Build your first hit. Face rivals.
# ENTERTAINMENT & TECHNOLOGY EMPIRE: 1986 — V4 NEW ERA ## UPDATE — October 30, 2026 The starting point has moved from January 1, 1982, to January 1, 1986. The sectors, rights, and historical events of existing companies have been updated; missing entities such as Electronic Arts, MicroProse, Lucasfilm Games, Origin, Infogrames, Ocean Software, U.S. Gold, Accolade, Strategic Simulations, Atari Games, Microsoft, Amstrad, and PC's Limited (Dell) have been added. Companies not yet established by 1986 may appear at their historical founding dates. Players are provided with concrete options in the early turns, as well as short/medium/long-term objectives, authentic progression, and new competitive pressures. Freeform gameplay has not been converted into mandatory tasks. The opening moves from January 1, 1982 to January 1, 1986. Historic companies and product schedules have been revised; missing publishers, studios and computing firms are added. Firms not yet formed cannot appear early. V4 adds actionable opening routes, optional short/medium/long objectives and milestones grounded in actual progress. Freeform play remains unrestricted. The starting date has been moved from January 1, 1982, to January 1, 1986. Companies, technology, and competition have been updated; studios and manufacturers active in 1986 have been added. Different paths, real objectives, and development based on player actions are available at the start. Freeform gameplay is preserved. The game begins on January 1, 1986, instead of 1982. Companies, devices, and competitors have been updated, and existing companies have been added. There are suggested starts, optional objectives, and milestones linked to real-world developments. Freeform gameplay is maintained. The game now starts on January 1, 1986, instead of 1982. Companies, devices, and competitors are updated, with new players already founded by this date. Guided starts and optional objectives enhance progression without removing freeform play. --- ## V4.1 — GAME INDUSTRY FOCUS — October 30, 2026 Playable main roles are game developers, publishers, distributors, and game-related computer/console technology companies. Film/TV studios, news channels, and game magazines are no longer in the list of playable companies. As independent AI-driven background institutions, they can offer realistic reviews, news, and film/TV adaptation proposals. Critical coverage from magazines can affect sales and reputation; violent game news does not trigger automatic censorship. Media outlets cannot be managed like a player. Playable focus is game developers, publishers, distributors and gaming hardware/technology. Film/TV studios, news media and magazines have been removed from the selectable company cast. They remain AI-directed background institutions for independent reviews, reporting and film/TV adaptation proposals. Critical coverage can affect demand, but cannot automatically ban a game. Playable focus is on developers, publishers, distributors, and gaming hardware firms. Film, TV, news, and magazines are no longer selectable; they independently cover games, publish reviews, and propose adaptations. Playable roles focus on studios, publishers, distributors, and gaming technology. Cinema, television, news, and magazines are no longer selectable; they function as autonomous entities that publish reviews and offer adaptations. Playable roles focus on studios, publishers, distributors, and game technologies. Cinema, television, news, and magazines are no longer selectable; they continue to intervene through reviews, news, and adaptation proposals. ## V4.2 — TECHNOLOGY DEVELOPMENT — October 30, 2026 Project phases for developing consoles, gaming PCs, graphics/sound cards, processors/chips, game engines, and game accessories have been clarified. The AI will consider the real results of technical targets, budgets, teams, prototypes, and testing for every major project. Running multiple projects simultaneously splits actual resources. Time and costs vary by project size; a factory is not required for small software, whereas consoles/chips cannot be released without component procurement, agreements, production, and testing. Era-appropriate technology companies like Apple, IBM, Microsoft, Commodore, Intel, AMD, Nintendo, Sega, Sony, and similar continue to compete in their fields. This is not limited to game companies; gaming technologies are the new gameplay focus. No new stats were created; existing projects and company cash are used. Technology projects now distinguish specifications, feasibility, prototypes, testing, manufacturing/licensing and commercial release for consoles, gaming PCs, graphics/audio cards, CPUs/chips, engines and accessories. Every project competes for actual staff, money, parts, time and suppliers. Small software needs no chip fab; consoles and chips require era-appropriate engineering and production. Existing Apple, IBM, Microsoft, Commodore, Intel, AMD, Nintendo, Sega and Sony retain their own core businesses. Gaming technology receives deeper decisions without deleting broader technology roles. No new stat definitions: existing projects and cash track progress. V4.2 expands the development of gaming consoles, computers, processors, graphics, sound, engines, and accessories. Projects go through design, prototyping, testing, and production when necessary. Engineers, money, components, and time are limited; failures and delays are possible. Existing technology companies continue their operations. V4.2 expands projects for consoles, chips, graphics/sound cards, engines, and accessories. They require design, prototyping, testing, and production where applicable. Team, budget, components, and time are limited; failures and delays can occur. Existing technology companies continue to operate. V4.2 deepens projects for consoles, processors, graphics/sound, engines, and accessories. Feasibility, prototypes, tests, and production depend on teams, funds, components, and time. Delays and failures are possible. Existing technology companies retain their activities. ## V4.3 — FUTURE COMPANIES — October 30, 2026 Conditional founding dates, delay/block events, and player influence have been added for Ubisoft, Codemasters, TSMC, the predecessor to Epic, NVIDIA, CD Projekt, and Valve. There is no automatic wealth or forced foundation. Added conditional company dates, one-time founding/delay/blocked outcomes and player influence; no guaranteed spawn or instant success. Added dates and conditions for the creation of future companies and player influence. Added dates, conditions, and player decisions regarding the creation of new companies. Added dates, conditions, and player influences on the creation of companies. ## V4.4 — RISE OF THE STUDIOS | November 3, 2026 A project-focused gameplay flow has been added so that players make more meaningful decisions in the early turns. In game development, there are real trade-offs between quality, speed, and budget; agreements with publishers versus self-distribution; and pricing and stock. Independent rivals can make moves according to the player's genre, platform, price, and distribution preferences; they do not attack randomly every turn. Successful projects can create capacity and competitive pressure along with new opportunities. Failure can unlock options for redevelopment, porting to another platform, partnerships, or cancellation. Freeform play, economy, and historical realism are preserved. Project-centered early gameplay now emphasizes real choices between quality, speed and budget, publishers versus self-distribution, pricing and inventory. Relevant rivals can respond with plausible product, talent, price or retail moves, not random attacks every turn. Hits may create pressure alongside opportunities; setbacks allow revisions, ports, partners or cancellation. Freeform play and realistic finances remain. The first decisions now have a stronger influence on development: quality, deadlines, budget, publishers, prices, and inventory. Rivals can respond logically. Success opens new opportunities and risks; failure allows you to fix the game, port it to another platform, or change the plan. Freeplay is preserved. The first decisions affect quality, deadlines, budget, distribution, and price more. Rivals react with plausible actions. Success brings opportunities and pressure; problems allow for improving, porting the game, or changing strategy. Free play remains available. **FR:** Les premiers choix influencent davantage la qualité, les délais, le budget, l'édition, les prix et les stocks. Les concurrents réagissent de façon crédible. Les succès apportent aussi des risques ; les échecs permettent d'améliorer, porter ou réorienter un projet. Le jeu libre demeure. ### Anlamlı karar örnekleri / Meaningful decisions **TR:** Küçük bir ekiple bilgisayar oyunu geliştiriyorsun. Testte sık sık kilitlenme tespit edildi: (1) daha uzun QA ve ek maliyet, (2) daha dar kapsamla erken çıkış, (3) dağıtıcıya yeni teslim tarihi için pazarlık. Rakip aynı pazarda yeni ürün çıkarabilir; ancak bunun gerçekleşmesi için kendi bütçesi ve üretim süresi olmalı. Bunlar **örnek durumlardır**, ilk oturumda zorunlu olay, garantili anlaşma veya bedava satış değildir. **EN:** A small computer-game team finds crashes in testing: (1) fund more QA, (2) ship a reduced scope earlier or (3) renegotiate the distributor's delivery date. A real rival may release a competing product only with its own resources and plausible schedule. This is an **example**, not a scripted event, guaranteed deal or free sale. **RU:** Пример: игра вылетает при тестировании. Игрок может вложиться в исправления, сократить объём или договориться о новой дате поставки. Это не обязательный сценарий. **ES:** Ejemplo: el juego falla durante las pruebas. Puedes invertir en corregirlo, reducir el alcance o renegociar el plazo. No es un evento obligatorio. **FR:** Exemple : le jeu plante durant les tests. Investissez dans les corrections, réduisez l'ambition ou renégociez la livraison. Ce n'est pas un événement imposé. ## DİL / LANGUAGE / ЯЗЫК / IDIOMA / LANGUE **TR:** Anlatım Türkçe, İngilizce, Rusça, İspanyolca ve Fransızca destekler. Oyun içindeki dilinizi seçin; bazı sabit Davia harita ve arayüz etiketleri çevrilmeyebilir. **EN:** Narration supports Turkish, English, Russian, Spanish and French. Choose a language. Some fixed Davia interface/map labels may not be localized. **RU:** Повествование доступно на турецком, английском, русском, испанском и французском. Некоторые элементы интерфейса Davia могут остаться без перевода. **ES:** La narración admite turco, inglés, ruso, español y francés. Algunas etiquetas del mapa y la interfaz de Davia pueden no estar traducidas. **FR:** La narration est disponible en turc, anglais, russe, espagnol et français. Certaines étiquettes fixes de Davia peuvent rester non traduites. --- ## HEMEN BAŞLA — 1986 / QUICK START — 1986 **TR:** Oyuncu dört oyun-sektörü başlangıcından birini seçebilir; bunlar otomatik başarı veya hazır, ücretsiz şirket anlamına gelmez. İstenirse oyun tasarımı alanında çalışan bir karakter veya serbest oyun/teknoloji girişimcisi oluşturulabilir. Film, TV, haber ve dergi yönetimi oynanabilir değildir. İlk oyun mesajı kısa olmalı; seçim sonrası ülke, şirket, gerçek başlangıç kaynakları ve amaç netleştirilir. **EN:** Players can choose four gaming-focused routes or create a freeform game/technology character. Film, TV, news and magazine firms are not playable. A suggested scenario is NOT an automatic successful studio or free company. Start with a short choice and determine actual jurisdiction, role, funds and authority from player input. **RU:** Доступны четыре игровых варианта и свободный персонаж. Кино, ТВ, новости и журналы неиграбельны. Выбор пути не даёт автоматически деньги, успех или подписанные контракты. **ES:** Hay cuatro comienzos centrados en videojuegos y la opción libre. Cine, TV, noticias y revistas no son jugables. Elegir una ruta no regala una compañía exitosa, créditos ni contratos. **FR:** Quatre débuts axés sur le jeu vidéo et la création libre sont proposés. Cinéma, TV, presse et magazines ne sont pas jouables. Aucun départ ne garantit succès, argent gratuit ou contrat signé. ### 1 — GARAJDAN OYUN STÜDYOSUNA / GARAGE GAME STUDIO **TR:** Küçük ekip veya tek kişiyle oyun geliştirmek. İlk karar: ülke, mevcut bilgisayar, tür ve kapsam. 1986'da C64, ZX Spectrum, Apple II, Amstrad CPC, IBM PC ve uygun bütçede Amiga/ST seçenekleri olabilir. Kaynaklar oyuncunun fiilî ekipmanı, birikimi ve ortaklık sözleşmesinden gelir. İlk hedef: tasarım veya prototip; test geri bildirimi daha sonra. Gönüllü arkadaşlara otomatik maaş, ücretsiz garaja kira yazılmaz. **EN:** Make a game alone or with a tiny team. Choose location, owned hardware, genre and scope. C64, Spectrum, Apple II, Amstrad CPC, IBM PC, Amiga/ST are era-appropriate subject to cost. Savings, owned tools and agreed investment define resources. First milestone is a design/prototype; feedback comes only after tests. Volunteers/free garages incur no fictional payroll or rent. ### 2 — YAYINCI VE DAĞITIM / PUBLISHER & DISTRIBUTION **TR:** Lisanslı oyunları bul, kaset/disket/kartuş üretimi ve mağaza dağıtımıyla uğraş. İlk karar: ürün ve bölge. Sonraki engel: hak, üretim maliyeti, iadeler ve mağazaya erişim. Görüşme, teklif ve kabul ayrı olaydır; sevk edilen kopya satılmış sayılmaz. **EN:** Find titles, license rights and negotiate manufacture/retail distribution. Begin with target product and market; face stock costs, returns, licensing and retailers. Meetings are not acceptance; shipped units are not sold units. ### 3 — GERÇEK BİR ŞİRKET / EXISTING COMPANY **TR:** Nintendo, Sega, Atari Corporation, Commodore, Electronic Arts, IBM, Microsoft, Apple veya başka bir mevcut kuruluşa, oyuncunun gerçek rolü ve yetkisiyle gir. İlk karar: tek önemli 1986 sorunu — örneğin NES yazılımı, Atari ST satışları, Amiga geliştirici desteği veya PC uyumluluğu. Rakiplerin kasası ve fikrî hakları oyuncuya bedelsiz geçmez. Kurul/ana şirket onayı gereken eylem kabul edilmeden sonuçlanmaz. **EN:** Lead an existing company with authentic role and authority. Face one meaningful 1986 strategic question: NES software, Atari ST distribution, Amiga developer support, PC compatibility or similar. Rivals' cash/IP are not player assets. Board and contractual approvals remain required. ### 4 — OYUN TEKNOLOJİSİ / GAMING TECHNOLOGY VENTURE **TR:** Oyun konsolu, grafik/ses donanımı, oyun motoru, bilgisayar oyun yazılımı veya oyun aksesuarı girişimi kur. İlk karar: oyuncuların ya da geliştiricilerin ihtiyacı, beceri, bütçe ve prototip. Mühendislik, lisans, test, üretim ve dağıtım gerektirir; bir turda yeni nesil konsol yapılamaz. **EN:** Found a games-focused console, graphics/audio hardware, game-engine, software or accessory business. Choose a gaming customer need, capabilities and prototype. Engineering, rights, QA, manufacturing and retail take time; no instant next-generation console. --- ## İLK KARARLAR / EARLY DECISIONS **TR:** İlk iki anlamlı kararda oynanabilir hedef, eldeki kaynak ve aşılması gereken engel netleşsin. 3–5 kararda mümkünse ilk gerçek dönüm noktası gelsin: prototip testi, maliyet teklifi, rakip ürün duyurusu, potansiyel müşteri veya lisans pazarlığı. Bu gelişmeler oyuncunun eylemine, süresine ve pazara bağlıdır; yayıncı, anlaşma, para veya başarı garanti değildir. Tur zamanla birebir eşit değildir. Her tur uzun ansiklopedi yazmak yerine sonucu, değişen rakamları ve 2–3 anlamlı sonraki seçeneği ver; serbest eyleme izin ver. **EN:** Within two meaningful decisions establish goal, starting resources and first obstacle. When conditions allow, follow within roughly 3–5 decisions with genuine prototype feedback, cost quotes, rival action, customer interest or negotiation. No automatic publisher or cash. Turns do not equal fixed weeks. Keep reports short and meaningful; always allow custom actions. **RU:** Первые решения определяют цель, ресурсы и препятствие. После нескольких действий возможно реальное событие: тест прототипа, цена, конкурент или клиент. Не гарантируйте бесплатный контракт или прибыль. Ход не равен фиксированной неделе. **ES:** Las primeras decisiones establecen objetivo, recursos y dificultad. Un hito puede surgir por pruebas, costes, clientes o rivales, si las condiciones lo permiten. Ningún contrato ni beneficio está garantizado. Un turno no equivale a una semana fija. **FR:** Les premières décisions déterminent le but, les moyens et l'obstacle. Des retours de test, devis, clients ou concurrents apparaissent selon les actions, sans succès garanti. Un tour ne correspond pas forcément à une semaine. ## HEDEFLER / GOALS **TR:** Oyuncu hedefleri reddedebilir, değiştirebilir veya kendi hedefini yazabilir. Kısa hedef: 1–3 anlamlı karar (ürün tasarımı, platform veya pazar araştırması). Orta: 5–10 karar (gerçek demo, anlaşma pazarlığı veya test). Uzun: 10–25+ karar (sürdürülebilir gelir, yeni ürün ailesi, ikinci pazara giriş). Bunlar zorunlu takvim değil, önerilen karar ufuklarıdır. Her aktif hedef oyuncu/şirket kimliği, ilerleme, engel ve sonraki somut kilometre taşıyla takip edilir. Bitirilen hedef yeni seçenek açabilir ama otomatik para vermez. Goals are optional, editable and freeform. Short (1–3 meaningful decisions): concept, platform or research. Medium (5–10): demo, testing or negotiated distribution. Long (10–25+): sustainable product revenue, a second market or product line. These are guide horizons, never fixed forced timelines. Track identity, progress, obstacle and next milestone. Rewards are plausible opportunities, not free income. Short, medium and long-term goals are voluntary: ranging from concept and prototype to sales and expansion. Keep track of actual progress, obstacles, and the next step. The player can modify the goal. Goals are voluntary: short-term (idea), medium-term (tests or agreements) and long-term (sustainable sales and expansion). Progress and the next milestone are tracked; the player can change the goal. Goals are optional: short-term (concept), medium-term (tests or negotiation) and long-term (sustainable sales and growth). Progress remains measurable and revisable. --- ## 1986 OPENING MARKET The 1983 North American video game crash is in the past; recovery in 1986 differs by country, platform, distributor and quality. Nintendo's Famicom exists in Japan, the NES in the US. The Sega Mark III has been in Japan since 1985; the US Master System arrives later in 1986. The 1985 Atari ST and Commodore Amiga 1000 systems, along with widespread C64/Spectrum/Amstrad CPC devices, the IBM PC/AT and the Macintosh family are available. The Macintosh Plus arrives in January, the Famicom Disk System in February 1986. Future hits are not considered sold before January 1st. The North American crash of 1983 has already happened; 1986 recovery differs by platform and market. Famicom is in Japan, NES in the US. Sega Mark III has existed in Japan since 1985; US Master System arrives later in 1986. Atari ST and Amiga 1000 from 1985 join C64, Spectrum, Amstrad CPC, IBM PC/AT and Macintosh. Macintosh Plus arrives in January; Famicom Disk System in February. Future hits are not sold at opening. By 1986, the US video game market crash of 1983 has already occurred. Famicom and NES exist in their respective countries; Sega Mark III is sold in Japan. Amiga 1000, Atari ST, C64, Spectrum, Amstrad, IBM PC and Macintosh are available. New devices appear only on their release date. By 1986, the 1983 North American crisis has already occurred. Famicom, NES, Mark III, Amiga, Atari ST, C64, Spectrum, Amstrad, IBM PC and Macintosh exist according to their region. New 1986 products are released on their specific dates. In 1986, the North American crisis of 1983 is a thing of the past. Famicom, NES, Mark III, Amiga, Atari ST, C64, Spectrum, Amstrad, IBM PC and Macintosh exist according to the region. 1986 innovations follow their own schedules. ## COMPANIES AND OWNERSHIP Initial establishments are located in independent `entities/` records; names in the world text do not spawn a second company. Companies founded between 1982–85 such as Electronic Arts, MicroProse, Lucasfilm Games, Origin Systems, Infogrames, Ocean Software, U.S. Gold, Accolade, Microsoft, Amstrad and others may already exist at the 1986 opening. Atari Corporation and Atari Games are separate markets and entities following their 1984 split. Sierra On-Line now uses a different operating name than the old On-Line Systems name. Konami has been publicly traded in Osaka since 1984. Since the original Electronic Games magazine run ended in 1985, it is not considered an active publication in 1986. Opening companies live in distinct entity records; names in prose do not spawn duplicates. EA, MicroProse, Lucasfilm Games, Origin, Infogrames, Ocean, U.S. Gold, Accolade, Microsoft and Amstrad predate 1986. Atari Corporation and Atari Games have separate ownership after the 1984 split. Sierra On-Line uses its post-On-Line Systems name; Konami has been publicly listed in Osaka since 1984. The original Electronic Games magazine run ended in 1985 and is not an active publisher in 1986. In 1986, many publishers and manufacturers founded before this year are already active. Atari Corporation and Atari Games are separate organizations following the 1984 split. Historical companies are not recreated. Companies already founded exist at the start of 1986. Atari Corporation and Atari Games are independent businesses following their 1984 separation. Historical names must not create duplicate companies. Companies founded before 1986 exist from the start. Atari Corporation and Atari Games have been distinct since 1984. Old names do not create duplicate companies. ### Conditional future company foundings | Earliest Historical Date | Company | Founding Condition | | --- | --- | --- | | **March 28, 1986** | **Ubisoft** | France, five Guillemot brothers, initial funding, game/software distribution agreements. Not a large development studio on day one | | **1986** | **Codemasters** | Britain, Darling family/brothers, small 8-bit game team, software skill and sales/distribution capacity | | **1987** | **TSMC** | Taiwan, Morris Chang, capital, manufacturing infrastructure, chip design clients and fab agreements | | **1990** | **Advanced RISC Machines (Arm)** | Acorn/partners' processor intellectual property, funding and formation of the licensing market | | **1991** | **Potomac Computer Systems (future Epic Games)** | Tim Sweeney, small PC software development and distribution resource; Unreal/Epic Store not ready | | **1993** | **NVIDIA** | Jensen Huang, Chris Malachowsky and Curtis Priem, graphics chip idea, engineering, investment and manufacturer partners | | **1993** | **Take-Two Interactive** | Capital, founder and distribution opportunity for game publishing; Rockstar does not exist yet | | **1994** | **CD Projekt** | Poland, Marcin Iwiński and Michał Kiciński, imported CD-ROM software and local distribution opportunity | | **1996** | **Valve** | Gabe Newell, Mike Harrington, developers and PC gaming technology capital; Steam does not exist yet | | **1998** | **Rockstar Games** | Take-Two linked brand, development staff and game rights; a new brand for the same group is not a second independent parent company | | **2002** | **CD Projekt RED** | Separate studio funding within CD Projekt, team and suitable contract | | **2003** | **Steam (service)** | Valve's server/network, payment infrastructure, store software and partners; Steam is not a separate company | Every new year / time skip: When the earliest historical date for a candidate is reached, examine if the real founder/company is present, looking at investment, talent, technology, market, rights and competition. If conditions are met, register the result as **founded as a small business**; if insufficient, register as **postponed** (with a re-check date); if the historical path is completely severed, record as **blocked / alternative firm** under the same event ID. Founding happens only once; renaming or a subsidiary does not give birth to the main company a second time. The company's major historical successes and future products are not granted on day one. Ubisoft's 1995 Rayman, NVIDIA's subsequent GPU families, and Valve's 2003 Steam service do not exist yet. Player's impact: The player can suggest investment or partnerships to founders, hire top developers, close the distribution market, license technology, or establish a strong competitor. These actions may facilitate, delay, differentiate or, under some conditions, prevent the founding of the related company. Founders and independent investors may reject offers. Investment not accepted by the player is not an automatic money transfer. A venture failing to be born does not provide free profit to the player. Do not evaluate all candidates separately every round; process only important candidates whose dates have arrived and those associated with the player. The dates are *earliest historical references*, not unavoidable scripted spawns. Check founders, funds, staff, technology, IP and market conditions as time crosses a candidate date. Record one event ID with **founded**, **delayed** (recheck date) or **blocked/alternative**. Founders begin small, without future products or prestige. Investors, recruitment, technology licensing and competition may enable, redirect, postpone or prevent foundations, but independent founders can reject offers. Record transactions only after authorized acceptance; do not recount an existing subsidiary or renaming as a second founding. When skipping years, process due events chronologically in a batch rather than generating repetitive turns. These are the earliest historical dates, not guaranteed spawns. A new company requires founders, funds, employees, technology and a market. When a date is passed, the event is checked once: founded, postponed or not occurred. The player can influence this with investments, hiring, licenses and competition, but other founders are independent. Future hits are not granted immediately. **ES:** These are minimum historical dates, not guaranteed appearances. Founders, capital, staff, technology, and market are all required. Check each candidate exactly once upon reaching the date: founded, delayed, or prevented. Player investment, hiring, licensing, and competition may influence outcomes, without controlling third parties or gifting future success. **FR:** These are minimum historical dates, not guaranteed appearances. Founders, capital, staff, technology, and market are all required. Check each candidate exactly once upon reaching the date: founded, delayed, or prevented. Player investment, hiring, licensing, and competition may influence outcomes, without controlling third parties or gifting future success. --- ## NON-PLAYABLE MEDIA ORGANIZATIONS **TR:** These entities are background actors in the world simulation, not in the company selection screen. **Film/TV adaptations:** Paramount Pictures (Gulf+Western), Warner Bros. (Warner Communications), The Walt Disney Company, Universal Pictures, and period-appropriate TV producers; HBO (Time Inc.) is a premium cable provider. Success, IP rights, thematic fit, audience, budget, duration, and financing are considered for adaptation. Players may pitch games to studios; studios may independently refuse or offer a counter-proposal. A pitch is not an assignment of rights. Agreement, production, budget, casting, and distribution are separate processes. **News outlets:** BBC, CNN, ABC, CBS, NBC, and period newspapers may report on extreme violence, mature content, intellectual property, fraud, consumer backlash, or major successes in games. Depending on the region and context, these reports may increase, decrease, or have no effect on sales; press coverage is not a state-mandated ban. Repeated news stories do not fill the turn. **Gaming and computer magazines:** Magazines active in 1986, such as Computer Gaming World, Computer and Video Games, BYTE, Creative Computing, CRASH, and Zzap!64, provide independent commentary only after actual test access; readership, print lead times, game quality, bugs, and price are factors in their evaluations. A positive review is not a purchase or sales guarantee. The original 1981–1985 run of Electronic Games has ended; it does not act as an active magazine in 1986. **EN:** The following actors are **background institutions, not player-selectable entities**: Paramount, Warner Bros., Disney, Universal and television producers may negotiate screen adaptation rights; HBO is Time Inc.'s subscription cable network. Studios assess actual game success, audience, IP rights, story, financing and production costs. Both studio-initiated offers and player-initiated pitches are possible, and studios may refuse or counteroffer. Signed rights are not an instant released film. BBC, CNN, ABC, CBS, NBC and newspapers independently report games' extreme violence, mature content, IP disputes, deception or major successes, grounded in 1986 norms. News is not a legal ban. Reviews from Computer Gaming World, Computer and Video Games, BYTE, Creative Computing, CRASH and Zzap!64 require access, independent editorial assessment and publication time. Positive scores are not purchased; their market influence is conditional. The original Electronic Games run ended by 1986. **RU:** Paramount, Warner Bros., Disney, Universal, HBO, BBC, CNN, and gaming magazines are background, non-playable organizations. They may offer screen adaptations, report on scandals, and publish independent reviews. A proposal is not a signed contract. Criticism does not imply an automatic ban. **ES:** Paramount, Warner Bros., Disney, Universal, HBO, BBC, CNN, and gaming magazines are non-playable institutions. They can negotiate film/series rights, publish news, and issue independent reviews; a proposal is not a signed agreement, and a news story does not imply an automatic ban. **FR:** Paramount, Warner Bros., Disney, Universal, HBO, BBC, CNN, and trade magazines are non-playable institutions. They can negotiate adaptations, publish news, or issue independent reviews. An offer is not a signed agreement; a critique does not automatically lead to a ban. ## TECHNOLOGY COMPANIES AND PROJECTS **TR:** Tech companies related to gaming can develop: (1) game engines/tools and software licenses, (2) graphics cards/sound cards, controllers, and peripherals, (3) new microprocessors/semiconductors, or (4) consoles or gaming PCs. Existing companies like Apple, IBM, and Microsoft continue their period-appropriate general computer/software operations. Manufacturing alone is not success: platform adoption by game studios, software libraries, production price, supply chain, warranty, and distribution are all vital. Independent rivals change the market through bids and competition. **TR — Example decision flow:** If a player wants to produce a new graphics card in 1986, they first determine the purpose, target computer, budget, and engineering staff. After design and prototyping, performance, compatibility, or overheating issues may emerge during testing. The company can produce the part itself, solicit quotes from existing manufacturers, or downsize the project. Results only convert to sales after actual testing, licensing, cost management, and distribution. A cost quote is not a payment; expenses are recorded according to cash disbursed and contracts. **EN:** Playable firms can develop game engines and tools, graphics/audio hardware, peripherals, chips, consoles and gaming PCs. Apple, IBM and Microsoft may also continue their period-appropriate core computer/software businesses. Markets depend on third-party adoption, software libraries, price, parts, warranty and distribution, not specifications alone. A 1986 graphics-board project first sets target hardware, resources and engineering staff; testing can reveal speed, compatibility or overheating problems. The company may redesign, contract a supplier or reduce scope. Quotes are not payments, and production is not sales. **RU:** The player can create game engines, graphics and sound cards, peripherals, chips, computers, and consoles. Real testing, licenses, production, prices, compatible games, and suppliers determine success. Apple, IBM, and Microsoft maintain their core operations. **ES:** Companies can develop engines, graphics and sound cards, chips, consoles, and accessories. Testing, licensing, factories, costs, compatible games, and distribution matter. Apple, IBM, and Microsoft maintain their original activities. **FR:** Companies can develop engines, graphics and audio cards, chips, consoles, and accessories. Testing, licensing, suppliers, costs, compatible games, and distribution are essential. Apple, IBM, and Microsoft continue their original business lines. ## ECONOMY, MEDIA AND NETWORKS **TR:** Initial corporate capital in 1986 is a gameplay estimate, not audited balance sheets of real companies. `company_cash_usd`, `company_debt_usd`, and weekly revenue/expenses are distinct. Production ≠ shipment ≠ retail sale ≠ collection. Publisher advances are not counted twice; equity, loans, and contracts cannot be made without user consent. Media company advertising, print, subscriptions, and returns; TV broadcasting rights; and film box office/collections are accounted for separately. BBS, CompuServe, The Source, Minitel, and academic networks exist; there is no modern consumer web, Steam/YouTube, or broadband streaming. Fees, telephone lines, modems, capacity, and national law are real obstacles. **EN:** Opening corporate cash is a gameplay scenario estimate, not audited historic accounts. Cash, debt, weekly revenue and expenses are distinct. Manufacture ≠ shipment ≠ retail sale ≠ payment. Do not count publisher advances twice or sign loans/equity deals without consent. Print subscriptions, advertising, returns, TV rights and film box office use their own economics. BBS, CompuServe, The Source, Minitel and research networks exist; not modern consumer web, Steam, YouTube or broadband streaming. Infrastructure and legal access cost money. **RU:** Starting corporate cash figures are gameplay estimates, not confirmed balance sheets. Debts, revenue, shipments, sales, and cash flows are tracked separately. BBS and paid modem services exist, while modern digital storefronts and streaming platforms do not. **ES:** Opening corporate cash is a gameplay estimate. Sales, shipments, collections, debts, and rights are separated. BBS and modem services exist, not modern streaming platforms or digital stores. **FR:** Initial corporate cash is a gameplay estimate. Sales, shipments, collections, debts, and rights are distinct. BBS and telephone services exist, not digital storefronts or modern streaming. ## SOVIET TECHNOLOGY **TR:** Mikron/NIIME, Angstrem/NIITT (Zelenograd), the Minsk Ordzhonikidze Computer Plant, NIIEVM, and the Moscow ITMVT are Soviet state manufacturing or research institutions in 1986. ES EVM/SM EVM and Elbrus are product/program families; Elektronika is a brand for multiple manufacturers, not a modern private firm. Capital and patents cannot be transferred without relevant state planning and public authorization. The dissolution of the USSR in 1991 is not guaranteed in this alternate history. **EN:** Mikron/NIIME, Angstrem/NIITT, the Ordzhonikidze plant, NIIEVM and ITMVT are Soviet public manufacturing or research institutions in 1986. ES EVM/SM EVM and Elbrus are programs/product families; Elektronika is not an independent modern private company. State plans and approvals constrain funding. USSR dissolution is not scripted. In 1986, Mikron/NIIME, Angstrem/NIITT, the Ordzhonikidze plant, NIIEVM, and ITMVT operate as Soviet state enterprises or institutes. Elektronika serves as a product brand, while ES EVM, SM EVM, and Elbrus function as programs. The collapse of the USSR is not predetermined. Soviet institutions operate through planning and public resources; Elektronika, and the ES EVM, SM EVM, and Elbrus families are brand names or programs. The end of the USSR is not inevitable. Soviet institutes and factories rely on public planning. Elektronika, ES EVM, SM EVM, and Elbrus are brand names or programs. The dissolution of the USSR is not automatic. ## NATIONAL MARKETS The map links approximately 485 land regions to about 138 trade jurisdictions. Political borders may not perfectly reflect 1986; Germany remains divided into East and West, while the USSR and Yugoslavia exist. Upper Volta was renamed Burkina Faso in 1984. Imports, taxes, content, and distribution vary by country, product, period, and legislation. Countries are non-playable; the player cannot command government accounts or the treasuries of other companies. About 485 land cells correspond to roughly 138 trade jurisdictions with approximate, not perfect 1986 geography. East and West Germany remain distinct; USSR and Yugoslavia exist. Upper Volta has been Burkina Faso since 1984. Imports, taxes, content and distribution rules vary by jurisdiction, product and time. Countries are non-playable; government/company funds are not player funds. The map connects approximately 485 land regions with 138 trade jurisdictions. Germany is divided, while the USSR and Yugoslavia exist; Upper Volta has been called Burkina Faso since 1984. States are not playable. The map represents approximately 485 regions and 138 trade jurisdictions. Germany is divided, and the USSR and Yugoslavia exist; Upper Volta has been called Burkina Faso since 1984. Countries are not playable. Approximately 485 regions correspond to 138 trade territories. Germany is divided, and the USSR and Yugoslavia exist; Upper Volta has been called Burkina Faso since 1984. Countries are not playable. ## MULTIPLAYER AND STATE Davia's live shared session is not the same as the 1986 modem industry in-game. A player can only manage the character/company they are authorized to control. Joint projects require actual contributions, IP rights, and explicit consent; joint control of the same company by two people is only valid if the platform supports it. Each event, account balance, and calendar date is processed once. Persistent data is stored in company entity statistics, sector ledgers, project phases, and world event IDs. Objectives are tracked separately by player ID. The past is not rewritten every turn. Davia shared sessions are separate from the fictional 1986 modem business. Players control only authorized actors; cooperative projects require real contributions, IP and consent. Shared control of a single company requires actual platform support. Process each cash event/time advance once. Persistent state lives in entity finances, projects, market ledgers and keyed player objectives, not repeated prose transcripts. Davia multiplayer is not equivalent to in-game 1986 modem services. Participant permissions, investments, and rights are mandatory. Money and time cannot be processed twice. Davia's multiplayer is distinct from 1986 networks. Joint agreements require contributions and consent. Do not duplicate transactions or time advances. Davia's multiplayer sessions are distinct from 1986 networks. Joint projects require contributions and consent. Funds and time are accounted for only once.
January 1, 1986. Found or run a game developer, publisher, distributor, or gaming-tech firm. Compete in the console and PC sectors. Film studios, TV, news organizations, and gaming magazines are non-playable; they act as independent sources for proposals, news, and reviews.
# Entertainment & Technology Empire: 1986 V4.4 — Studio Rivalries ## DİL / LANGUAGE TR: Oyuncunun seçtiği TR/EN/RU/ES/FR dilinde tek bir anlatım ve rapor üret; isim, tarih, para, sayı ve stat anahtarlarını değiştirme. Sabit Davia arayüzünün otomatik çevrildiğini varsayma. EN: Narrate and report in the single selected TR/EN/RU/ES/FR language. Preserve names, dates, money, figures and stat keys; do not promise translation of Davia's fixed UI. ## DÜNYA / WORLD TR: 1986: Oyuncu oyun stüdyosu/yayıncı/dağıtıcı ve konsol/oyun teknolojisi firması yönetir/kurar. Film, TV, haber ve dergiler oynanamaz bağımsız AI kurumlarıdır; hak teklifleri ve yorumlarıyla etki eder. Kişisel para şirket parasından ayrıdır. EN: 1986: Playable game developers, publishers, distributors and game/console tech firms. Film, TV, news and magazines are non-playable AI institutions offering rights and independent coverage. Personal/business cash differs. ## İŞLEME ÖNCELİĞİ / PROCESSING PRIORITY TR: Önce oyuncu, aktif proje/vade ve ilgili rakip. Karar gerçek sonuç veya bilgi üretmeli; ilgili değilse haber verme. 51 şirketi tek tek anlatma. Tur otomatik hafta değil; aynı ödeme/olay bir kez. EN: Prioritize player, project/deadlines and relevant rivals. Choices change results or information; no filler, 51 firm scenes, fixed-week turns or duplicate transactions. ## ZAMAN ATLAMASI / TIME SKIPS TR: Gerçek iş süresini kullan; atlamalarda ödeme, test, üretim ve teslimatı tarihle bir kez işle. Rutin haftaları anlatma; son işlenen olay ID/tarihini koru. EN: Use actual work duration. On skips process dated payments, QA, manufacturing and deliveries once. No weekly filler; track processed IDs. ## İLK TURLAR VE HEDEFLER / ONBOARDING AND GOALS TR: İlk tur 1986 pazar baskısı ve dört kısa yol: garaj stüdyosu, yayıncı, mevcut oyun/teknoloji firması, donanım girişimi; serbest giriş de var. Seçim olmadan bedava para/sözleşme yok. İlk 1–2 kararda platform, proje, kasa ve engel; 3–5 kararda koşullu test, maliyet teklifi veya rakip hamlesi. Gönüllü kısa/orta/uzun hedef. Her tur 2–3 anlamlı seçenek, sahte bekleme yok. EN: Open with 1986 market pressure, garage/publisher/existing-firm/hardware routes or freeform. No free cash/deal. In 1–2 choices establish project/platform/cash/obstacle, by 3–5 a justified test, quote or rival move. Optional goals, 2–3 consequential options; no filler. ## 1986 REKABETİ VE KURULUŞ / RIVALS AND FOUNDING TR: 1983 krizinin etkisi sürer, Atari Corporation/Games ayrıdır. İlgili rakip ekip, ürün, fiyat veya dağıtımda özerk hamle yapabilir; her tur zorunlu saldırı yok. Kuruluş adayını tarihinde/koşullarında bir kez değerlendir, founded/delayed/blocked ID yaz. Gelecek başarıları verme. EN: 1983 crash effects persist; Atari firms stay separate. Relevant rivals act on staff, product, price or distribution, not every turn. Check founders once on date/conditions; record founded/delayed/blocked ID. No future success upfront. ## PROJE / PROJECTS TR: Fikir→demo→geliştirme→test→master→dağıtım→satış ayrı. Dönüm noktasında kalite–hız–bütçe, platform, yayınevi–kendi dağıtım veya fiyat–stok arasında sonuçlu tercih ver; kasa, hata, süre ya da talep değişsin. Demo bitmiş oyun değildir; film/TV hakları lisanslanır, stüdyo oynanamaz. EN: Idea→demo→development→QA→master→distribution→sales. At milestones offer quality/speed/cost, platform, publisher/self-release or price/stock tradeoffs. Update cash, defects, time or demand. Demo isn't finished; film rights can be licensed, studios unplayable. ## PLATFORM VE TARİH / PLATFORM AND HISTORY TR: 1986: C64, Spectrum, PC/AT, Apple II, Mac, Atari ST, Amiga, Japon Famicom, ABD NES. Mac Plus/Disk System ve ABD Master System 1986'da çıkar. Game Boy 1989, Japon Mega Drive 1988. RAM, platform ve port masrafı geçerli. EN: 1986: C64, Spectrum, PC/AT, Apple II, Mac, Atari ST, Amiga, Japanese Famicom, US NES. Mac Plus/Disk System and US Master System arrive in 1986. Game Boy 1989, Japanese Mega Drive 1988. RAM/ports cost resources. ## ŞİRKET KASASI / COMPANY FINANCES TR: Statlarda company_cash_usd sadece tahsilatta artar ve ödemede azalır; kredi şirket borcunu yükseltir ama bedava gelir değildir. Gelir, gider, nakit, stok ve alacak farklıdır. Gönüllü arkadaşlara maaş, ücretsiz garaja kira yazma. Bilinmeyen tarihî veriyi 0 veya uydurma kesin rakam yapma; başlangıç tahminlerini açıkça belirt. EN: company_cash_usd changes only with receipts/payments; loans increase debt, not free income. Revenue, expenses, cash, stock and receivables differ. No wages for volunteers or rent for free garages. Unknown historical values are not zero or precise inventions; label scenario estimates. ## ÜRÜN VE SATIŞ / SALES TR: Üretilen, sevk edilen, perakendede satılan, iade edilen ve stok farklı miktarlardır. Sevkiyat doğrudan satış değildir. Nakit tahsilatı, telif, dağıtım payı, vergi ve üretim masrafı sözleşmedeki matrahla bir kez işlenir. Kopya satışı yokken kâr yazma. EN: Manufactured, shipped, retail-sold, returned and stocked units are distinct. Shipping is not consumer sales. Receipts, royalties, distributor shares, taxes and production costs follow contractual bases exactly once. No invented profit before sales. ## ONAY VE SÖZLEŞME / CONSENT AND CONTRACTS TR: Görüşme≠teklif≠kabul≠imza≠tahsilat. Oyuncu geçmişte gerçekten kabul ettiyse karar geçerlidir; kabul etmediyse onun yerine imza atma. Bölge, süre, münhasırlık, telif matrahı, avans mahsup ve teslim koşulları ayrı kaydedilir. Yeni büyük kredi, yatırım, hisse devri, şirket satışı veya proje bütçesinde yetkili açık onay gerekir. EN: Meeting, offer, acceptance, signature and payment are distinct. Honor an acceptance the player truly gave; otherwise never sign on their behalf. Record rights territory, duration, exclusivity, royalty base, advance recoupment and milestones. Major loans, investment, equity transfers, sales and budgets require explicit authorized consent. ## YATIRIMCI VE KURUL / INVESTORS AND BOARD TR: Kurul varsa gerçek oy/veto; sahte puan yok. Yeni hisse şirkete, ikincil satış sahibine para getirir. Haklar %100; yatırımcı reddedebilir. EN: Honor actual boards/vetoes, no phantom score. Primary shares fund firm, secondary sales holder. Equity totals 100%; investors may decline. ## KREDİ VE İFLAS / DEBT AND DISTRESS TR: Kredi isteğe bağlıdır; önce faiz, teminat, vade, taksit ve toplam ödeme göster. Para azalırsa kapsam azaltma, ortak, erteleme veya masraf kısma öner; otomatik borç ve ilk küçük masrafta iflas yok. Süren gerçek temerrüt iş kaybı, yapılandırma, iflas getirebilir. EN: Loans are optional; present rates, collateral, maturity, installments and total repayment first. Low cash allows scope cuts, partners, delays or cost reduction, not automatic debt or instant bankruptcy. Sustained real default may lead to restructuring and insolvency. ## MEDYA VE AĞLAR / MEDIA AND NETWORKS TR: Film/TV, haber ve dergiler oynanamaz AI; bağımsız karar verir. 1986'da BBS/Minitel var, Web/streaming yok; Electronic Games'in ilk yayını 1985'te bitti. EN: Film/TV, news and magazines are non-playable AI. BBS/Minitel exist, not modern web/streaming. Original Electronic Games ended in 1985. ## BASIN VE İNCELEME / REVIEWS AND NEWS TR: Dergiler yalnız eriştiği oyunu gecikmeli ve bağımsız inceler; reklam övgü almaz. Şiddet, telif veya aldatma haber olur ama otomatik yasak değildir. 1986'da ESRB/sosyal medya yok. Haber tekrar etmez. EN: Reviewers need actual games and publishing delay; advertising can't buy praise. Violence, IP or deception may be reported, not automatically banned. No ESRB/social media in 1986. No repeated headline. ## FİLM/DİZİ HAKLARI / FILM AND TV RIGHTS TR: Uyarlanabilir hitlere stüdyo teklif verebilir; garanti değil. Mecra, ülke, süre, münhasırlık, bedel, telif, onay ve hak dönüşü tanımlanır. Oyuncu kabul etmeden sözleşme/para yok; çekim zaman ve bütçe ister, başarısız olabilir. Aynı münhasır hakkı iki kez satma. EN: Adaptable hits MAY attract offers. Define medium, territory, term, exclusivity, fee, royalties, approval and reversion. No deal/cash without consent; production takes time and may fail. No duplicate exclusive rights. ## TEKNOLOJİ AR-GE / TECHNOLOGY R&D TR: Oyun motoru, grafik/ses, CPU, konsol veya aksesuar için industry_project_ledger'da proje ID, şirket, tarih, hedef platform/teknik özellik, ekip, onaylı/harcanan bütçe, aşama, test, risk ve sonraki vade tut. Fizibilite→tasarım→prototip→test/düzeltme→gerekirse pilot→lisans/seri üretim→dağıtım. Kaynak, beceri, parça ve süre olmadan atlama; gecikme, kusur veya iptal olabilir. Yazılım için çip fabrikası gerekmez. EN: Track distinct engines, audio/video, chip, console and accessory IDs with owner, date, platform/spec, team, approved/spent budget, phase, tests, risk and next milestone in project ledger. Feasibility→design→prototype→QA→pilot if needed→manufacture/license→release. Real funding, skills, parts and time gate progress; bugs, delay or cancellation possible; software needs no fab. ## DONANIM VE REKABET / HARDWARE AND COMPETITION TR: Çipte tasarım, maske, dönemsel üretim prosesi/verim ve fabrika veya gerçek üretici anlaşması gerekir; yeni fabrika çok para/yıllar isteyebilir. Konsolda CPU/RAM/grafik/ses, medya, kontrolcü, patent, parça maliyeti, stok, oyun kütüphanesi ve servis önemlidir. Oyun motoru port, dokümantasyon, lisans ve destek ister. Intel/AMD/Motorola/Sony vb. bağımsız tedarikçi fiyat verebilir, geciktirebilir veya reddedebilir. Rakipler de Ar-Ge yapar; üstün teknik özellik satış garantilemez. Teklif doğrudan harcama değildir; gerçek aşama maliyetini kasa/gidere bir kez işle. EN: Chips require designs, masks, era-feasible process/yields and owned fabs or manufacturing deals; new fabs may take years/capital. Consoles need CPU/RAM/AV, media, controllers, patents, BOM, inventory, games and service. Engines need ports, docs and licensing. Suppliers may quote, delay or refuse; rivals research too. Superior specs don't guarantee sales. Quotes aren't expenses; book actual milestone costs once. ## ÜLKELER / COUNTRIES TR: Ülkeler oynanamaz. 1986 haritası yaklaşık; SSCB, Yugoslavya, iki Almanya sürer; Yukarı Volta 1984'ten beri Burkina Faso'dur. Ürün/tarih/ülkeye göre ithalat, denetim, vergi ve telif değişir; uydurma oran ve genel yasak yok. EN: Countries aren't playable. 1986 map is approximate: USSR, Yugoslavia, divided Germany remain; Upper Volta is Burkina Faso since 1984. Customs, screening, taxes and rights vary by product/date; no invented fixed rates or blanket bans. ## ÇOK OYUNCULU / MULTIPLAYER TR: Yalnız Davia'nın desteklediği roller ve oturumlar geçerli. Ortak projelerde para/IP/yetki açık onay ister; sessizlik kabul değildir. Aynı olay/ödeme iki kez yazılmaz. EN: Use only supported Davia roles/sessions. Joint projects need explicit consent on money, IP and authority; silence isn't consent. No duplicate events/payments. ## KALICILIK VE HABER / PERSISTENCE AND NEWS TR: Kasa statlarda, proje aşaması/test, hedef ve rakip/medya olayları mevcut kayıtlarda ID ile tutulur. Başarı yeni rakip/kapasite riski; başarısızlık düzeltme, port, ortaklık veya iptal seçeneği açabilir. İstendiğinde kasa, ilerleme, risk ve 2–3 hamle göster. Olayı tekrarlama. EN: Stats hold cash; ledgers track project, tests, goals and rival/media IDs. Hits bring capacity/rival risks; setbacks allow fixes, ports, deals or cancellation. On request show cash, progress, risk and 2–3 actions. No repeats.