This video is not an introduction to the game. Please do the Main in-game tutorial or watch the Main Tutorial video. In GearCity, you can manage production manually or have the AI do it. When managing production manually, the game can not provide you with the exact amount of vehicles you need to build every turn. The game generates demand when you end the turn, so there is no way of knowing exactly how many units you need before that happens. When managing production manually, there is some margin of error. But there some ways to mitigate the margin of error and be even more optimal than the Autoproduction system. When you initially sell a vehicle, check the Buyer Rating Table for a rough estimate of how many units you’ll need. The Buyer Rating Table report only works for an individual branch, so you will need to make some estimations. For example, if I have 10 branches, and the Buyer Rating Table for one of the medium-sized cities estimates that I will sell 5 units, then I can make a reasonable assumption I’ll need 50 units for my first run. After running a turn, you will either miss sales or have inventory. Do not worry about hitting the exact demand amount every month. Missed sales show that you need to increase production or prices. For more detailed reasons, see the Supply and Demand tutorial video. If you opt to increase production, you can view the number of missing sales from branches that have this factory in their shipping range using the Factory Production window. This information is for last month. Sales are typically similar month to month, barring a disruption. Note, this value does not take into account any adjustments you made at any other factories within the branch’s shipping range. Regarding overproducing a vehicle, having inventory is not optimal but is not as bad as some folks think. You can see your overproduction and inventories in the reports and the Factory Production window. While having inventory costs money to store the vehicle and you're spending money on producing vehicles that you're not selling, it is wiser to have your factory operating at full capacity than not. If you build up a significant amount of inventory, you can stop manufacturing the model and produce another vehicle instead. This philosophy allows you to sell two vehicles at a time while only having enough production capacity for one vehicle. For a minimal amount of micromanagement, build up multiple months' worth of inventory, which you sell through after discontinuing the model. By doing this, you always maximize your factory output while having more selection of vehicles for sale than you could produce. The downside of this is that vehicles become less desirable over the years, and it might be more difficult to clear the inventory the longer you wait. So only build up and sell through inventories of vehicles that are still somewhat sellable. Do not wait too long before clearing out old inventories. Adjusting production, you have three options. The top slider is the number of Production Lines. Each factory has a finite number of production lines, and you're limited in the number of vehicles you can produce at a location based on the production lines. Next is the Production Speed slider. This slider adjusts how quickly you'll produce vehicles on the production line. The slower you produce vehicles, the better quality those vehicles are. Likewise, the faster you produce them, the worse the quality will become. You can view the quality rating of the vehicle and the change, here. The quality rating applies to all vehicles of this model you sell. And the rating adjusts based on all production speed settings you have for this model at all factories. The last way to adjust production manually is with the Production Amount text box. Enter the number of vehicles you want to produce, then click the “Calculate” button. The game will automatically adjust the production line and production speed sliders using the Autoproduction system logic. There are several cost bonuses you can gain with the production system. If you produce vehicle models that share the same component, you’ll receive a small discount to your factory costs. If you produce many units of a vehicle model in a turn, you’ll receive a small reduction in production costs. Likewise, the unit costs of components and vehicles drop the more you produce them. These bonuses depend on the map, year, and the number of units produced, so we do not provide the exact discounts in this video. See the formula wiki for details. You can also manage production via the districting system. This system works exactly like the individual factories, except it manages the production of many factories as one. See the District Production and Sales video for more details. Things to remember: -When managing production, remember the laws of supply and demand, as mentioned in the Supply and Demand videos. -You get discounts the more you produce something. Be it in one turn or a product’s lifetime. -Try to produce designs with similar components in the same factory. -The more production speed you use, the faster the quality rating will drop. Low-quality ratings are bad for high-end vehicles. -It is alright to have inventories, as long as you periodically sell through them. And the most important thing: -If you find manually controlling production cumbersome, use the districting or Autoproduction systems. They might not be as optimal, but you’ll get much more enjoyment out of the game once your company becomes large.