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Game Systems/Your companies

Your holding company

Last updated 2026-10-29

You play an investor. Your money and your shares sit in a portfolio above your companies, and the companies you control form a group: a holding company with as many subsidiaries as you can build or buy. Losing a company does not end your career. This page covers how the group is built, who controls what, and the money tools you use to grow it.

How it works#

Companies, divisions and plants#

A company opens a division the first time it builds a plant of a sector type in a region. Opening costs a $100,000 entry fee, and the founding plant is built at half its strategy's capital cost. Later plants in that region and sector join the division and must run its strategy. Retooling moves the whole division to another strategy of the same sector for a quarter of the new strategy's capital cost per block and a third of its build time (at least 4 weeks). A division cannot change sector.

Diagram of a group: investor portfolio, holding company, subsidiaries, divisions and plants, with carve out, list and spin off, and a joint venture between two groups.

Three costs rise as you grow:

Line chart of expansion cost multiplier against local market share from 50 to 100 percent, for 0, 1, 2 and 4 or more rivals.

Line chart of division overhead as a share of weekly revenue against number of divisions, with and without three owned logistics divisions.

Each division has a reputation from 0 to 10,000, starting at 2,500. Quality, marketing and brand lift it, a raid knocks it down, and it is earned faster than it is lost. It scales how customers see your quality in every market, by up to plus 15 percent at 10,000 and minus 5 percent at 0, which acts as a price premium and as loyalty.

Control and the board#

More than half of a company's votes gives you control. Exactly half is not control. This keeps one holder in charge and a tie from freezing the company. A board of five seats is elected by share of the vote. The board must approve a loan that takes debt above 60 percent of tangible assets, any single capital project above 25 percent of total assets, mergers and large share issues.

Each quarter the board of your primary company sets one goal, rotating through four types. Meeting it before the quarter ends pays you a management bonus.

Subsidiaries and listings#

Every operating company trades on the stock exchange at a price that follows its fair value. You can buy and sell shares in any of them, including your rivals.

Activist investors target companies with at least 5 percent of their votes held outside and 26 weeks of results. They need a grievance: a share price 55 percent or more under its peak for 39 weeks while losing money for 52 weeks, two missed board goals in a row, group pricing that takes at least 3 percent of equity from minority holders, or a dividend that stopped while cash is ample.

You can concede (the demand is met in full), negotiate (half the demand plus a fee of 0.1 percent of equity) or fight (you pay damages of 0.4 percent of equity plus the full demand if you lose). If you do nothing, the board answers after 4 weeks, and ignoring one raises the activist's odds by 10 points. A company sees at most one campaign every 104 weeks.

Group supply and transfer prices#

Companies in one group supply each other first. Each week the engine keeps standing contracts between divisions that use what another makes, settled before the open market. Each supplying division has one transfer price setting: 0 is its own cost, 10,000 is the market price (the default, the median ask of other makers) and up to 12,000 is a markup of 20 percent over market. Between 0 and 10,000 it is cost plus that share of the gap to market.

A price away from market takes value from the losing side's minority holders and builds a "squeeze" that fades by 1/52 a week. A squeeze at 3 percent of equity a year can draw an activist. Profit also moves between the tax bills of different states, which saves the group tax and shows in your statements.

Joint ventures#

Two groups can co-own a division as a joint venture. The proposer takes 20 to 80 percent; the larger holder controls it, and an even split leaves it independent. Surplus cash above two months of outflow is paid out as 60 percent each quarter in proportion to stakes. After 26 weeks either partner can buy the other out at fair value plus 10 percent, or leave: the other partner has first refusal at 95 percent of fair value, otherwise outside investors take the stake at 85 percent.

Partners become allies, which rivals remember: a rival asks old partners first to share a project, and a rival skips raids and bids on a friend only while the tie is strong (see Rivals).

Money#

Key numbers#

Item Value
Division entry fee $100,000
Founding plant discount 50 percent
Dominance threshold, maximum multiplier 50 percent share, 3 times (1.7 times with no rival)
Division overhead 0.18 percent of weekly revenue at 10 divisions, 0.72 percent at 20, 1.62 percent at 30
Overhead cut by logistics 6 percent per owned logistics division, up to 40 percent
Construction capacity 40 blocks plus a tenth of blocks running, at most 400
Control More than 50 percent of votes
Board approval Debt over 60 percent of tangible assets; project over 25 percent of assets
Board bonus 2 percent of the quarter's operating profit, at least $25,000, never more than the company's cash
Listing 5 to 49 percent at 95 percent of mark, 2 percent fee (at least $100,000)
Transfer price 0 to 12,000 basis points of market (market is 10,000)
Joint venture Stakes 20 to 80 percent, 26 week lockup, buyout at 110 percent of fair, exit at 95 or 85 percent
Bonds $250,000 minimum, 26 to 780 weeks, spread cap 12 percentage points
Activist 5 percent outside votes, 4 weeks to answer, 104 weeks between campaigns

Worked example. You hold a 75 percent share of the steel market in one region, and four rivals also operate there. The next plant there costs 1.5 times its normal capital, because the share is halfway from 50 to 100 percent (a ramp of one quarter) and the full 3 times applies only at 100 percent. If you had been the only maker, the same plant would cost 1.18 times. Separately, at 20 divisions with 3 of them in logistics, overhead is 0.72 percent of revenue times 0.82, about 0.59 percent.

What you can do#

Tips: to get control back after dilution, buy shares on the exchange until you pass 50 percent; keep your stake above that before approving large share issues; and do not let your debt run past 60 percent of tangible assets if you want to avoid a board vote.

Connections#

Driven by

Affects

Diagram: rivals, freight, labour and the central bank drive your company; your company affects the commodity exchange, currencies and rivals.

Status#

Live in every scenario and difficulty. Rival behaviour changes with difficulty (see Rivals), but the rules on this page are the same everywhere. Merger review thresholds depend on which party is in government (see Governments and market laws). Cross-currency limits matter only in Ruhr and Rhine.

Last checked: 2026-10-29, version 1.8.0

Technical detail: every constant, formula and source file is in Exact rules at the end of this page.

Exact rules#

Divisions and building#

Source: crates/cw-sim/src/economy/sectors.rs, crates/cw-sim/src/commands.rs.

Sprawl#

Source: crates/cw-sim/src/economy/operations.rs (sprawl_rate_bps). Overhead is 0.18 x d^2 basis points of weekly revenue (d is the division count), times (400 - strength) / 400 for logistics strength (MAX_LOGISTICS_STRENGTH = 200, so at most half off), times (10,000 - min(600 x owned_logistics, 4,000)) / 10,000, doubled for a firm with a secondary specialised type. It counts divisions, not plants.

Reputation#

Source: crates/cw-sim/src/economy/structure.rs. NEUTRAL_REP = 2,500. Target is 2,500 plus twice the quality margin over 10,000 (limited to -2,000 to +6,000), plus marketing and brand terms (each up to 3,000). It rises by 1/26 of the gap a week and falls by 1/52. A successful raid costs the defender 300 plus a fifth of the stake taken; a failed one 100.

Control and board#

Source: crates/cw-sim/src/state.rs (controller, tests exactly_fifty_percent_is_not_control), crates/cw-sim/src/economy/ownership.rs, crates/cw-sim/src/economy/governance.rs. Control is strictly more than 50 percent of votes. approval_required: debt_after x 100 > tangible x 60 or capex x 100 > assets x 25. Boards have five seats elected by largest-remainder share of votes.

Board goals#

Source: crates/cw-sim/src/economy/objectives.rs. QUARTER_WEEKS = 13, MIN_BONUS_CENTS = 2,500,000, BONUS_BPS = 200. A goal is set in the first week of each quarter (tick % 13 == 1), rotating by quarter: new region, average weekly operating profit at least max(average + average/4, average + $5,000), home division share plus 10 points (max 95 percent), new state. Bonus is max(2 percent of the quarter's operating profit, $25,000), capped at the company's cash, moved from the company to the investor.

Structure#

Source: crates/cw-sim/src/economy/structure.rs.

Constant Value
TRANSFER_MARKET_BPS 10,000
TRANSFER_MAX_BPS 12,000
JV_LOCKUP_WEEKS 26
JV_BUYOUT_PREMIUM_BPS 11,000
JV_EXIT_PARTNER_BPS 9,500
JV_EXIT_MARKET_BPS 8,500
SQUEEZE_DECAY_DEN 52
LISTING_DISCOUNT_BPS 9,500
ACTIVIST_COOLDOWN_WEEKS 104
ACTIVIST_RESPONSE_WEEKS 4
MIN_BOND_CENTS 25,000,000
MIN_BOND_WEEKS, MAX_BOND_WEEKS 26, 780
MAX_BOND_SPREAD_BPS 1,200

Insolvency recovery#

Source: crates/cw-sim/src/commands.rs (AcceptManagementContract). Available when investor cash is under 2,500,000 cents ($25,000), the investor controls no firm and manages none; signing bonus 10,000,000 cents ($100,000); not again within 260 weeks; marks the score as assisted.

Edge cases#

Ask