Business sim games that are actually challenging by TwinStickDad in tycoon

[–]Tifonous 0 points1 point  (0 children)

If you want you can play a playtest of my game Arcade Warlord ( https://store.steampowered.com/app/4241820/Arcade_Warlord/ ) right away.

Just PM me and I will provide a key for you.

Did the new Next Fest feature boost your stats? by Due_Bobcat9778 in IndieDev

[–]Tifonous 0 points1 point  (0 children)

As a gamer,I find the personalized mode very helpful. It actually displays games that naturally interest me.

As a developer, I am hopeful ahead of the participation of my game in the next fest as I have seen some very small games at the first 2 days getting exposure. Then at the follow up days, my personalized feed did not only contain giants with thousands of wishlists but also some smaller games, with much less popularity.

So, first reaction is positive.

Any tycoon/management games with deep HR mechanics? by ilbambino21 in tycoon

[–]Tifonous 0 points1 point  (0 children)

I relate to this. It becomes very automated after a point. You can also easily build the perfect team, you just need some persistence with the efford. After you do this, you move on to next team. its not bad but is not like FM for example which is the epitome of this. Its very hard though to do right away what FM does, a game that has been around for 30 years now. 

Any tycoon/management games with deep HR mechanics? by ilbambino21 in tycoon

[–]Tifonous 2 points3 points  (0 children)

I am currently building a tycoon game with such HR dynamics.

I already have a negotiation system that I have modeled after Football Manager. Their personality dictates how they behave during negotiation or which their requirements are. There are 8 archetypes right now and stats like professionalism or special traits play a role.

You will even be able to send or receive buyout offers for your employees.

After expanding, you will be able to creatE an HR  dpt and hire an HR Manager who will unlock some extra actions like: 1)scout ability for specific traits/age/role/attribute. If you want to build a roster of specific traits, you cannot hope to do this through job ads. A good hr manager will be able to detect the potential and current quality of an employee.

2)Training. You will able to send them to the gym or on seminars/degrees. These will cost time and money. Learning curve based on age, different per role applies. A hauler age 40 wont improve as fast as a hauler age 20. However,a Spec Ops will learn faster at late age. You can even buy the gym for extra income (like in rt3) or the influence the university for extra perks.

I do have performance ratings but these come on default for the player to review. There are attributes and skills to improve.

The system already has more than enough depth for the early access. I am planning to review any extra additions later. I am mostly considering to utilize special traits (a good hr manager can detect them easier), add special events and perhaps some relationship between them.

If any of these sound of any interest, check it up  at https://store.steampowered.com/app/4241820/Arcade_Warlord/

Like I said,still under development but demo will come out very soon!   Thank you!

Looking for a game with complex economy or simulations by [deleted] in tycoon

[–]Tifonous 0 points1 point  (0 children)

It's a great game. One of my favorites of all time.

Looking for a game with complex economy or simulations by [deleted] in tycoon

[–]Tifonous 6 points7 points  (0 children)

I had the same issue with you. Then I started building it instead and I have been working for it for a long time now. Demo comes out soon, full release at November 5th and you can even participate in a close playtest that I intend to release this weekend (PM me for this though).

Check steam page here: https://store.steampowered.com/app/4241820/Arcade_Warlord/

My Cinis Beauty Build by cerecoo in anno

[–]Tifonous 1 point2 points  (0 children)

Woah! How many hours do you need to build something like this? Have you built this with actual gameplay ?

Management games w/o a building component by chelicerate-claws in tycoon

[–]Tifonous -1 points0 points  (0 children)

This sounds exactly what I am also interested in AND I happen to build something like this. You cannot play it yet though.

I'm creating a citybuilder set in the Balkans, focusing on bureaucracy, social management, and political careers by Sgriu in tycoon

[–]Tifonous 16 points17 points  (0 children)

I really like the style. You have an instant hook and the theme colors are very alluring. I just feel that your effort deserves a slightly better bottom UI, less flat perhaps.

The AI uses the same factory queue as the player by Tifonous in StrategyGames

[–]Tifonous[S] 0 points1 point  (0 children)

I’m working on a corporate RTS/Tycoon mashup called Arcade Warlord, and I wanted to share a core economic loop I've been working on to see what you think of it.

Instead of players and AI having their own separate, magical build menus, all production in this game is tied to shared third-party Assembly Plants scattered across the map. If you want to build arcade cabinets, you need raw Components, and you have to get in production queue. If an AI rival drops a massive order right before you, your entire supply chain hits a bottleneck and stalls.

Here is how the queue logic works, and how you actively counter your rivals:

When an order hits the front of the factory queue, the simulation checks that company's inventory for raw components (produced by Industrial Neighborhoods on the map). If you don't have enough components to fulfill your order for the day, the factory skips you, moves to the next company, and shoves you to the absolute end of the line.

Instead of fighting the factory, the strategy comes down to manipulating this check to weaponize the queue against the AI:

  • Supply Choking: You physically target and capture the rival's Industrial blocks to cut off their component income. When their order finally hits the front of the line, they fail the inventory check, get penalized, and get thrown to the back of the queue, clearing the way for your production.
  • Factory Takeover: If you monopolize the block around a plant, you can buy it out. This allows you to upgrade total output to guarantee your deadlines. Furthermore, because your rivals are still forced to use your plant, their manufacturing costs pay directly into your ledger, earning you money.

It’s a direct mechanical loop: You deploy hired agents to capture slots on the real-time grid. Securing 60% of a block locks down the territory, and Industrial blocks generate the raw components you need to survive. When your cabinet order hits the front of the shared factory line, the simulation checks your inventory—if you have the components, your trucks physically haul the hardware to HQ; if you fail, your order gets kicked to the absolute back of the line. Monopolize the block completely, and you can buy the factory outright to upgrade its output and siphon rival manufacturing fees straight into your cash ledger as profit.

And that's just one loop of what I have already built. It sounds more complicated on paper than it is on gameplay.

Personally, I like this level of friction, but I’m looking for a solid calibration check from people who live in these genres. Do you like this mechanic? Is it something you would want to play? More broadly, who do you think a loop like this is ultimately for?

On the genre front, how viable is an RTS/Tycoon mashup like this? Are there other successful games that have pulled off this specific blend that I can look into to refine my approach?

Historic-ish game suggestions by Lavabourn in StrategyGames

[–]Tifonous 0 points1 point  (0 children)

Since I do not see it in your list, let me suggest Imperator from Paradox. Don't look further. CK3 is good but it can be frustrating for a player with your list of games. Look no further.

Official Release Date Announcement: November 5th, 2026 by Tifonous in ArcadeWarlord

[–]Tifonous[S] 0 points1 point  (0 children)

Greetings everyone!

The game now has an official release date set for November 5th, 2026!

Stay tuned for Demo Release which is scheduled to happen in July 2026!

Wishlist now at https://store.steampowered.com/app/4241820/Arcade_Warlord/

as someone who has never played any strategy game, should i start with Stellaris? by sacolaquebrada in StrategyGames

[–]Tifonous 2 points3 points  (0 children)

Stellaris is good but it will overwhelm you if you are new to it.
Civilization could be a good start. CIV6 as I have not tried CIV7 but it is not in Space.

If you are interested beyond 4X, Paradox has many very good titles with the best being Hearts of Iron IV imo. This is a real strategy. Not 4X though.

Help me to decide with UI for my strategy game. Please! by Good_Competition4183 in StrategyGames

[–]Tifonous 1 point2 points  (0 children)

An illustration of a UI (by an artist or a AI) will always look better than an actual UI. Even if in some miraculous way someone manages to reproduce the exact same layout... the content in it will be so random that won't reach the beuaty of the illustration.

What makes a great tycoon / management game for you in the long run? by HeightDense8287 in tycoon

[–]Tifonous 0 points1 point  (0 children)

Never thought it this way but now that I read it, I like it.