The SimCorp Wiki

Living reference for the current economy, production chains, and operating systems

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Items
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Recipes
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Buildings
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Regions
📦
Item Database
Every resource, component, and finished good
⚗️
Production Recipes
Full recipe book with inputs, outputs, and timings
🏗️
Buildings
Live building catalog pulled from the current game data
Quality System
10 quality tiers with price multipliers up to 5×
🔬
Tech Tree
13 technologies for permanent company upgrades
🗺️
Regions
6 regions with unique resources and specializations
💎
Prestige System
Late-game quality reset path and permanent bonuses
Power System
Generate, trade, and manage energy for production

What is SimCorp?

SimCorp is a persistent, player-driven economic simulation where you build a company from scratch, compete in a living market, and grow a regional business into a large industrial network. It features deep production chains, a live market, regional specialization, quality tiers, and long-term progression.

Your First 30 Minutes

1. Register & Choose a Region

Create your account and start in Central Heartland if you want the broadest early access to farming, storage, and market logistics. You begin with $75,000 cash, a starter storage pool, and no buildings.

2. Build Your First Structures

Start with a Water Pump and a Farm. These unlock a dependable early agriculture loop and give you the inputs needed for several downstream chains. From there, add storage or a simple processor before jumping into heavier industry.

3. Start Producing

Queue Pump Water first. Once you have water online, start Harvest Seeds and then move into crops that support your next goal. Production happens in real time, so planning around cycle length matters.

4. Sell on the Market

Open the Market panel and create a Sell Order for your first surplus goods. Price it competitively, watch the order book, and remember that transport costs vary by region.

5. Upgrade & Expand

Reinvest profits into building upgrades, power coverage, and a second chain. A Sawmill, Mill, Warehouse, or Smelter are all solid early expansion paths depending on what inputs you already control.

Pro Tip: Vertical integration gets stronger as your company grows. If a material is always slowing your expansion, it is usually worth exploring whether you can make it yourself instead of buying every unit on the market.

Core Game Loop

The fundamental loop of SimCorp is: Extract → Refine → Manufacture → Sell. Raw materials (Tier 0) are processed into refined goods (Tier 1), assembled into components (Tier 2), and combined into high-value finished products (Tier 3). Higher tiers earn exponentially more but require deeper supply chains.

Key Concepts

📦
4-Tier Production
Items range from raw (T0) to finished goods (T3). Higher tiers = more complex chains, bigger profits.
Quality Matters
Q1 (Standard) to Q10 (Transcendent). Higher quality = up to 5× market price.
🗺️
Regional Strategy
6 regions with unique resources. Trade between them or specialize in one.
Power Management
Buildings consume power. Balance generation (solar, coal, oil) vs consumption.
Icon Name Tier Category Base Price

How the Market Works

SimCorp uses a live order-book market. Human companies and named sector corporations place buy and sell orders, and trades execute when prices overlap. The main market hub is in the Central Heartland region.

Order Types

Sell Orders: List items you've produced for other companies to buy. Set your price and quantity, and the order remains open until it fills, is cancelled, or is replaced by a better strategy.

Buy Orders: Request items at a price you're willing to pay. If a matching sell order exists, the trade executes instantly.

Quality-Based Pricing

Item quality directly affects market value. Higher-quality goods are usually easier to move at a premium, especially in tighter markets or in consumer-facing chains.

QualityNameMultiplierColor
Q1Standard1.00×Standard
Q2Good1.15×Good
Q3Fine1.35×Fine
Q4Excellent1.60×Excellent
Q5Premium2.00×Premium
Q6Superior2.50×Superior
Q7Masterwork3.00×Masterwork
Q8Legendary3.50×Legendary
Q9Mythic4.00×Mythic
Q10Transcendent5.00×Transcendent

Transport Costs

Moving goods between regions incurs transport costs as a percentage of item value. Nearby regions are cheaper; distant trade routes cost more. Research Logistics Network to reduce costs by 40%.

Market Tips: Watch for economic events like Demand Surges (higher prices) and Market Gluts (crashes). Timing trades around events can double your margins.

Market Support

When player activity is thin, the broader economy is supported by named sector corporations and fallback liquidity systems that help keep critical inputs and outputs moving. The exact mix can change as the game evolves, so the best read is always the live order book in front of you.

Transport Cost Matrix

Transport costs are a percentage of item value charged when moving goods between regions.

From → ToCentralMountainsPlainsForestCoastIndustrial
Central4%4%5%5%3%
Mountains4%6%5%8%4%
Plains4%6%5%5%4%
Forest5%5%5%6%4%
Coast5%8%5%6%3%
Industrial3%4%4%4%3%

Overview

The retail system lets you sell finished goods directly to local consumer demand through specialized storefronts. Stores work on timed sales cycles rather than instant liquidation, so inventory mix, district fit, and pacing all matter.

Store Controls

Every retail building includes an Allow Retail Sales switch and a Max sell % control. This lets you decide whether a store should actively move inventory and how much of the region's stock it is allowed to release into retail.

Retail Buildings

StoreCostSlotsMax LvlProducts Sold
Retail Strategy: Use the inventory cap to keep some stock available for manual market selling while still feeding your storefronts. Retail shines when you match the right goods to the right district and keep stores steadily supplied over time.

What Drives Quality

Output quality comes from a mix of your building level, input quality, researched improvements, workforce performance, and maintenance condition. The exact weighting can change as the systems evolve, but better inputs and better operations consistently produce better goods.

Rule of thumb: quality improves when your chain is upgraded, well staffed, well maintained, and fed with better materials.

Building Upgrades

Higher building levels reliably improve your quality ceiling and make it easier to move out of the basic tiers.

Input Quality

Higher-quality inputs support higher-quality outputs. If one weak link keeps dragging down a chain, improving that input often has a bigger effect than upgrading the final building again.

Research, Labor, and Upkeep

Research upgrades, skilled workers, and good maintenance all help stabilize premium output. Neglecting upkeep can undo a lot of investment elsewhere.

Quality Tiers

TierNamePrice Mult.BadgeTypical Path
Q1Standard1.00×STDStarter chains and unoptimized operations
Q2Good1.15×GDEarly upgrades and stable inputs
Q3Fine1.35×FNUpgraded buildings with reliable sourcing
Q4Excellent1.60×EXStrong research and cleaner chains
Q5Premium2.00×PMWell-developed inputs and upgraded production
Q6Superior2.50×SPBroad system optimization
Q7Masterwork3.00×MWPremium staffing, upkeep, and chain control
Q8Legendary3.50×LGHighly optimized advanced production
Q9Mythic4.00×MYElite endgame operations
Q10Transcendent5.00×TRExceptional endgame chains and long-term progression

Quality Decay

Perishable items (agriculture and food categories) lose 1 quality level per 6 hours in storage. Use the Cold Chain Logistics tech to reduce decay by 50%. Plan your production and sales timing carefully.

Warning: A Q10 prepared meal decays to Q1 in just 54 hours of storage. Sell perishables fast or invest in cold chain tech.

Technologies are researched using Research Points generated by your Research Lab. Each tech costs points and may require prerequisite technologies. Effects are permanent and company-wide.

XP System

Your company gains experience points (XP) for every action. Level up to unlock additional building slots and capacity.

XP Rewards

ActionXP Earned
Production Complete+10 XP
Building Constructed+25 XP
Building Upgraded+50 XP
Market Trade+5 XP
Research Complete+75 XP
Contract Fulfilled+100 XP

Level Requirements

LevelXP to NextTotal XPBuilding Slots

Overview

When you reach quality milestones, you can prestige — resetting your buildings, inventory, cash, and level to start fresh with permanent bonuses. These bonuses compound across multiple prestige resets, creating an ever-accelerating growth loop.

What Resets: Buildings, inventory, active productions, cash (→ $5,000), XP (→ 0), level (→ 1).
What Stays: Prestige points, all permanent bonuses, prestige titles, and the satisfaction of knowing you earned it.

Prestige Tiers

🥉 Bronze — Quality Pioneer
Requires: Q5 avg, 100 items, 3 buildings
Points: 1
Bonuses: +10% cash, +5% XP, +0.5 quality
🥈 Silver — Quality Artisan
Requires: Q6 avg, 500 items, 4 buildings
Points: 2
Bonuses: +20% cash, +10% XP, +1.0 quality
🥇 Gold — Quality Master
Requires: Q7 avg, 1,000 items, 5 buildings
Points: 3
Bonuses: +30% cash, +15% XP, +1.5 quality
⚪ Platinum — Quality Legend
Requires: Q8 avg, 2,000 items, 6 buildings
Points: 5
Bonuses: +50% cash, +25% XP, +2.0 quality
💎 Diamond — Quality Transcendent
Requires: Q9 avg, 5,000 items, 7 buildings
Points: 10
Bonuses: +100% cash, +50% XP, +3.0 quality

Bonus Stacking

Prestige bonuses multiply across resets. Achieving Bronze (1.1×) then Silver (1.2×) gives you a 1.32× total cash multiplier. The prestige loop accelerates your progression exponentially with each cycle.

Overview

Every production building consumes power. Without sufficient reserves, production is blocked. You can generate electricity yourself, keep a reserve floor on hand, and export the surplus into a live power market for other companies to buy through the grid.

Two similar names, two different goods: Power Units are tradeable electricity for the grid. Power Hardware is a manufactured construction component used in neighborhoods and infrastructure chains.

Power Generation

BuildingCostOutputFuelNotes
☀️ Solar Collector$30,00030 /cycleNoneClean energy, no fuel cost
🏭 Coal Plant$40,00080 /cycle2 coal /cycleHigh output, consumes coal
🛢️ Oil Plant$50,000100 /cycle3 crude oil /cycleStrong output from raw fuel
⛽ Fuel Plant$60,000120 /cycle
150 /cycle with fuel cells
1 gasoline, biofuel, jet fuel, or fuel cell /cycleBest peak output, most advanced fuel options
🔌 Regional Power Grid$25,000100 /cycleBuys from market asksLets non-generators source power from the live grid

Grid Exports

Power plants can contribute reserve to the grid without emptying themselves. Each plant can be set to export to grid and maintain a minimum on-hand reserve. Only reserve above that floor is listed for sale, which keeps your own factories protected while still feeding the economy.

Power Consumption

Each building type draws power during production. Higher-tier production buildings consume significantly more energy:

25
Mines /hr
50
Smelters /hr
45
Refineries /hr
40
Electronics /hr
80
Vehicle Plant /hr
Energy Strategy: Start with a Regional Power Grid if you want to buy electricity, or build Solar/Coal/Oil generation if you want to control your own supply. Once you have stable reserve, exporting surplus power can become a real revenue stream instead of dead capacity.

Material Requirements

Every building requires cash + construction materials to build. Producing key materials yourself can significantly reduce expansion costs and gives you more control over your growth pace.

Self-Production Savings

MaterialSelf-ProductionMarket PriceSavings
📌 Nails$0.70$6.0088.3%
📦 Wood Planks$1.05$8.0086.9%
🧱 Bricks$1.70$7.0075.7%
🪵 Plywood$4.08$12.0066.0%
🏗️ Concrete$7.86$15.0047.6%
Vertical Integration: The optimal early-game path is Mine → Smelter → Nails/Rebar + Quarry → Bricks/Concrete. This lets you build cheaply and even sell surplus materials for profit.

Upgrade Costs

Upgrading buildings also requires materials, and those costs scale upward with building level. Plan your upgrade path carefully, because late-stage improvements become much more expensive in both cash and inputs.

Economic Events

The game engine randomly triggers economic events that temporarily alter market conditions. These create opportunities for savvy traders and challenges for the unprepared.

📈
Resource Shortage
A raw material becomes scarce. Prices jump 30–80% for 10–30 minutes. Stock up beforehand or sell your reserves at a premium.
🚀
Demand Surge
Consumer demand for finished goods spikes. Prices rise 25–60% for 10–25 minutes. Rush to fill orders.
📉
Market Glut
Oversupply crashes prices 20–45% for 7–20 minutes. Buy cheap and stockpile for the recovery.
🏜️
Regional Drought
Agriculture output drops 30% in one region. Food prices rise. Diversify your farming across regions.
💡
Tech Breakthrough
Electronics and advanced materials production temporarily improves. Prices dip 15–25%.
🛤️
Trade Route Opened
Transport costs fall temporarily. Move goods between regions while it's cheap.

Seasonal Events

Tied to real-world dates, seasonal events activate automatically and last 24–72 hours.

EventDateDurationKey Effect
🌸 Spring BloomMarch 2048hAgriculture quality +2, decay −50%
☀️ Summer HeatJune 2148hProduction speed +50%, perishable decay +50%
🍂 Autumn HarvestSept 2248hHarvest yield 2×, market price +10%
❄️ Winter FrostDec 2148hCold chain +100%, agriculture speed −30%
🛍️ Black FridayNov 2924hMarket prices −30%, demand 2×
🎄 Holiday SeasonDec 2472hGift quality +2, prices 1.5×
🎉 New YearJan 124hQuality +1, prestige +1pt, cash +10%

Overview

SimCorp includes named sector corporations that actively produce, trade, and compete in the economy. They help keep critical supply chains moving, support market activity, and make the world feel populated even when human activity is light.

How They Show Up

These companies can appear in the leaderboard, participate in market activity, and support different parts of the economy such as agriculture, extraction, refining, assembly, power, housing, retail, and logistics.

Playing Around Them: Treat sector corporations like background competition and economic support, not as fixed script targets. The live order book and your own supply-chain position are better guides than assumptions about any one company.

What Bots Do

⛏️
Produce Goods
Bots run production chains and contribute real supply to the market. They consume raw materials and produce finished goods.
💰
Trade on Market
They place buy and sell orders, creating liquidity. You'll always have someone to trade with.
📊
React to Events
Bots adjust behavior during economic events — stockpiling during gluts and selling during surges.
🏆
Compete for Rank
Bot companies appear on the leaderboard. Can you outperform the AI?