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 The game is exceptionally well-made, capturing historical military procurement and technical progression through to the 2000s with impressive detail. However, the current rival AI system lacks strategic teeth, leaving the competitive aspect feeling largely passive after the initial early-game setup.

but lowkey as it stands, rival companies operate mostly in the background. Because it is easy to ignore them and still make a ton of money  so people stop caring as much about them cus after the early game they usualy become secondary or almost unimportant not really making a need to look at their companies and tanks.


Assign distinct manufacturing philosophies or market niches to competitor companies ( cheap mass production, high  quality, or tank type specialities like one is great at making light tanks etc). This gives each competitor a  advantage and preference making them actualy compete in their respective roles cus youve already added countries needed specifications that are higly specific.

i also think Expanding the tech tree and adding branches  to research into things like  dedicated tank chassis ( like light tank hulls and heavy tank hulls and variants ) and size based desgin alongside weapons, turrets, and armor. Constraining designs by size, weight, and volume forces deliberate tradeoffs preventing players from simply building  the best  design without doing anything but research and a bit of tweaking of designs.

i think expanding the works tab to Introduce factory size limits and tooling constraints would be good too. the Factories should be tied to specific size classes (e.g., light, medium, heavy chassis) and require retooling the years or upgrades to switch production,change the max tank size for a design , or  improve tons of tank produced per year like early game, like in a the production is slow but as it goes on you can research and build dedicated tank production improvemenets and general improvements too.

i do have more things to say but i think your already on them anyway and these are the most major gamplay affect things i think could be added. beyond that though the game is honestly really good and one of the best made tank making company sims ever and thus i really wanna see it succeed. you could prob release ts on steam and make money

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I agree that these are definitely problems in my own playthroughs. I think the biggest problem was definitely how lackluster the ai companies are. I was waiting to first release the new vehicles and then focus on fixing the ai as that is going to take a lot of play testing in order to perfect. In terms of the research system, I agree that a better research tree could drastically improve the game, but it’s simply not on top of my list right now, but I may do it in the future. The factory thing is a great idea, so I will get on top of doing that, but it may not be rolled out in the next update. For the philosophy’s, I actually do have that, although not very in depth at all, and since this is pretty easy to implement, I’ll add it to the next update, so thank you for the idea. I don’t plan on making money on this game as it’s just a hobby and I only released it on this platform to get feedback. Anyway, thanks for all the great suggestions. I am extremely glad you enjoy the game.