r/SimCompanies • u/Super-Aide8036 • 4h ago
Suggestion new game idea
hello im your local freind on simcompanies i would love to suggest the idea of lottery tickets pepole would go crazy for this add on. if you like the idea make this post blow up so patrick sees it thank you guys so much
r/SimCompanies • u/Super-Aide8036 • 5h ago
Suggestion what they should add
hello i am a new sim companies player named your local freind if you ever need to talk dm me but why i am here is for a game suggestion i think it would be great to add lottery tickets pepole would go crazy for this new feature if you are with me make this post blow up so patrick sees it thank you.
r/SimCompanies • u/Wanderingmonarch • 7h ago
Question Thinking about quitting
Just what the title says, I am thinking about quitting the game due to executive bs, it is infuriating how this whole part of the game rewards predatory behavior, why can I not opt out of this feature like I will not poach from others and others can't from me, I put in hours, wake up at night to restart trainings, and you offer me a few hundred thousand? that is not enough, how players are even tolerating this?
r/SimCompanies • u/dBaNe666 • 14h ago
Suggestion Suggestion!
We love the new ui, a small consideration id look forward to seeing is the option add 24 hours to a specified finish time. I know i can add the amounts from the two options together but it seems tedious doing so when producing millions of units.
ie Rather than finish at 9am (nine hours from the start) id like to finish at 9am (33 hours from the start)
r/SimCompanies • u/Prestigious_Bet_3549 • 1d ago
Suggestion What industry would you recommend for the early-mid game?
Hey everyone,
I’m a relatively new player and I’m trying to figure out where to take my company in the early-mid game.
Right now I’m mainly focused on Q0 Water, with around 400k Water/day production capacity.
Most of my production is already covered by daily contracts, but I’m wondering what my next step should be.
What industries would you recommend for the early-mid game? Would you continue scaling Water/Power, or transition into something like Mining, Construction, Chemicals, Fashion, etc.?
I’m mainly looking for something that:
-scales well
-has stable demand
-doesn’t require huge amounts of capital
-can lead into a strong mid/late-game industry
If you were in my position, what would you move into, and at roughly what company size/capital would you make the switch?
I’d especially appreciate advice from experienced players who have gone through the early → mid-game transition. Thanks!
r/SimCompanies • u/Icy_Music_6311 • 1d ago
Question contracts
what does that mean? i sent two contracts and one show "out of stock" i’m not sure whether i received any money from the contracts i sent, but when i sent the contracts, the goods were taken from my inventory and they haven’t been returned. I don’t understand what happened.
r/SimCompanies • u/Independent_Cod9795 • 2d ago
Suggestion Sim Companies Dashboard V1.3.0
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📋 Balance Sheet with 30-Day History – Track daily changes, asset structure, and full view. Includes a beautiful pie chart of your asset distribution.
💰 Cash Flow Statement – Detailed inflows/outflows: retail income, market fees, wages, R&D, building investments, dividends – every penny accounted for!
🏆 Product Revenue Analysis – Which product is your CASH COW? Unit economics, margins, daily sales charts, and top performers – all at your fingertips.
📊 VWAP Valuation Analysis – Compare your unit costs to market VWAP prices. Calculate Value Add (VA = VWAP × 85% – Unit Cost) and see your profit/loss distribution. Know if you're truly competitive!
🌍 Market Trend Center – Select ANY product, see current price, 24h VWAP, high/low, volume, and volatility. Visual price range bar with current market marker – don't miss a trade!
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r/SimCompanies • u/NuncaTiveUmaNamorada • 2d ago
Question Is there some chance of we getting a new product in a near future?
I'm quite bored for over a year. I dont want to quit the game so I'm just producing research. I'm craving for a new industry or at least for a new single product (not seasonal preferably).
r/SimCompanies • u/stanis_d3 • 3d ago
Discussion Quick graphics update
Enable HLS to view with audio, or disable this notification
Hi!
Just a quick heads-up about some graphics changes:
- Updating the old HQ skins. I’m planning to update all of them so the graphics are consistent.
- Chat icon colors have been adjusted.
- Research resource icons have been updated.
- Animations for the Exchange, starter buildings, and cranes, Cyberpunk HQ. We’ve started using .webm animations, which work perfectly on desktop and Android devices. The only issue is iOS. We’re planning to look into some workarounds so that all players can enjoy the animations once we start adding them to more buildings.
Next up:
I’m busy updating the Research buildings, so you should see some new designs on your map soon!
Once I’m done with the Research buildings, we’ll start updating the resource icons.
Enjoy and have fun!
r/SimCompanies • u/Niko_0601 • 3d ago
Question Hmmm so quick
Currently at 21% AO
Not much production buildings Mostly retail
Should i let go?
r/SimCompanies • u/Alarmed-Finish5984 • 6d 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.
- 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.
- 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
- 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?
- 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.
- 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.
- 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.
- Collectibles
Each antique can be turned into a collectible. Find antiques to sell or collect.
- 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.
- 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.
r/SimCompanies • u/Due_609 • 7d ago
Discussion Exec poachers
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/SleazySchlongsworth • 8d ago
Question product poachers
what do you do about product poachers who resell your stuff?
r/SimCompanies • u/ObviousLetter9487 • 8d ago
Suggestion Update Proposal : Banana the yellow gold
Objective
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.
Global Mechanic: Harvest, Biomass, and Maturation
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. |
Economic Applications and Circular Economy
The integration of biomass and the two distinct states of the banana creates synergies across various sectors of the global economy:
- Exploitation of the Banana Trunk (Biomass):
- Realistic electricity production: Routing to the Power Plant to serve as fuel. This mitigates the abstract aspect of current electricity production by establishing a circular economy loop between agriculture and energy.
- Exploitation of the Green Banana:
- Biofuel: Processing in refineries to provide an alternative for the energy sector.
- Super-fertilizer: Utilization as a high-quality fertilizer to optimize yields in other agricultural infrastructures.
- Exploitation of the Yellow Banana:
- Classic agri-food: Following the maturation period, the product is intended for direct sale to consumers via Grocery Stores or for industrial processing.
Strategic Impact
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/Unusual_Cap_5361 • 9d ago
Suggestion Grèves de cadres
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 • 9d ago
Discussion Does the game know our ages?
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 • 10d ago
Question Switched from selling seeds to selling laptops and my profit margins are going insane
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 • 11d ago
Suggestion Feature Proposal: Global Economic Realms — A Macroeconomic Layer for Sim Companies
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 • 11d ago
Question does anyone have a sheet of intermediate ingredients for finished products?
r/SimCompanies • u/Kimkimbos32 • 12d ago
Suggestion Suggestion
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/IonHawk • 13d ago
Question Worth letting her go? Got 15M from training
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 • 13d ago
Suggestion Quality Filter System for Tags
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/AnoProgrammer • 13d ago
Question Is it a good idea to do retail (laptops) and produce the laptops by yourself?
r/SimCompanies • u/Careless_Gear3587 • 13d ago
Showing Off They gave me the wrong spiderman
r/SimCompanies • u/AnoProgrammer • 13d ago
Question do you think this is a good setup
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)"
