Design a complete business simulation and progression system for a tycoon game, covering revenue models, customer behavior, competitive AI, expansion mechanics, financial management, and the satisfying growth loops that make tycoon games addictive.
## ROLE You are a tycoon game designer who has created business simulation systems for games comparable to RollerCoaster Tycoon, Transport Tycoon, Game Dev Tycoon, OpenTTD, and Startup Valley. You understand that the core fantasy of a tycoon game is mastery — the player starts with nothing and builds an empire through smart decisions, learning the game's economic rules, and optimizing every aspect of their business. Your expertise covers revenue modeling, customer demand simulation, competitive market dynamics, expansion decision trees, financial management UIs, and the psychological progression hooks that make players think "just one more quarter" at 3 AM. You know that the best tycoon games teach real business principles through play — opportunity cost, economies of scale, market timing, and the danger of over-leveraging. ## OBJECTIVE Design a complete business model and progression system for a tycoon game where the player builds and manages a [BUSINESS TYPE: theme park / airline / restaurant chain / tech startup / movie studio / hospital network / real estate empire / railroad network / sports franchise / retail chain / delivery service / music label]. The game spans [TIMEFRAME: 5 / 10 / 25 / 50 / unlimited] in-game years with each year lasting approximately [DURATION: 10 / 20 / 30 / 60] minutes of real time. The game targets [AUDIENCE: casual business sim fans / hardcore optimization players / fans of the specific industry / educational business students]. The economic complexity is [LEVEL: simple (revenue minus costs equals profit) / intermediate (multiple revenue streams, loans, investments) / advanced (stock market, acquisitions, complex financial instruments) / realistic (full P&L, balance sheet, cash flow management)]. ## TASK: COMPLETE TYCOON BUSINESS & PROGRESSION SYSTEM ### Section 1 — Revenue Model & Income Streams Define every way the player's business generates money. Organize revenue streams into primary income (the core business activity that generates the majority of revenue — ticket sales for a theme park, fare revenue for an airline, food sales for a restaurant), secondary income (supporting revenue streams that supplement the core business — merchandise sales, premium upgrades, advertising revenue, licensing deals, real estate rental within the business campus), and passive income (investments, interest on cash reserves, franchise royalties from licensed operations the player does not directly manage). For each revenue stream, define: the pricing model (fixed price, dynamic pricing based on demand, subscription or season pass, auction or bidding, freemium with premium upsells), the volume driver (what determines how many customers engage with this revenue stream — foot traffic, reputation, marketing, location, weather, seasonal demand), the profit margin range (from the minimum viable margin to the maximum exploitative margin, with customer satisfaction implications at each price point), and the scaling behavior (does revenue scale linearly with investment, logarithmically with diminishing returns, or exponentially through network effects). Define the total revenue formula: TotalRevenue equals the sum of each stream's (Price multiplied by Volume multiplied by SeasonalModifier multiplied by ReputationMultiplier). Include [NUMBER: 2-3] revenue stream unlocks that become available at specific progression milestones, giving the player new strategic options as they advance. ### Section 2 — Cost Structure & Financial Management Design the expense side of the business. Define cost categories: fixed costs (rent or land lease, insurance, base staffing, loan repayments — these exist regardless of business volume and create the pressure to generate minimum revenue), variable costs (materials and supplies that scale with customer volume, energy costs that scale with operational hours, seasonal labor during peak periods), capital expenditure (new facilities, equipment, vehicles, technology upgrades — large one-time investments that add capacity or capability), maintenance costs (degradation repair, equipment replacement cycles, renovation of aging facilities — the hidden cost that punishes players who neglect upkeep), and opportunity costs (the revenue lost by choosing one investment over another — this should be surfaced in the UI through advisor recommendations or competitor comparison). Build the complete financial dashboard the player interacts with: income statement showing revenue minus expenses equals profit per game period, balance sheet showing assets minus liabilities equals net worth, and cash flow statement showing when money actually arrives versus when bills are due (cash flow timing is the most common cause of business failure in tycoon games and in real life). Include the loan system with [NUMBER: 3-4] lending options: small business loan (low amount, moderate interest, fast approval), expansion loan (high amount, lower interest, requires collateral), investor funding (provides capital in exchange for a percentage of future profits forever), and emergency credit line (expensive interest, instant access, designed for crisis survival). Define the bankruptcy trigger and recovery path — when does the player fail, and is there a second chance mechanic? ### Section 3 — Customer Simulation & Demand Modeling Design the customer behavior model that creates the demand side of the business. Define [NUMBER: 3-5] customer segments with distinct behaviors: budget customers (price-sensitive, high volume, low spend per visit, willing to tolerate lower quality), standard customers (balanced expectations for price and quality, the largest segment, moderate loyalty), premium customers (quality-sensitive, low price sensitivity, high spend per visit, expect the best and leave negative reviews if disappointed), local regulars (live nearby, visit frequently if satisfied, provide stable baseline revenue), and tourists or one-time visitors (influenced by marketing and reputation, high volume during peak seasons, minimal loyalty). Each customer segment should have: arrival probability per game day based on marketing reach and reputation, spending behavior model (what they buy, how much they spend, what triggers additional purchases), satisfaction calculation (quality of experience minus price expectation — satisfied customers return and recommend, dissatisfied customers leave negative reviews that reduce future arrivals), and sensitivity to competition (if a competitor offers better value, what percentage of this segment defects). Design the demand curve showing how total customer volume responds to pricing, quality, marketing spend, seasonal factors, and word-of-mouth reputation. Include the "viral moment" mechanic where exceptional quality or a unique offering triggers a social media buzz event that temporarily multiplies customer arrivals by [MULTIPLIER: 2-5x] but also tests the business's capacity to handle surges. ### Section 4 — Competition & Market Dynamics Build the AI competitor system that creates strategic pressure. Define [NUMBER: 2-4] AI competitor archetypes: the Budget Competitor (undercuts prices, accepts low margins, threatens the player's budget customer segment), the Quality Leader (invests heavily in premium experiences, threatens the player's premium customer segment), the Aggressive Expander (opens new locations rapidly, competes for geographic market share), and the Established Giant (starts with a large market share and significant resources, difficult to displace but slow to adapt to changes). Each AI competitor should have: a visible strategy that the player can analyze and counter, a response pattern to the player's actions (if the player cuts prices, the budget competitor cuts further; if the player invests in quality, the quality leader responds with innovation), a growth trajectory that creates escalating pressure over the campaign, and a vulnerability that the player can exploit through strategic focus (the budget competitor has poor customer retention, the quality leader has high costs that make them vulnerable during economic downturns). Design the market share system: total market demand is shared among all competitors based on their relative attractiveness scores (a function of price, quality, location, marketing, and reputation). When the player improves their business, they gain market share from the weakest competitor first. Include [NUMBER: 2-3] competitive events: a new competitor enters the market, a competitor launches an aggressive marketing campaign, or a competitor goes bankrupt creating an acquisition opportunity. ### Section 5 — Expansion & Growth Milestones Define the progression system that structures the player's journey from startup to empire. Design [NUMBER: 5-8] growth milestones that unlock new capabilities and mark the player's advancement. Milestone 1 at [THRESHOLD: first profitable quarter] unlocks the ability to hire specialized staff and access basic loans. Milestone 2 at [THRESHOLD: first $100K net worth or equivalent] unlocks expansion to a second location and the franchise licensing option. Milestone 3 at [THRESHOLD: first $500K or 5 locations] unlocks premium features like VIP services and advanced marketing campaigns, and executive hiring. Milestone 4 at [THRESHOLD: $1M or 10 locations] unlocks the acquisition system for buying competitor businesses. Milestone 5 at [THRESHOLD: $5M or 25 locations] unlocks the stock market and investor relations system. Each milestone should feel like a paradigm shift — not just "more of the same" but a fundamentally new way of playing the game. The expansion decision framework should present the player with genuine trade-offs: expand to a new location (requires capital, splits management attention, but opens new revenue in an untapped market) versus deepen the current location (upgrades, new offerings, higher per-customer revenue but limited by local market size) versus diversify (enter an adjacent business category that creates synergies but requires learning new mechanics). Include the empire management challenge — as the business grows, management complexity increases, requiring the player to hire managers, implement systems, and delegate decisions that they previously made directly. ### Section 6 — Research & Innovation System Design the technology and innovation tree that drives long-term strategic advancement. Organize research into [NUMBER: 4-6] branches relevant to the business type: operational efficiency (reduces costs through automation, better processes, and waste elimination), customer experience (unlocks new offerings, quality improvements, and personalization features), marketing and branding (unlocks more effective advertising channels, brand partnerships, and viral marketing capabilities), financial engineering (unlocks better loan terms, investment opportunities, and tax optimization strategies), expansion technology (unlocks new location types, faster construction, and remote management tools), and industry-specific innovation (unique to the business type — new ride technology for theme parks, route optimization for airlines, cuisine innovation for restaurants). Each research item should have: a research point cost (accumulated through gameplay, hiring researchers, or investing in R&D facilities), prerequisite research items creating a tree structure, a clear gameplay benefit with specific numerical impact (reduces maintenance costs by 15%, increases customer satisfaction by 10 points, unlocks a new building type), and a creative name and description that ties to the business theme. Include [NUMBER: 2-3] breakthrough innovations that are hidden on the tech tree and only discoverable through specific gameplay achievements, providing powerful competitive advantages. ### Section 7 — Endgame & Legacy Systems Define what happens when the player has built a successful empire and the core progression is complete. Design [NUMBER: 3-4] endgame systems that provide ongoing challenge: the prestige system (reset the game with permanent bonuses, keeping knowledge and unlocking cosmetic rewards — for players who enjoy repeated optimization), the legacy challenges (specific scenario-based challenges with unique constraints — build a profitable business using only budget strategies, achieve maximum reputation with the smallest possible operation, defeat all competitors within a time limit), the sandbox mode (all restrictions removed, unlimited funds available, purely creative building without financial pressure), and the dynasty system (the player's business passes to the next generation with partially retained advantages but new market conditions, evolving technology, and fresh competitors — creating a multi-generational saga). Include the achievement system with [NUMBER: 15-25] achievements spanning easy (hire your first employee, serve your 100th customer), medium (achieve 5-star reputation, survive an economic downturn), hard (monopolize the market, reach $10M net worth), and legendary (achieve every previous achievement in a single playthrough, build an empire that spans [NUMBER] cities, maintain maximum reputation for an entire in-game decade).
Or press ⌘C to copy
Replace these placeholders with your own content before using the prompt.
[NUMBER]