Good Company is a game with various systems that work together to build up the company. The base of it all is the logistics and the production in general. The minimum a player needs to take care of to sustain is doing modules and sell them.
The most central aspect of it while the player advances through the game are the logistics. The bigger the company becomes, the more options the player has and as more optimisations can be done.
But there are also further systems to broaden the options for optimising profits and the structure of your company.
There are currently two types of items that can be presently produced; one is modules, the other one are products.
Modules themselves have different subtypes such as components, cases, primary and secondary module. Modules can be made from base materials and other modules. All modules could be put into products, sold and analysed, but this is not necessarily true for all of them.
For example, components are a type of modules that are only crafted to be materials in other modules, they do not have analysis values and also can't be added into products, but they can be still sold.
Products are pretty much all the same. When the player starts to design a new product, he defines the product by selecting the product type. Important for products are not necessarily the exact modules used, but the sum of feature values. In standard cases, every module that can be added to a product has a specific feature value.
Logistics are split into three different parts, and each of those has different possibilities and advantages.
The very first one is the logistics of a work zone. Each building starts with a default work zone the player can modify. Adding an employee as a worker of a work zone makes him a logistic worker in that zone, and he will transport items between storage objects within that zone.
Every zone that contains more than the required courier pallet should have at least one logistic worker!
To connect two zones, the player needs to use the courier system. With the courier system, the player can connect courier pallets through routes. Each route can have an unlimited amount of pallets on the route, but to keep the frequency high, usually the player should limit the number of used pallets on a route and try to split them. An employee assigned to a route is called a courier.
The last option does not care about zones at all. Conveyor belts can be places wherever, even outside of buildings. The conveyor belts take some time to set up and require a unique component to be built, but a fully automated system does not cost wages and has the highest possible frequency.
The market right now is quite simple. Products produced by the player can only be sold, and the target for that is the market. The market has particular demands, and expectations and the design of products must fit the needs of a market.
Products that do not fulfil the expectations of the market can't be sold.
The market unlocks the more the player researches and products can be advanced through phases when a certain amount was sold to earn more money with that product type.
To unlock better modules and being able to build better products, the player needs to conduct research. The research is split into two parts.
The first part is the analysis process. The analysis takes modules and dismantles them for some research data. Each module takes a certain time do be dismantled and gives a certain data amount reward. The amount of data points the player can earn depend on the number of features a module gives while the speed depends on how many data points the module provides with a bonus time reduction for higher tiers.
The technologies are quite simple. In a big list, there are lists of modules that can be researched. To research a module, the player needs to have the predecessor unlocked. Also, the player can not research any modules that are two tiers higher than the highest tier reached so far. Meaning if the highest tier researched so far is 7, the highest the player can now research is 8.