Simcompanies: Guide #2

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Jason Lu and Allen Wang

     Hello, and welcome back to this second guide to simcompanies! If you haven’t already checked out our first article, you can read it here. This article is designed to help players who already understand the fundamentals get better and grow their company. If you are reading this article, you should have at least 2-3 weeks of experience in simcompanies. Below is a detailed guide sorted into different topics regarding simcompanes. Enjoy!

 

Different Industries:

There are many different industries in simcompanies, and here you can find a detailed explanation of each one. You can figure out which products are in which industry by going to the encyclopedia

 

Agriculture:

The agriculture industry is the first one every player is introduced to, right from the tutorial. Plantations and farms produce products that can be sold in grocery stores. This industry requires the least money to operate, but therefore also yields the least profit. The second you have a chance, move out of the agriculture industry! Better industries are construction, fashion, resources, and energy. 

 

Construction:

If you were to rank all of the industries in simcompanies, construction would be somewhere in the middle. Everyone needs construction materials like planks, reinforced concrete, and bricks to upgrade and build buildings. Therefore, there is always a demand. You’ll always have steady income. 

 

Fashion:

The fashion industry is probably the best industry to move to once you quit agriculture. Fashion costs a little more money to operate, but the potential to earn profit is so much larger. For instance, you could make 10,000 apples daily, or you could make 1000 dresses. Guess what? Not only do those dresses earn you more profit, but they sell faster, too! Further, producing fashion is still fairly simple, unlike industries such as automotive and aerospace, which require dozens of inputs. All in all, the fashion industry is probably your go-to industry if you’re still in agriculture. 

 

Energy:

Energy is one of the most reliable industries in the game. Ranging from cheap power to expensive rocket fuel, energy embodies a wide variety of products. The best product to make in the energy industry is power by far, because almost everyone needs power. Therefore, just like construction materials, there is always a high demand for power. The other products like methane and diesel are good, but if you’re going to go for expensive products like those, I would suggest that you take a look at other industries like the electronics and research industries first. 

 

Electronics:

The electronics industry is the backbone of the two powerhouse industries in simcompanies: automotive and aerospace. Many automotive and aerospace products require lots of electronics to be made, and this industry is probably the third best industry in simcompanies. There are basically two “segments” of the electronics industry. The first consists of more “basic” materials, such as processors, batteries, and HGEC (High Grade E-Comps). These are then turned into materials in the second segment, such as tablets, televisions, and quadcopters, as well as used in items belonging to other industries such as combustion engines, ion drives, and cockpits.

 

Automotive:

The automotive industry is a profitable industry, narrowly beaten by the aerospace industry. However, this industry is not recommended for newer players, simply because most products require many inputs (for example, an economy e-car requires 5 input materials). This industry uses items like car bodies, electric motors, and combustion engines to create vehicles like economy cars, luxury e-cars, and trucks. Check it out for yourself in the encyclopedia, and see which product you like best! Car dealerships are some of the best retail buildings in the game, so you might want to consider retail instead of production if you’re in the automotive industry.

 

Aerospace:

At the time of writing, aerospace is the most popular industry in Simcompanies, with most large companies doing it. This is because it is overall the most profitable industry. However, this profitability comes at a cost—the amount of goods required to make aerospace products is generally very complicated. This, along with large amounts of cash required to make items, means that newer players who do not have large amounts of capital should probably not venture into the industry yet. Some aerospace items are planes and rockets. The aerospace industry relies heavily on the electronics, automotive, and resource industries.

 

Resources:

Resources are a fairly broad term referring to a variety of items, which are generally (but not always) produced using mines and/or factories. They include mining goods such as minerals, bauxite, and iron, as well as factory goods such as chemicals, steel, and carbon composites. They also include carbon fibers, plastic, water, transports, and sand, which are made using other buildings. While profits in this industry aren’t too high, it is essentially the backbone of electronics, automotive, construction, and aerospace.

 

Research:

Research is a special type of industry. You use various research buildings to produce different research units, including electronics research, energy research, and software. These research units only require cash to produce, with the exception of aerospace research, which is complicated and expensive to make, requiring the launching of rockets. These research units are not converted into other items or sold in retail, but rather sold to others, who use them to improve the quality of their products. For more information regarding research, please check out our research section.

 

After reading all of this, you might ask, “which industry is the best?” There is no real answer to this question: depending on current prices, profits may vary widely. Further, some industries are more difficult to manage than others, which must also be considered.

 

Retail:

Each product that is retailable (known as end-products) has a certain retail demand, except for items that are sold in Sales Offices, which work differently. This retail demand is calculated every day based on the amount of items sold in retail yesterday: if lots of an item was sold yesterday, demand today is lower, and vice versa. High demand means that selling an item in retail will be faster, compared to selling it at the same price during low demand. Also, selling at higher prices means that the goods will sell slower and vice versa.

In the previous article, we wrote that for beginners, production was easier than retail. Now, you should be experienced enough to pick for yourself. Retail and production both have their advantages and disadvantages. If you produce, you don’t need to do as many calculations in order to calculate which price to sell at for the most profit. However, producing means that you will generally need to deal with more resources, which means that you will have more people who buy your resources (buyers) and people who you buy resources from (suppliers). In contrast, it is not as difficult to manage suppliers and buyers in retail, but you must calculate a lot in order to optimize your profit.

 

Sales Offices:

Sales offices are a special type of retail building, which sell aerospace end-products. Running a sales office is expensive, requiring at least 2-3 million dollars of cash available at any given time, or an equivalent amount in aerospace end-products in your warehouse. If you don’t have that much money, you shouldn’t build a sales office for reasons that will become clear soon.

Instead of working like other retail buildings, where you sell a certain amount of items at a price that you dictate, and some time later it is gone and you get money. With a sales office, you look for an order, which takes 47 hours. You can look for one order per level. Orders ask for a given number of a few items, with each item at a somewhat random price. For example, you might get an order asking for 6 Single Engine Planes at $42000 each, or you might get an order asking for 2 Luxury Jets at $88000 each and two Satellites at $60000 each. When you get an order, you can either accept or reject the order. Generally, you should reject an order if the amount of money you will receive is less than the cost of buying the items. Otherwise, you should accept it. Order costs can range from $100k to several million dollars. Note: You only pay your workers when they look for an order. After you find an order, while you are fulfilling it, your workers are not paid.

 

Executives, Workers, and Admins:

Workers are hired automatically based on building levels. Each building level results in the hiring of 100 workers. Upgrading buildings also results in an increase in admins hired. Admins basically act as a multiplier for wages. They make it so that one cannot just upgrade to infinity: at one point you will no longer increase profits due to admin. However, admins also increase administration overhead, which is basically a fee that you have to pay whenever you produce from a building. Don’t worry, it’s all calculated for you in the production cost, and paying a little fee for a higher building level is totally worth it. We just wanted to let you know what it is.

Executives are located in your hq (headquarters), and there are 4 main executives and 4 staff. The COO is the most important, and you should try to hire one once you hit level 15. The other three (CTO, CFO, and CMO) aren’t as useful until later on into the game, and you shouldn’t worry about them. In case you are wondering, the CTO boosts how many patents you get when you spend research, the CFO reduces certain accounting overhead costs, and the CMO boosts any retail buildings you have. There are many ways to hire an executive, but we’ll let you explore those options yourself. For more information, check out this article.

 

Construction

Since our first article, construction has been completely changed. It used to be that one would upgrade or construct a building using an amount of cash and 100 steel. However, there are now dedicated construction materials: bricks, planks, reinforced concrete (RC), and construction units (CU). In order to upgrade or construct a building, one must purchase the appropriate amounts of these items. Nothing else is required to upgrade a building—no cash or steel is used. This means that the price of upgrading is subject to the same price fluctuations that other materials are. One day, you might find that it will take $100k to upgrade a building, and the next day it will take $120k. Observant players will use these fluctuations to their advantage, buying items when they are cheap to use in future upgrades and saving lots of money. For more information, check out this article.

 

Bonds: When to Buy/Sell:

Bonds are basically asking people to loan you money, and they are a great way to jump-start your business from the beginning. Typically, there are better ways to use your money than to buy other people’s bonds, but if you find yourself with a whole lot of money and no clue where to spend it, you can consider buying some people’s bonds. Be sure to buy people with higher company ratings, because they are more reliable. 

 

Company Rating:

Company rating is calculated by simcompanies in terms of the letters A,B,C,and D as well as pluses and minuses. D means horrible reliability, A means you have been playing in the game and are more devoted. Company rating is based on a variety of factors. The exact formula is not publicly known, but generally if you miss interest payments your rating will drop. There’s not too much you can do to improve your company rating; just play the game and it will rise naturally. 

 

Research: Money Allocation

Research is a very key component of simcompanies, and it’s what differentiates big companies from small ones. Researching allows you to produce higher quality products which can be sold for more money. However, it is important not to spend too much money on research. That would leave you without enough money to produce products! The correct money allocation is calculated in 3 steps: 

  1. Figure out how much money it takes to produce your product for 1 day (or however often you log on). Subtract that amount from your current amount of cash.
  2. Note if you need to spend your money on other things, for example paying off bond interest. Subtract that from your current cash.
  3. The remaining amount is free to spend on research!

 

Effects of higher quality:

You might wonder: “How important is it to get higher quality items by researching?” In fact, it’s one of the best ways to earn more money. For instance, the typical price of Quality level 0 power (abbreviated as q0), which is the starting quality, is $0.22 per unit of power. If you researched power to for example level 3, the average selling price would be about $0.24 per unit. This may not seem like a very big difference, but because power is produced so quickly, it adds up. Looking at another example, a q0 suborbital rocket sells for about $110,000 (That’s a lot!). However, a q4 suborbital rocket sells for about $130,000! That’s a huge difference, and it adds up the more higher quality items you make. For more information, feel free to read this article.

 

Government Orders: What are They?

Government orders can be found in the exchange. Government orders are regularly issued out whenever the existing government orders have been finished. To find out more regarding government orders and how they work, read this article. If you just want a short explanation, here it is: One needs a lot of money to fulfill a government order, so we would not recommend participating in them.

 

Prospecting/Abundance:

If you find yourself building mines, quarries, or oil rigs, you’ll notice that each one of those buildings has an abundance percent (for instance 80% abundance). This means that it will produce at 80% of the speed of a maximized 100% abundance building. It’s like in real life, some places have more abundant resources than others. As you keep gathering resources, the abundance will slowly drop (at a rate of approximately 1% per month). Prospecting is the act of scrapping and rebuilding a building until you obtain a favorable abundance percentage. This is recommended because although you waste a lot of time rebuilding, the end result means higher productivity. Generally, you should aim for 95% abundance when building an “abundance building”. Slightly lower abundances are tolerable, but you should generally not upgrade them too much. These buildings should be scrapped when they reach around 85% abundance.

 

Production/Sales Simboosts Bonus:

One thing you might be wondering is: I have so many simboosts, but how do I spend them? Again, as we stated in our first article, the first thing you want to do is unlock all of your building slots with simboosts. Once you have unlocked the last one, you can consider spending your simboosts on production or sales bonuses. If you go to your account settings, right under your name is where you move your bonuses. If you add 1% bonus to production, sales is now decreased by 1%, and vice versa. You can buy bonuses multiple times with simboosts, up to -3% boost in one area.

 

Recreational Buildings:

There are 3 different recreation buildings in simcompanies, and they all act the same way. The idea is that when you build a recreation building, you input 40 simboosts each week (this is not affected by the level) to give your sales and production a 1% bonus. Each recreation building can be upgraded to level 3, meaning that each level you upgrade it the bonuses are increased by 1% each. You can only have 1 of each recreation building, so the max you could have is all 3 recreation buildings at level 3, giving you a 9% bonus for sales and production. This is not recommended, mostly because you wouldn’t have enough simboosts to run all 3. These buildings grant fairly large increases to profit. However, one should probably not get this building until you have unlocked all 3 simboost building slots, which are a more effective use of simboosts.

 

Achievements and Achievement Hunting:

There are achievements in simcompanies, and upon completing them simcompanies awards you either money or simboosts, the in-game currency. Achievements can help you gain a boost of cash really quickly, so it’s sometimes important to go achievement hunting: doing things specifically to complete an achievement. 

There are around many in simcompanies, and many of them have multiple tiers. Completing each tier gives you a cash reward. A popular strategy called “Achievement hunting” can be used by new players to accumulate large amounts of wealth quickly in the early stages of the game. Instead of retailing or producing, one basically focuses on getting certain achievements in order to grow. Here is a good guide for achievement hunting. If you’ve already been playing for a while, you obviously won’t be able to follow this step by step, as you probably have many of the achievements already. However, some of the principles outlined, as well as approaches for some harder achievements, are certainly applicable.

 

General Tips:

  1. It’s almost never a good idea to have idle buildings. Always try to be producing/selling with your production/retail buildings. Even if you produce something that barely earns you any money, it’s better than not producing anything. Maximize the efficiency of your buildings!
  2. When you upgrade buildings, the cost to build a level 1 building and to upgrade it to level 2 are the same! However, once you want to upgrade the building to level 3 and onwards, the amount of construction materials required is increased. Therefore, try to have all of your buildings at level 2 before you proceed to upgrade them to higher levels (achievement hunting is an exception).
  3. You might have noticed contests occurring. These are like government orders, except everyone can participate! You basically have to donate as much of the item requested as possible. However, the only reward is an in-game certificate, and it’s very very hard to win a contest, generally costing upwards of $10 million. Unless you are a very large player, it is not a good way to spend your money.
  4. There are 3 phases in simcompanies’ virtual economy: recession, normal, and boom. It’s pretty self-explanatory: items are cheaper during recession and priced higher during boom. If you’d like to read more about the phases of the economy, check this out. If you realize that the economy is in its recession stage, it is generally a good idea to buy lots of construction materials and/or research because it will be very cheap!

 

Thanks for reading this second guide to simcompanies! We hope you’ve enjoyed it, and hopefully your company will become more successful because of this article. You can also check out simcompanies’ FAQ. Feel free to experiment making different products in different industries, and have fun!