

The research and development screen allows the player to invest their researchers into fields of development. The player can manage the number of employees at factories, hire and fire new employees for factories, manage salaries (especially important to keep workers from striking), and commission reports to find out more about their automobiles.Ī unique feature available in the manager's office is the ability to print most reports to the computer's printer. Available from here is financial data concerning car models, factory production numbers, competition information, car reviews, and more. The manager's office acts as the player's interface to the numbers end of the business. Clicking on one of these buildings will bring up the following departments: The different aspects of the business are covered by different buildings at the factory (which is actually a pictorial representation of the main menu). If at any time the player is bankrupt for long enough, the game ends with a scene of the player's avatar jumping out of a window. Most of these events negatively affect demand for all cars, with the exception of the energy crisis which targets low-mileage vehicles. World events that vastly effect gameplay are: World War I, The Great Depression, World War II, and the energy crisis of the 1970s. At this time newspapers also announce if cars are doing well or if there are special world events. At the start of each month, the player is presented with a money ledger showing the prior month's business. The player is expected to follow this process whenever they wish to develop a new automobile.Įach turn is one month, and the game lasts approximately 100 years. The game tends to follow common steps in a project lifecycle which involves the planning of a product, development of a product, testing of a product and its release to the public. The player is always set against three competitors, which can be either human or computer. The player starts off with a factory and a number of distributors.
