User Tools

Site Tools


gamemanual:howto_contracts

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
gamemanual:howto_contracts [2021/11/29 16:11] – [Vehicle] admingamemanual:howto_contracts [2022/02/15 18:00] (current) – external edit 127.0.0.1
Line 1: Line 1:
 +=== Video Tutorials ===
 +
 +  * [[http://gearcity.info/tutorials/_TutorialVideos/40_ContractBids.html|Bidding For Contracts]] ([[https://youtu.be/LIpx3XHFgWc|Youtube]])
 +  * [[http://gearcity.info/tutorials/_TutorialVideos/41_ContractFilling.html|Filling Contracts]] ([[https://youtu.be/FwUV_CqCF-A|Youtube]])
 +  * [[http://gearcity.info/tutorials/_TutorialVideos/42_ContractWinners.html|How the Game Selects Contract and License Winners]] ([[https://youtu.be/49SsFBb-lPY|Youtube]])
 +
 +
 +
 +
 ====== Contracts ====== ====== Contracts ======
  
 Contracts are agreements between your company and another entity for bulk or custom orders. In some cases, they can be pivotal to the success or failure of your company.  Contracts are agreements between your company and another entity for bulk or custom orders. In some cases, they can be pivotal to the success or failure of your company. 
  
-The game offers several types of contracts with different requirements. You can find a basic tutorial on how to use the contract system on the Office page. FIXME+The game offers several types of contracts with different requirements. You can find a basic tutorial on how to use the contract system on the [[gamemanual:gui_office#contracts|Office]] page.
  
 +----
  
  
Line 11: Line 21:
 The game offers contracts that fall into three different customer types, all four design types, and variations therein. The game offers contracts that fall into three different customer types, all four design types, and variations therein.
  
-See the Contracts Game Mechanics chapter for a more detailed breakdown of the formulas behind requirements and selection.+See the [[gamemanual:gm_contracts|Contracts Game Mechanics]] chapter for a more detailed breakdown of the formulas behind requirements and selection.
  
 ==== Military ==== ==== Military ====
Line 33: Line 43:
  
 When a racing contract goes unfilled, the teams or series can purchase designs from the open market. When this happens, they may purchase your designs, even though you have no associations with the team. There is no way to prevent this action since they are purchasing the designs as regular consumers.  When a racing contract goes unfilled, the teams or series can purchase designs from the open market. When this happens, they may purchase your designs, even though you have no associations with the team. There is no way to prevent this action since they are purchasing the designs as regular consumers. 
 +
 +----
 +
 ===== Requirements ===== ===== Requirements =====
  
Line 42: Line 55:
 \\ \\
 \\ \\
 +
 +----
 +
 ===== Assisted Designer ===== ===== Assisted Designer =====
  
Line 55: Line 71:
 \\ \\
 \\ \\
 +
 +----
 +
 ===== How winners are selected ===== ===== How winners are selected =====
  
Line 65: Line 84:
  
 If the customer doesn't specify the price, they are likely to automatically reject bids that have higher than 200% markup over unit costs.  If the customer doesn't specify the price, they are likely to automatically reject bids that have higher than 200% markup over unit costs. 
 +
 +----
  
 ===== Production/Shipping ===== ===== Production/Shipping =====
Line 122: Line 143:
  
 ==== Shipping ==== ==== Shipping ====
 +
 +
 +Shipping for contracts is free in the game.  And when it comes to vehicles, contracts get top priority over consumer vehicles. Because of this, you might want to choose which factories a contract should get units from.
 +
 +{{ :gamemanual:contract_shipping.png?direct&400|}}
 +
 +To do this, you'll need to use the Assign Contracts window and select a vehicle contract from the list (#1). The dropdown on the right side of the window (#2) will populate with the factories that produce this model. Select the factory from the dropdown that you want contracts to source units from. When you have selected the factory, click the "Apply" button (#3). 
 +
 +The selected contract will now pull vehicles from this factory first before it pulls units from other factories. Component contracts do not have this feature.
 +
 +~~CL~~
 +\\
 +\\
 +
 +----
 +
 ===== Wars ===== ===== Wars =====
 +
 +When nations fall into a major war, consumer vehicle sales often stop. And vehicle production is often halted as well. Wars can hurt some companies, but others will thrive in these conditions. They do well through the contracting system.
 +
 +When a nation enters war status in the game, they terminate contracts for all foreign companies. They also restrict bidders to only companies whose HQ are in the same country. For example, if you run a British company in 1940, it can not bid on German or French military contracts. But you would be able to bid on British military contracts. Countries at war will generate significantly more military contracts based on the size and per capita of the country.
 +
 +While production is halted when at war, you can use your factories in your HQ country to produce your HQ country's military contracts. 
 +
 +Military contracts are often for many units, and they renew frequently during the war. It is a smart idea to be ready in advance with designs that might work. Base your work off existing contract requests.
 +
 +==== Munitions ====
 +
 +When one of your factory locations enter a major war, the game gives you the option to produce munitions. When you produce munitions, the game locks you out of the vehicle production system. You can not produce anything else at the factory, and you can not change your munition production status until another factory location enters a war. In addition to this, the game only provides limited options for selecting munition production locations.
 +
 +The game will automatically end munitions production when the war is over.
 +
 +
 +{{ :gamemanual:contract_munitions.png?direct&400|}}
 +
 +When a war begins at a factory location, the Munitions action memo will appear. This memo gives you four options. And you won't be able to change these selections until another location enters the war. The area beside the buttons describes the action, but we'll also cover it somewhat on here.
 +
 +  - **No Munitions** => No factory you control will produce munitions.
 +  - **Home Factories** => Factories in your HQ country will produce munitions. There is no image penalty for this, but it does increase the chance of factory destruction, and you won't be able to make military contacts.
 +  - **Foreign Factories** => Factories located in war zones outside of your HQ nation will produce munitions. This gives you revenues for factories you otherwise wouldn't be able to use. This action also decreases the chance of factory confiscation, but it increases the likelihood of factory destruction and lowers your image rating. 
 +  - **All Factories** => Every factory you own in a war zone will produce munitions. You will lose your ability to manufacture war contracts, but you will make money from all your factories. It increases the chance of factory destruction but lowers the chance of factory confiscation. This action will lower your image rating. 
 +
 +
 +
 +
 +
 +~~CL~~
 +\\
 +\\
 +
 +{{ :gamemanual:contract_munitions_destruction.png?direct&400|}}
 +
 +Producing munitions greatly increases the chance of factory destruction. This can be from mistakes made on the factory floor or targeting by the enemy. Either way, when your factory is destroyed, you'll receive a high-priority memo.
 +
 +~~CL~~
 +\\
 +\\
  
gamemanual/howto_contracts.1638220312.txt.gz · Last modified: 2022/02/15 17:58 (external edit)