v0.4.1 — The Commercial Game: Negotiations & Engine Architectures

The Undercut: Racing Manager · published

v0.4.1 — The Commercial Game: Negotiations, Engine Architectures & a World of Manufacturers

0.4.0 made the driver market a real system. 0.4.1 does the same for the commercial side. Signing sponsors and suppliers is no longer a menu of instant offers — it's a negotiation campaign you run against the whole grid, on a budget, against the clock.

⭐ Sponsor & Supplier Negotiation — Completely Reworked

The old Sponsors and Suppliers apps are gone. Replaced by a single Marketing app with a unified workflow.

  • Negotiation is a campaign. Pick a target, commit work units, watch it progress. Mission size scales with the partner — a small department can still land a big name if fully focused. Reallocate or stop any mission at any time.
  • Everyone is racing you. AI teams run missions on the same sponsors and suppliers. When a rival targets your deal, their logo appears on your mission card and you get a heads-up email. Out-spend them or fall back to a safe deal.
  • Completing a negotiation earns the offer — not the deal. Only your signature locks it in. Until you sign, a rival who finishes their own negotiation can steal it. Unsigned deals expire when the window closes.
  • Contracts now have length (1–5 seasons). Rush a deal and you get one season. See it through and they offer their best terms.

🏭 Suppliers: Partnership or Client?

Every supplier deal is a real strategic choice.

  • Works Partnership — the supplier pays YOU every GP, grants +2 reputation and +5 work-order WU per turn. But only one team can hold it. Race the grid for exclusivity.
  • Client Contract — always available, signs instantly. Your negotiation progress buys up to 20% off the client price. The fallback that keeps you competitive.

🔧 Engines Have Architecture

Every Prime Formula Series engine now runs a real V8, V10 or V12 at 3.5L — shown on a spec sheet, not abstract bars.

  • V8 — 500 hp, 13,000 rpm. Cheapest, most reliable, frugal, light — but less driveable.
  • V10 — 550 hp, 13,500 rpm. The balanced benchmark.
  • V12 — 580 hp, 14,000 rpm. Most power and driveability — thirsty, hot, heavy, fragile, expensive.

Horsepower drives the car directly: base × displacement × condition, feeding into the speed model. Fuel burn, heat damage, wear, driveability — it all reads the architecture you chose. Pick your motorist carefully.

🌍 A World of Manufacturers

Every career generates ~35 major road-car manufacturers with a 1990-flavoured country spread — Luxury, Sport, and Mass Market categories, each with a favoured engine architecture.

Browse them in World Data → Manufacturers. Click any for a full profile: identity, PFS record, current teams, prestige, valuation, and a sector prestige breakdown. Tyre suppliers get their own profile page too.

🎨 Updated Car & Suits Model

The car model and driver suits have been updated. The colour picker is fixed and players can now select the live 2D race livery directly.

🐛 Notable Fixes

  • GPU memory leak fixed — World Data's Fame tab warmed helmet textures for all ~400 drivers in a single frame, enough to hang the system. Now only renders visible rows.
  • Cars with destroyed parts can no longer start qualifying — repair or replace before quali.
  • "Fix a problem" no longer offers fixes on last year's obsolete designs.
  • News headlines wrap properly instead of spilling out of their card.
  • Rival car upgrades and commercial deals now appear in the news feed.
  • Scouting duplicate missions fixed.
  • Engine sound +15%, consistent across all sessions.
  • Main menu circuit loads from hand-vetted seeds — faster startup.

Try It

The demo is updated with everything above. If you want to experience the full negotiation system and engine architecture choices, now's the time.

Play the Demo · Wishlist the Full Game · Join Discord