful.
The reason that I would like this, aside from being able to make sure the stats fit my concept, is that I often put the vehicle type in the name. Example: Fireball Sedan. This is frequently useful when looking at other lists, in other parts of the game, which don't identify the vehicle class. Don't recall which screens, off the top of my head (sales charts? or maybe in the branch model list) but I do remember it's often something I want to know and don't have the label to see.
Posted Dec 29, 2019, 3:35 AM UTC
Played a couple more hours. A couple other places where it would be extremely useful to have the actual
manufacturersintellectual property owner's company listed.Vehicle design screen on the icons, possibly at the bottom portion where the icons display. (At the top there is the gold colored component name). This would solve one of the larger problems, of knowing when mismatched components are in use, or a vehicle is relying on parts from other designers than the primary marquee.
Somewhat important for licensed designs, but really important for outsourced/purchased components since you can not only not upgrade them, you may run into production limitations. A different color or tone of border might be even easier to notice.
Also in pretty much all of the specs boxes, such as you see when you click view component.