TR: Kendi şirketini kur veya gerçek bir şirketi yönet. | EN: Found or lead a company. | RU: Создай или возглавь компанию. | ES: Crea o dirige una empresa. | FR: Crée ou dirige une entreprise.
# LANGUAGE / DİL / ЯЗЫК / IDIOMA / LANGUE **Turkish:** The narrative and in-game responses are prepared to support Turkish, English, Russian, Spanish, and French. Use the language/translation option in Davia. Some fixed sector, statistic, and map labels may remain untranslated as they are tied to Davia's interface. If necessary, try the "Translate page" feature in your browser. **English:** Game narration is prepared for Turkish, English, Russian, Spanish, and French. Use Davia's language/translation controls. Certain fixed sector, stat, and map labels may remain untranslated because they belong to Davia's interface. Your browser's “Translate page” feature may help. **Russian:** Game texts are prepared in Turkish, English, Russian, Spanish, and French. Choose the language in Davia's translation settings. Some fixed industry names, indicators, and map labels may remain untranslated due to interface limitations. If needed, try the page translation feature in your browser. **Spanish:** The narration is prepared in Turkish, English, Russian, Spanish, and French. Select your language using Davia's translation feature. Some fixed labels for sectors, statistics, and maps may remain untranslated due to interface limitations. You can also try your browser's translation. **French:** The narrative texts are provided in Turkish, English, Russian, Spanish, and French. Choose the language using Davia's translation function. Certain fixed sector, statistic, and map labels may remain untranslated due to interface limitations. You can also try translating the page via your browser. ## Overview / Kısa tanıtım / Краткое описание / Resumen / Présentation **TR:** Manage a real company as of January 1, 1982, start your own, or create a character. Compete in games, film, television, and technology under historical conditions against independent rivals. **EN:** Starting January 1, 1982, manage a real company, start your own, or create a character. Compete in games, film, television, and technology as independent rivals evolve. **RU:** From January 1, 1982, lead a real company, start your own business, or create a character. Compete in the gaming, film, television, and technology industries against independent rivals. **ES:** From January 1, 1982, lead a real company, start your own, or create a character. Compete in video games, film, television, and technology against independent rivals. **FR:** From January 1, 1982, lead a real company, start your own, or create a character. Compete in video games, film, television, and technology against independent rivals. ## Five-language glossary / Beş dilde terimler Refer to these translations when explaining stored sector and stat keys. Internal keys must not change. The native UI may show fixed labels. | Key | TR | EN | RU | ES | FR | | --- | --- | --- | --- | --- | --- | | sector | Şirket sektörü | Company sector | Отрасль компании | Sector de la empresa | Secteur de l'entreprise | | company_scale | İşletme ölçeği | Company scale | Размер компании | Tamaño de la empresa | Taille de l'entreprise | | company_cash_usd | Şirket kasası | Company cash | Касса компании | Caja empresarial | Trésorerie de l'entreprise | | company_debt_usd | Şirket borcu | Company debt | Долг компании | Deuda de la empresa | Dette de l'entreprise | | company_weekly_revenue_usd | Haftalık gelir | Weekly revenue | Недельная выручка | Ingresos semanales | Recettes hebdomadaires | | company_weekly_expenses_usd | Haftalık gider | Weekly expenses | Недельные расходы | Gastos semanales | Dépenses hebdomadaires | | ownership_type | Sahiplik | Ownership | Собственность | Propiedad | Propriété | | state_enterprise | Devlet işletmesi | State enterprise | Госпредприятие | Empresa estatal | Entreprise publique | | state_research | Devlet araştırma kurumu | State research institute | Государственный НИИ | Instituto estatal de investigación | Institut public de recherche | | personal_cash | Kişisel birikim | Personal savings | Личные сбережения | Ahorros personales | Épargne personnelle | | career_experience | Deneyim | Experience | Опыт | Experiencia | Expérience | | market_country | Pazar | Market jurisdiction | Рыночная юрисдикция | Jurisdicción | Marché | | market_entry | Pazara giriş | Market entry | Выход на рынок | Acceso al mercado | Accès au marché | | content_review | İçerik denetimi | Content review | Проверка контента | Revisión de contenidos | Contrôle des contenus | | game | Oyun | Games | Видеоигры | Videojuegos | Jeux vidéo | | film | Sinema | Film | Кино | Cine | Cinéma | | tv | Televizyon | Television | Телевидение | Televisión | Télévision | | computer | Bilgisayar | Computers | Компьютеры | Computadoras | Ordinateurs | | chip | Yarı iletken | Semiconductors | Полупроводники | Semiconductores | Semi-conducteurs | | telecom | İletişim | Telecom | Телекоммуникации | Telecomunicaciones | Télécommunications | | electronics | Elektronik | Electronics | Электроника | Electrónica | Électronique | | internet | İnternet | Internet | Интернет | Internet | Internet | | mixed | Karma | Diversified | Многопрофильная | Diversificada | Diversifiée | | press | Oyun basını | Gaming press | Игровая пресса | Prensa de videojuegos | Presse du jeu vidéo | | publisher | Yayıncılık ve dağıtım | Publishing and distribution | Издательство и дистрибуция | Edición y distribución | Édition et distribution | --- # UPDATE NOTES — October 24, 2026 (Additional economy update) **TR:** Persistent company cash, debt, weekly revenue, and expense stats have been added. The starting cash for the 46 organizations is not historical fact but an illustrative simulation estimate; receipts and payments will change the balance, and personal funds remain separate from company funds. The Soviet Elektronika production brand was added as a state network, not a private firm. Elektronika IM games are dated from 1984 onwards. A new-session playtest is required for verification. **EN:** Added persistent company cash, debt, weekly revenue, and expense stats. All 46 organizations have illustrative starting cash, not historical audited figures. Cleared payments and receipts should affect cash; personal funds are separate. The Soviet Elektronika production brand/network was added without portraying it as a private firm. Elektronika IM games are dated from 1984. A new-session playtest is required to confirm behavior. **RU:** Persistent indicators for company cash, debt, weekly revenue, and expenses have been added. All 46 organizations have a conditional starting reserve, not historical balances. Actual payments and receipts should change the cash balance; personal money is accounted for separately. The Soviet "Elektronika" brand and production network have been added, but not as a private firm. "Elektronika IM" games date from 1984 onwards. Verification in a new game is required. **ES:** Persistent statistics for cash, debt, weekly revenue, and expenses have been added. The 46 organizations have estimated starting funds for the simulation, not verified historical figures. Collections and payments should modify the cash balance; personal money is kept separate. Elektronika is added as a Soviet state brand/network, not as a private company. Elektronika IM games correspond to 1984 onwards. A test in a new game is required. **FR:** Added persistent statistics for treasury, debt, weekly revenue, and expenses. The 46 organizations have a fictional starting balance for simulation, not a verified historical balance sheet. Receipts and payments must modify the treasury; personal money remains distinct. Elektronika is added as a Soviet public brand and network, not as a private company. Elektronika IM games appear from 1984. A test in a new game is still necessary. --- ## GAME ECONOMY — Persistent budget model **Turkish:** For every existing organization, an **estimated 1982 opening cash reserve** is defined in `company_cash_usd` for gameplay purposes. These are not audited historical balance sheets. A company's current cash does not substitute for sales revenue, credit, receivables, or personal funds. Actual payments decrease the company's cash; actual collections increase it. A balance insufficient for expenses does not automatically convert into unlimited credit or free manufacturing. In state enterprises, the cash balance represents the simulation equivalent of an authorized program budget, not the manager's personal funds. For newly founded companies, the opening cash is determined by the actual capital contributed by the founder. If the `company_debt_usd` balance is unknown, it may be left blank; it is not assumed to be zero. Income and expenses are tracked in separate stats during the week. Testing based on tools and current data volume is still required. **English:** Every existing organization now has an **estimated in-game 1982 opening cash reserve** in `company_cash_usd`. Figures are gameplay assumptions, **not** audited historical accounts. Actual cleared receipts and payments change cash; recognized revenue, credit, receivables, profit and personal funds remain distinct. Shortages require deferral, scope changes or approved financing. State-enterprise funds represent restricted program allocations, not private ownership. New player firms receive only genuinely contributed capital. Unknown historical debt must not be represented as zero. Weekly sales and expenses have separate saved stats; playtesting is still needed to verify runtime behavior. **Russian:** Every existing organization now has an **estimated in-game 1982 opening cash reserve** in `company_cash_usd`. These are gameplay estimates, not verified historical accounts. Real receipts increase the cash balance, and payments decrease it. Revenue, credit, debt, and personal funds are not mixed. In case of a shortage, expenses are deferred or approved financing is required. State funds cannot be spent freely like private funds. A new firm receives only the capital actually contributed. Unknown debt is not equal to zero. Runtime statistics should be verified during play. **Spanish:** Each organization has an **estimated opening reserve for 1982** in `company_cash_usd`. It is a simulation figure, not an audited historical balance sheet. Real receipts increase cash and payments reduce it. Revenue, debts, credits, and personal funds are accounted for separately. Unfunded expenses are deferred or require approved funds. State money is restricted. A new company only receives its actual contributed capital. Unknown debt does not equal zero. Performance during gameplay remains to be verified. **French:** Each organization has an **estimated opening treasury for 1982** in `company_cash_usd`. This amount is used for simulation, not to reproduce a verified historical balance sheet. Actual cash inflows increase the treasury, and payments decrease it. Revenue, debt, credit, and personal funds remain distinct. Unfunded expenses are deferred or require approved funding. Public funds are allocated to specific programs. A new company only receives its actually paid-in capital. Unknown debt does not mean zero debt. The system still needs to be tested in-game. ## ELECTRONICS — Historical role **TR:** Elektronika (Электроника) was a common electronics brand used by many state factories in the 1982 USSR; it was not a single, independent private company, factory, or a free-market state distributor. It was applied to radios, calculators, clocks, audio/video equipment, and similar products. Since the Elektronika network spanned the country, the Moscow marker on the map is for representational purposes only; it is not a true single headquarters or factory. Game & Watch-style Elektronika IM portable games may appear in a manner appropriate to the period starting from 1984; they are not given in the player's starting product portfolio at the beginning of 1982. State production orders, factory capacity, materials, and distribution channels limit this product network. **EN:** Elektronika was a shared Soviet electronics brand used by multiple state factories in 1982, not a single independent private company or factory. Radios, calculators, watches and audio/video equipment could be sold under the brand. The Moscow map marker represents the nationwide network, not an actual single headquarters or factory. Game & Watch-style Elektronika IM handheld games belong to the period starting in 1984, not the January 1982 opening inventory. State production plans, factory capacity and supply constrain output. **RU:** In 1982, Elektronika was a general product brand for many Soviet state factories, not a single private company. Various electronic goods were produced under it. The production network is distributed across the USSR; the Moscow icon is conventional and does not signify a single headquarters or factory. Handheld Elektronika IM games, resembling Game & Watch, belong to the period starting from 1984, not January 1, 1982. Output is limited by state orders, components, and capacity. **ES:** Elektronika was a brand shared by different Soviet state factories in 1982, not a single private company. It included diverse electronic products. The production network extended across the USSR; the point in Moscow is symbolic, not an actual single headquarters. Portable Elektronika IM games similar to Game & Watch correspond to the period starting in 1984 and do not exist as initial products in January 1982. Production depends on state plans and components. **FR:** In 1982, Elektronika was a brand common to several public Soviet factories, and not a single private company. It covered various electronic devices. The network extended across the USSR; the point in Moscow is symbolic and not a true unique headquarters. Portable Elektronika IM games inspired by Game & Watch belong to the period starting in 1984 and are not among the products of January 1, 1982. Manufacturing depends on public plans and components. --- # UPDATE NOTES — October 24, 2026 **New version: Soviet Technology and Five-Language Narration** - **Five Soviet organizations added:** Mikron/NIIME and Angstrem/NIITT in Zelenograd; the Ordzhonikidze Computer Plant and NIIEVM in Minsk; and ITMVT in Moscow, with starting map placements. - **Historical sectors:** ES EVM, SM EVM and Elbrus programs, plus Soviet electronics manufacturing, computer research and state planning context. - **State institutions:** State enterprise and state research institute ownership types added. Soviet organizations behave according to state plans, resource and permit limitations; countries remain non-playable. - **1990s:** Steepler's historical founding in 1990 and Dendy's market entry in December 1992 are referenced; their appearance in alternate history is conditional. Console clones, imports, licensing and distribution effects are addressed. - **Language support:** Descriptions for the game's 40 existing organizations and 5 new Soviet organizations have been prepared in Turkish, English, Russian, Spanish and French (45 total). Narration rules, introductions and the glossary have been updated; fixed Davia interface labels may remain untranslated. - **Note:** A new game session may be required to see the opening organizations. Old saves may not update automatically. # UPDATE NOTES — October 24, 2026 **New version: Soviet Technology and Five-Language Narration** - **Five Soviet organizations added:** Mikron/NIIME and Angstrem/NIITT in Zelenograd; the Ordzhonikidze Computer Plant and NIIEVM in Minsk; and ITMVT in Moscow, with starting map placements. - **Historical technology:** ES EVM, SM EVM and Elbrus programs, plus Soviet electronics manufacturing, computer research and state planning context. - **State ownership:** State enterprise and state research institute categories introduced. State budgets, resource allocation and approvals constrain these actors; countries remain non-playable. - **1990s conditional events:** Steepler's historical founding in 1990 and Dendy's December 1992 sales start are time references, not guaranteed spawns. Console clones, imports, licensing and distribution may affect later markets. - **Localization:** All 40 existing organizations and five new Soviet ones now have short descriptions in Turkish, English, Russian, Spanish and French (45 total). Narration rules, introductions and glossary were updated; fixed Davia interface labels may remain untranslated. - **Note:** New sessions may be required to see new opening organizations; existing saves may not change. # UPDATE — October 24, 2026 **New version: Soviet technologies and five languages** - **Five Soviet organizations** added to the map: Mikron/NIIME, Angstrem/NIITT, the Minsk Ordzhonikidze Plant, NIIEVM, and ITMVT. - Accounted for ES EVM, SM EVM and Elbrus programs, microelectronics, state production and planning constraints. The USSR remains a non-playable state. - Steepler (1990) and Dendy consoles (since December 1992) may only appear later under appropriate conditions. Console clones, imports, licenses, and distribution are taken into account. - Brief descriptions of all 45 organizations (40 original and 5 new) are now available in Turkish, English, Russian, Spanish, and French. Narrative rules and the glossary have been updated; some fixed Davia interface labels may remain untranslated. - A new session may be required for new organizations to appear at the start of the game; old saves may not change. # UPDATE NOTES — October 24, 2026 **New Version: Soviet Technology and Five Languages** - Added five Soviet organizations to the map: Mikron/NIIME, Angstrem/NIITT, the Minsk Ordzhonikidze Computer Plant, NIIEVM, and ITMVT. - Incorporated the historical context of ES EVM, SM EVM, and Elbrus, microelectronics, state manufacturing, and planning constraints. The USSR is not playable as a country. - Steepler (1990) and Dendy (sales from December 1992 onwards) can only appear later if the necessary conditions are met. Clones, imports, licenses, and distribution are factored in. - All 45 organizations (40 original and 5 new) have brief descriptions in Turkish, English, Russian, Spanish, and French. Narrative rules and the glossary were updated; some fixed Davia labels may remain untranslated. - Starting a new game may be necessary; existing save files might not update. # NOTES DE MISE À JOUR — 24 octobre 2026 **Nouvelle version : technologies soviétiques et cinq langues** - Cinq organismes soviétiques ajoutés à la carte : Mikron/NIIME, Angstrem/NIITT, l'usine Ordjonikidze de Minsk, NIIEVM et ITMVT. - Ajout du contexte historique d'ES EVM, de SM EVM et d'Elbrus, de la microélectronique, de la production étatique et des contraintes de planification. L'URSS reste un pays non jouable. - Steepler (1990) et Dendy (ventes à partir de décembre 1992) n'apparaissent plus tard que si les conditions le permettent. Clones, importations, licences et distribution sont pris en compte. - Les 45 organismes (40 anciens et 5 nouveaux) disposent de descriptions brèves en turc, anglais, russe, espagnol et français. Les règles de narration et le glossaire ont été mis à jour ; certaines étiquettes fixes de Davia peuvent rester non traduites. - Une nouvelle partie peut être nécessaire pour voir les organismes au départ ; les sauvegardes existantes ne sont pas nécessairement mises à jour. --- # UPDATE NOTES — October 22, 2026 **New version: 1982 Start** - The starting date has moved from January 1, 1980, to January 1, 1982. - 13 new organizations added: Brøderbund, On-Line Systems, Konami, Taito, Data East, Shin Nihon Kikaku (SNK), Koei, Quicksilva, Acorn Computers, Sinclair Research, Electronic Games, Computer Gaming World, and Computer and Video Games. - Apple, IBM, Commodore, Nintendo, Namco, and other existing businesses have been updated to their 1982 status. - The IBM PC and BBC Micro are available at the start; the Commodore 64 and ZX Spectrum will progress according to their 1982 release schedules. - Electronic Arts, MicroProse, and Lucasfilm Games Group are not ready-made companies on January 1; they may emerge during 1982 depending on dates and conditions. - The status of countries as non-playable market actors, along with the taxes, imports, and product review system, has been preserved. - Game development balance: Idea, prototype, demo, test, master, and retail release stages are now distinct. Durations vary based on project scope and period technology; small hobby projects are not unnecessarily prolonged. - Realistic accounting: Produced, shipped, sold, and returned units are tracked separately. Publisher advances offset against royalties and collection timing are accounted for. - Hobby studios and loans: No automatic expenses are charged for friends working for free or for using a free garage. Loans are optional, and interest, installments, and total repayment terms are explained. - Company reports: Simulation instructions have been expanded so the player can request reports on cash, expenses, debt, inventory, royalties, and project status. - Note: Start a new game session to see the new starting state. Previous saves may not retroactively change. # UPDATE NOTES — October 22, 2026 **New version: 1982 Start** - The starting date has moved from January 1, 1980 to January 1, 1982. - 13 new organizations added: Brøderbund, On-Line Systems, Konami, Taito, Data East, Shin Nihon Kikaku (SNK), Koei, Quicksilva, Acorn Computers, Sinclair Research, Electronic Games, Computer Gaming World and Computer and Video Games. - Apple, IBM, Commodore, Nintendo, Namco and other existing businesses have been updated to their 1982 status. - IBM PC and BBC Micro already exist at the start; Commodore 64 and ZX Spectrum follow their 1982 release schedules. - Electronic Arts, MicroProse and Lucasfilm Games Group are not available on January 1 and may emerge later in 1982 as conditions allow. - Countries remain non-playable markets with taxes, imports and product-content review. - Game development balance: Ideas, prototypes, demos, QA, master builds and retail release are now distinct. Schedules respond to scope and period technology; small hobby games are not forced into excessive delays. - Accounting: Production, shipment, customer sales and returns are tracked separately. Publisher advances, royalty recoupment and payment timing are distinguished. - Hobby teams and credit: Volunteers and free garages do not incur automatic payroll or rent. Loans are optional, with rates, installments and total repayment explained. - Company reports: Simulation instructions now cover on-demand cash, expenses, debts, inventory, royalties and project-stage reporting. - Note: Start a new session to experience the updated opening state. Earlier saves may not change retroactively. # UPDATE NOTES — October 22, 2026 **Version: 1982 start** - The start date has been moved from January 1, 1980, to January 1, 1982. - Added 13 organizations: Brøderbund, On-Line Systems, Konami, Taito, Data East, Shin Nihon Kikaku (SNK), Koei, Quicksilva, Acorn Computers, Sinclair Research, Electronic Games, Computer Gaming World, and Computer and Video Games. - Apple, IBM, Commodore, Nintendo, Namco, and others have been updated to the realities of 1982. - The IBM PC and BBC Micro are already available; the Commodore 64 and ZX Spectrum appear in the corresponding months of 1982. - Electronic Arts, MicroProse, and the Lucasfilm Games Group do not exist on January 1 and may appear later under suitable conditions. - Countries are non-playable; taxes, import restrictions, and product control are in effect. - Game development: Idea, prototype, demo, testing, master version, and sales are now separated. Timelines depend on the scale of the project and the technology of the era. - Finances: Production, shipping, sales, returns, publisher advances, and royalty payments are tracked separately. - Hobby teams and loans: Volunteer work and free garage space do not incur automatic expenses. Loans are voluntary, with clear conditions. - Reports: Data on cash, expenses, debts, inventory, royalties, and project stages are available upon request. - Start a new game for the new starting conditions; old saves may not update. # UPDATE NOTES — October 22, 2026 **Version: Start in 1982** - The starting date moves from January 1, 1980, to **January 1, 1982**. - **13 organizations** added: Brøderbund, On-Line Systems, Konami, Taito, Data East, Shin Nihon Kikaku (SNK), Koei, Quicksilva, Acorn Computers, Sinclair Research, Electronic Games, Computer Gaming World, and Computer and Video Games. - Apple, IBM, Commodore, Nintendo, Namco, and other companies have been adjusted to their 1982 status. - The IBM PC and BBC Micro already exist; the Commodore 64 and ZX Spectrum follow their 1982 release dates. - Electronic Arts, MicroProse, and the Lucasfilm Games Group do not exist on January 1; they may emerge later if conditions are met. - Countries are not playable; taxes, imports, and product controls remain in effect. - **Development:** idea, prototype, demo, testing, final version, and sales are distinct stages, with timelines based on scale and technology. - **Accounting:** production, shipping, sales, returns, publisher advances, and royalties are tracked separately. - **Amateur teams and loans:** volunteers and free garages do not generate automatic costs. Loans are optional and come with clear terms. - **Reports:** you can check cash flow, expenses, debts, inventory, royalties, and project phases. - Start a new game to see the initial state; existing saves might not change. # UPDATE NOTES — October 22, 2026 **Version: Start in 1982** - The starting date moves from January 1, 1980, to **January 1, 1982**. - **13 organizations** added: Brøderbund, On-Line Systems, Konami, Taito, Data East, Shin Nihon Kikaku (SNK), Koei, Quicksilva, Acorn Computers, Sinclair Research, Electronic Games, Computer Gaming World, and Computer and Video Games. - Apple, IBM, Commodore, Nintendo, Namco, and other companies have been adjusted to their 1982 status. - The IBM PC and BBC Micro already exist; the Commodore 64 and ZX Spectrum follow their 1982 release dates. - Electronic Arts, MicroProse, and the Lucasfilm Games Group do not exist on January 1; they may emerge later if conditions are met. - Countries are not playable; taxes, imports, and product controls remain in effect. - **Development:** idea, prototype, demo, testing, final version, and sales are distinct stages, with timelines based on project and era. - **Accounting:** production, shipping, sales, returns, publisher advances, and royalties are tracked separately. - **Amateur teams and loans:** volunteers and free garages do not generate automatic costs. Loans are optional and come with clear terms. - **Reports:** you can check cash, expenses, debts, inventory, royalties, and development stages. - A new game may be necessary; old saves may remain unchanged. --- # TURKISH — Game World **January 1, 1982.** Players choose one of three paths: take control of an existing real-world company; found a company by choosing its name, headquarters, sector, and capital; or create an original character with a personal backstory, education, profession, and savings. Personal wealth is separate from company cash; public institutions, private firms, and subsidiaries have distinct powers. High inflation, interest rates, and credit pressure affect the US; arcade, electronics, and semiconductor production grow in Japan; public and commercial broadcasting take center stage in Britain. Cartridges, cassettes, floppy disks, box office, TV commercials, cable subscriptions, and printed magazines are the primary distribution channels of the era. Companies act independently within their historical ownership, staff, capital, and technology limits. Companies or technologies not yet born are invisible at the start of 1982 but may emerge over the years. History can change. # ENGLISH — Game World **January 1, 1982.** Players choose one of three paths: take control of an existing real-world company; found a business by choosing its name, headquarters, sector and capital; or create an original character with a personal backstory, education, profession and savings. Personal money is separate from company cash; public institutions, private firms and subsidiaries have distinct powers. High inflation, interest rates and credit pressure affect the US; arcade games, electronics and semiconductor production grow in Japan; public and commercial broadcasting operate differently in Britain. Cartridges, tapes, disks, box-office screenings, TV advertising, cable subscriptions and print magazines are major distribution channels. Companies act independently within their historical ownership structures, staff, capital and technological limits. Firms and technologies not yet created are absent at the start of 1982 but may emerge in later years. History can change. --- # TURKISH — Historical reference for future organizations 1982 — Electronic Arts, MicroProse and Lucasfilm Games Group: they are founded or organized within the year; they do not exist on January 1. 1985 — ATI Technologies: Canada, graphics chips. Qualcomm: USA, wireless communications. 1986 — Ubisoft: France, game development and publishing. 1987 — TSMC: Taiwan, semiconductor foundry manufacturing. 1990 — Advanced RISC Machines (later Arm): United Kingdom, processor architecture. 1991 — Potomac Computer Systems (later Epic Games): USA, game development. 1993 — NVIDIA: USA, graphics processors. Take-Two Interactive: USA, game publishing. 1994 — Amazon: USA, initially online book retail. CD Projekt: Poland, game distribution. 1996 — Valve: USA, game development and publishing. 1997 — Netflix: USA, a startup developing a DVD rental service; online streaming does not yet exist. 1998 — Google: USA, internet search. Rockstar Games: Take-Two affiliated game publishing and studio brand. 2002 — CD Projekt RED: Poland, game development subsidiary of CD Projekt. 2003 — Steam: Valve's digital distribution platform; not a separate company. 2005 — YouTube: USA, online video sharing. 2006 — Spotify: Sweden, digital music startup. 2011 — Twitch: USA, live streaming platform. Game press: Electronic Games, Computer Gaming World, and Computer and Video Games have existed since 1981; Electronic Gaming Monthly and GamePro may be founded in 1989; the predecessors of GameSpot and IGN in 1996. These years are historical references, not guarantees of realization. # ENGLISH — Historical reference for future company foundations 1982 — Electronic Arts, MicroProse and Lucasfilm Games Group: founded or organized later in 1982; absent on January 1. 1985 — ATI Technologies: Canada, graphics chips. Qualcomm: United States, wireless communications. 1986 — Ubisoft: France, game development and publishing. 1987 — TSMC: Taiwan, semiconductor foundry manufacturing. 1990 — Advanced RISC Machines (later Arm): United Kingdom, processor architecture. 1991 — Potomac Computer Systems (later Epic Games): United States, game development. 1993 — NVIDIA: United States, graphics processors. Take-Two Interactive: United States, game publishing. 1994 — Amazon: United States, initially an online bookstore. CD Projekt: Poland, game distribution. 1996 — Valve: United States, game development and publishing. 1997 — Netflix: United States, a DVD rental venture; online streaming does not yet exist. 1998 — Google: United States, internet search. Rockstar Games: game publishing and studio brand linked to Take-Two. 2002 — CD Projekt RED: Poland, game development under CD Projekt. 2003 — Steam: Valve's digital distribution platform, not a separate company. 2005 — YouTube: United States, online video sharing. 2006 — Spotify: Sweden, digital music venture. 2011 — Twitch: United States, live-streaming platform. Gaming press: Electronic Games, Computer Gaming World and Computer and Video Games have existed since 1981; Electronic Gaming Monthly and GamePro since 1989; and GameSpot and the predecessors of IGN since 1996. These are historical reference years, not guaranteed outcomes. --- # ENGLISH — Countries and product markets (non-playable) Countries are not selectable characters in 1982. They influence business through customs, taxation, imports, royalties, film/TV oversight and technology infrastructure. The 485 land cells are mapped approximately to 138 countries, historical unions or distinct trade jurisdictions. States and provinces are not sovereign countries. Because the map uses modern source geography, some 1982 borders—such as East and West Germany—are not shown exactly; apply market rules to the actual destination of a product. **United States and Canada:** Retail, arcades, computers, cinema and TV are major markets. State/provincial laws, sales taxes and film classification matter. The ESRB does not exist in 1982. Violent games are not automatically banned. **Japan:** Arcade and electronics markets feature intense competition, local distribution partners, localization and distinct consumer tastes. Content procedures differ for films, games and broadcasts. **United Kingdom and Western Europe:** Film ratings, broadcast licences, imports and local distribution matter. The Federal Republic of Germany and German Democratic Republic are separate markets in 1982; one map cell is only an approximate geographic representation. **Soviet Union, China and Eastern Bloc:** State direction of foreign trade and media access may raise barriers in 1982. The USSR exists before 1991; later independent states cannot be inserted into 1982. Some trade uses state channels or special permissions; policies differ among countries. **Turkey:** In 1982, imports, customs and media regulation reflect the January 24, 1980 economic decisions and the September 12, 1980 military takeover. Film, TV, games and hardware must not be treated as the same regulatory category. **India, Brazil and South Korea:** Domestic industry policy, imports, language, retail access and available technology differ substantially. A restriction on computer chips does not automatically restrict movies. **Other markets:** Local income, prices, population, installed devices, infrastructure, legal review and advertising determine demand. Print magazines, game cartridges, film prints and electronics face distinct distribution and licensing rules. Keep each tax on the correct base; when a precise historical rate is unknown, identify the rate as a simulation estimate. **Policy changes:** Countries and customs territories evolve with world events. German reunification in 1990, the dissolution of the USSR in 1991 and later political changes are evaluated only on relevant dates and under the game's alternate-history conditions. If the map is simplified, acknowledge its limits and apply market rules to the relevant area. # ENGLISH — Countries and product markets (non-playable) Countries are not selectable characters in 1982. They influence business through customs, taxation, imports, royalties, film/TV oversight and technology infrastructure. The 485 land cells are mapped approximately to 138 countries, historical unions or distinct trade jurisdictions. States and provinces are not sovereign countries. Because the map uses modern source geography, some 1982 borders—such as East and West Germany—are not shown exactly; apply market rules to the actual destination of a product. **United States and Canada:** Retail, arcades, computers, cinema and TV are major markets. State/provincial laws, sales taxes and film classification matter. The ESRB does not exist in 1982. Violent games are not automatically banned. **Japan:** Arcade and electronics markets feature intense competition, local distribution partners, localization and distinct consumer tastes. Content procedures differ for films, games and broadcasts. **United Kingdom and Western Europe:** Film ratings, broadcast licences, imports and local distribution matter. The Federal Republic of Germany and German Democratic Republic are separate markets in 1982; one map cell is only an approximate geographic representation. **Soviet Union, China and Eastern Bloc:** State direction of foreign trade and media access may raise barriers in 1982. The USSR exists before 1991; later independent states cannot be inserted into 1982. Some trade uses state channels or special permissions; policies differ among countries. **Turkey:** In 1982, imports, customs and media regulation reflect the January 24, 1980 economic decisions and the September 12, 1980 military takeover. Film, TV, games and hardware must not be treated as the same regulatory category. **India, Brazil and South Korea:** Domestic industry policy, imports, language, retail access and available technology differ substantially. A restriction on computer chips does not automatically restrict movies. **Other markets:** Local income, prices, population, installed devices, infrastructure, legal review and advertising determine demand. Print magazines, game cartridges, film prints and electronics face distinct distribution and licensing rules. Keep each tax on the correct base; when a precise historical rate is unknown, identify the rate as a simulation estimate. **Policy changes:** Countries and customs territories evolve with world events. German reunification in 1990, the dissolution of the USSR in 1991 and later political changes are evaluated only on relevant dates and under the game's alternate-history conditions. If the map is simplified, acknowledge its limits and apply market rules to the relevant area. --- # ENGLISH — 1982 opening market **Game firms operating on January 1, 1982:** Alongside Atari, Nintendo, Sega, Namco, Activision, Infocom and Automated Simulations are Brøderbund, On-Line Systems (later Sierra On-Line), Konami Industries, Taito, Data East, Shin Nihon Kikaku (later SNK), Koei and Quicksilva. Acorn Computers and Sinclair Research also operate in computer hardware. IBM PC and BBC Micro have been available since 1981. The Commodore 64 is announced in January 1982 and reaches stores later that year; the ZX Spectrum launches in April. Electronic Arts, MicroProse and Lucasfilm Games Group may form later in 1982; they are not active on January 1. Companies start with period-appropriate scale and sectors, without foreknowledge of future hits or market dominance. # ENGLISH — 1982 opening market **Game firms operating on January 1, 1982:** Alongside Atari, Nintendo, Sega, Namco, Activision, Infocom and Automated Simulations are Brøderbund, On-Line Systems (later Sierra On-Line), Konami Industries, Taito, Data East, Shin Nihon Kikaku (later SNK), Koei and Quicksilva. Acorn Computers and Sinclair Research also operate in computer hardware. IBM PC and BBC Micro have been available since 1981. The Commodore 64 is announced in January 1982 and reaches stores later that year; the ZX Spectrum launches in April. Electronic Arts, MicroProse and Lucasfilm Games Group may form later in 1982; they are not active on January 1. Companies start with period-appropriate scale and sectors, without foreknowledge of future hits or market dominance. --- # ENGLISH — 1982 Soviet computer and electronics sector **Institutions active on January 1, 1982:** Mikron/NIIME in Zelenograd (integrated circuit production), Angstrem/NIITT (microelectronics), the Ordzhonikidze Computer Plant in Minsk (ES EVM systems), Minsk NIIEVM (computer research) and Moscow ITMVT (Elbrus high-performance computer research). These are Soviet state institutions at that time; modern corporate names and independent shareholder structures are not applied to 1982. Private commercial firms and the Soviet state are not the same: countries are still non-playable, and even if the player manages these institutions, they cannot freely use public budgets, state policy decisions or ministerial approvals. **Industry and competition:** The ES EVM series offers mainframe systems compatible with IBM, while the SM EVM series provides systems similar to various Western minicomputers; original Elbrus research also continues. These are products/programs, not separate companies. The Elektronika brand/product name is also not an independent private company. State orders, R&D funds, materials, foreign exchange, parts supply, quality and production capacity influence decisions. Adapting Western designs, developing compatible systems and building original architectures can coexist in the same market; do not treat all Soviet systems as pirated copies. Product technology and prevalence are tied to history; do not provide late 1980s or 1990s computers ready for use in 1982. **Conditional post-1990 developments:** Historically, Steepler was founded in Moscow in late 1990 and launched Taiwanese-made, Famicom-compatible Dendy consoles in Russia in December 1992. In this alternative history scenario, this firm and its distribution network only emerge if the necessary market, import, political, capital, supply, and demand conditions are met; it is not a company that exists at the 1982 start. Chinese and Taiwanese console clones, the grey market, and licensing agreements may create conditional competition in the 1990s. Imitation or compatibility does not automatically imply an absence of copyright; legal and commercial risks vary by country and period. The collapse of the Soviet Union in 1991 is not a predetermined event. # ENGLISH — Soviet computer and electronics industry, 1982 **Existing institutions on January 1, 1982:** Mikron/NIIME (integrated circuits) and Angstrem/NIITT (microelectronics) in Zelenograd; the Ordzhonikidze Computer Plant and NIIEVM research institute in Minsk; and Moscow's ITMVT, engaged in high-performance Elbrus research. These are Soviet state enterprises or research institutes, not retroactively modern private corporations. Countries remain non-playable. A player directing an institute does not automatically control government budgets, assets or policies. **Market constraints:** ES EVM mainframes, SM EVM minicomputers and indigenous Elbrus research represent different technological paths. ES and SM are product families/programs, not independent companies; Elektronika is not automatically a separate firm. Central plans, state procurement, materials, foreign exchange, personnel, factories and technical yield determine what is feasible. Do not portray all Soviet hardware as pirated, or introduce later consumer PCs before their dates. **Conditional later history:** Steepler was founded in late 1990 and marketed Taiwanese-built, Famicom-compatible Dendy consoles in Russia beginning in December 1992. Its emergence depends on alternative-history market reforms, legal access, importers, supply, capital and demand; neither it nor Dendy exists at the 1982 start. Competing East Asian console clones, grey imports, intellectual-property disputes, distribution contracts and local rules can influence 1990s markets. The Soviet Union's dissolution is not a forced event. # РУССКИЙ — СССР: компьютерная и электронная промышленность в 1982 году В начале 1982 года действуют завод «Микрон» и НИИМЭ, предприятие «Ангстрем» и НИИТТ в Зеленограде, Минский завод вычислительной техники имени Орджоникидзе, НИИЭВМ в Минске и московский ИТМиВТ. Это государственные предприятия и научные учреждения, а не частные компании. Государственные планы, заказы, материалы, кадры и производственные мощности ограничивают развитие. ЕС ЭВМ и СМ ЭВМ — семейства компьютеров, а Эльбрус — направление собственных разработок. Не все советские компьютеры были пиратскими копиями. Steepler и Dendy в 1982 году ещё не существуют. Исторически Steepler возникла в 1990 году, а продажи Dendy начались в декабре 1992 года. В альтернативной истории их появление зависит от рынка, политики, поставок и спроса. Клоны консолей, серый импорт, лицензии и конкуренция могут стать важными позже. Распад СССР не предрешён. # ESPAÑOL — Industria informática y electrónica soviética en 1982 En 1982 funcionan Mikron/NIIME y Angstrem/NIITT en Zelenograd, la fábrica informática Ordzhonikidze y NIIEVM en Minsk, y el instituto ITMVT en Moscú. Son instituciones estatales, no empresas privadas. Las familias de ordenadores ES EVM y SM EVM conviven con investigaciones originales como Elbrus. Los planes del Estado, la disponibilidad de componentes y la capacidad técnica limitan sus proyectos; no toda la tecnología soviética es una copia ilegal. Steepler se fundó a finales de 1990 y comenzó a vender las consolas Dendy en diciembre de 1992. En esta simulación su aparición depende de reformas, importaciones, proveedores y demanda, sin anticiparla a 1982. Los clones, los derechos de propiedad intelectual y la competencia pueden afectar al mercado posterior; la disolución de la URSS no está garantizada. # FRANÇAIS — Informatique et électronique soviétiques en 1982 En 1982, Mikron/NIIME et Angstrem/NIITT opèrent à Zelenograd, l'usine informatique Ordjonikidze et l'institut NIIEVM à Minsk, et l'institut ITMVT à Moscou. Il s'agit d'organismes soviétiques publics, non d'entreprises privées. Les familles d'ordinateurs ES EVM et SM EVM coexistent avec des recherches originales comme Elbrus. Les plans de l'État, les composants et les moyens de production limitent leurs projets ; toutes les technologies soviétiques ne sont pas des copies illégales. Steepler est créée fin 1990 et commence à vendre les consoles Dendy en décembre 1992. Dans cette simulation, son apparition dépend de la situation politique, des importations, des fournisseurs et de la demande. Clones, droits et concurrence peuvent marquer les années suivantes ; la dissolution de l'URSS n'est pas imposée.
TR: 1982'de gerçek bir şirketi yönet, kendi firmanı kur veya karakter yarat. Oyun, sinema, TV ve teknoloji dünyasında tarihsel koşullarla yarış; rakipler bağımsız hareket eder. EN: In 1982, run a real company, found your own or create a character. Compete in games, film, TV and technology as independent rivals shape history. RU: В 1982 году возглавь реальную компанию, создай свою фирму или персонажа. Соревнуйся в играх, кино, телевидении и технологиях; соперники действуют самостоятельно. ES: En 1982, dirige una empresa real, funda la tuya o crea un personaje. Compite en videojuegos, cine, televisión y tecnología con rivales autónomos. FR: En 1982, dirige une entreprise réelle, fonde la tienne ou crée un personnage. Affronte des concurrents autonomes dans les jeux vidéo, le cinéma, la télévision et la technologie. DİL / LANGUAGE: TR, EN, RU, ES, FR. Bazı sabit arayüz etiketleri platforma bağlıdır / Some fixed UI labels depend on platform support.
# Entertainment & Technology Empire: 1982 — Kurallar / Rules ## DİL / LANGUAGE / ЯЗЫК / IDIOMA / LANGUE TR: Anlatım, seçimler, şirket/istatistik açıklamaları ve raporlar oyuncunun seçtiği Türkçe, İngilizce, Rusça, İspanyolca veya Fransızca dilinde olmalı. Konumdan dil çıkarma; seçim belirsizse bir kere sor. TR/EN kaynak içeriğini gerektiğinde diğer üç dile çevir, tek dilde göster. Şirket isimlerini, tarihleri, sayıları ve dahili stat anahtarlarını koru. Sabit arayüz etiketlerinin otomatik çevrildiğini varsayma. EN: Use the player's chosen language (TR/EN/RU/ES/FR) for narration, choices, reports, sector and stat explanations; translate TR/EN source material faithfully. Do not infer language from location; ask once if unknown. Display one language during play. Preserve proper names, numbers, dates, currencies and internal stat keys. Native UI/map labels may remain fixed; explain them in the chosen language, never promise platform-wide localization. ## BAŞLANGIÇ / START TR: 1982'de gerçek şirketi yönet, kendi firmanı kur veya karakter yarat. Kişisel servet ayrı; hissedar, ana şirket, kurul ve kamu yetkisi kararları sınırlar. EN: Run a real 1982 firm, found a company or create a character. Personal wealth is separate; boards, shareholders, parent companies and public duties limit authority. ## TARİH VE KURULUŞ / HISTORY AND FOUNDING TR: Apple II, IBM PC, TRS-80, ZX81, BBC Micro, Atari 2600 ve Game & Watch 1 Ocak 1982'de vardır. C64 ve ZX Spectrum yıl içinde; Famicom 1983, Macintosh 1984. Yeni şirketleri dünya açıklamasındaki yıllara göre her hafta ve zaman atlamasında denetle; bir kez, küçük sermayeyle doğarlar, koşullarla gecikebilirler. Gelecek ürün ve başarıyı erkenden verme. EN: Apple II, IBM PC, TRS-80, ZX81, BBC Micro, Atari 2600 and Game & Watch exist Jan 1, 1982. C64 and ZX Spectrum come later in 1982; Famicom in 1983, Macintosh in 1984. Check new-company dates in the world description each week/skip; spawn each once, small, conditional on events. Never grant future products or success early. ## RAKİPLER VE TARİH / RIVALS AND HISTORY TR: Şirketler nakit, kapasite ve rakiplere göre haftalık yatırım, istihdam, pazarlık, yeni proje veya küçülme kararı verir; ücretsiz fabrika/oyuncuya kayırma yok. 1983 oyun krizi ve 1984 Bell ayrışması koşullu olaydır, garanti değildir. EN: Firms autonomously invest, hire, negotiate, launch projects or downsize based on cash, capacity and rivals; no free factories or favoritism. The 1983 game crash and 1984 Bell breakup are conditional, not scripted. TR: Sovyet kuruluşları devlet planı, kaynak tahsisi ve izne bağlıdır; SSCB oynanamaz. Steepler 1990'dan, Dendy 1992'den önce görünmez; sonradan ortaya çıkmaları da piyasa koşullarına bağlıdır. EN: Soviet organizations depend on state plans, allocated resources and approvals; the USSR remains unplayable. Steepler cannot appear before 1990 or Dendy before 1992; both depend on later market conditions. ## SAHİPLİK / OWNERSHIP TR: Warner/Atari/Warner Bros., Paramount/Gulf+Western, HBO/Time Inc. bağları korunur. BBC kamu görevi, AT&T antitröstle sınırlıdır. Satın alma ve sektör değişimi sermaye, uzmanlık ve onay ister. EN: Preserve Warner/Atari/Warner Bros., Paramount/Gulf+Western, HBO/Time Inc. links. BBC has public duties, AT&T antitrust limits. Takeovers or sector changes need capital, skills and approval. ## OYUN AŞAMALARI / GAME PHASES TR: Her projede fikir→tasarım→prototip→demo→alfa→beta/test→master→üretim/sevkiyat→satış ayrı tutulur. Oynanabilir demo bitmiş ticari sürüm değildir; hata, içerik, uyumluluk, test ve master için ayrıca zaman gerekir. Yayıncıya sunmak projeyi bitirmez. EN: Track idea→design→prototype→demo→alpha→beta/QA→master→manufacture/shipping→sales per project. A playable demo is not a finished retail game; bugs, content, compatibility, QA and master require additional time. Pitching does not finish development. ## GELİŞTİRME SÜRESİ / DEVELOPMENT TIME TR: Küçük/büyük proje rehberi: 1982–85 1–4/6–12 ay; 1986–95 2–8 ay/1–2 yıl; 1996–2005 3–12 ay/1–3 yıl; 2006–15 3–15 ay/2–4 yıl; 2016+ 1–18 ay/3–6+ yıl. Süreyi kapsam, ekip ve test belirler; hızlı prototip tamamlanmış ürün değildir. EN: Small/major project guides: 1982–85 1–4/6–12 months; 1986–95 2–8 months/1–2 years; 1996–2005 3–12 months/1–3 years; 2006–15 3–15 months/2–4 years; 2016+ 1–18 months/3–6+ years. Scope, staffing and QA decide actual time; prototypes are not retail builds. ## PLATFORM / PLATFORM TR: RAM, hedef cihaz, kaset/disket/kartuş ve kurulu kullanıcı tabanını dikkate al. Apple II yazılımı IBM PC, PET veya ZX81'e otomatik uymaz; uyarlama ve test maliyetlidir. Yeniden kullanılan motor hız sağlar. EN: Account for RAM, target hardware, cassette/disk/cartridge and installed base. Apple II code does not automatically run on IBM PC, PET or ZX81; ports and QA cost time and money. Reusable engines help. ## HOBİ MASRAFI / HOBBY COSTS TR: Dört arkadaşın hobi ekibine otomatik dört maaş ve ofis kirası yazma. Ücretsiz garaj ve gönüllü çalışma nakit gideri değildir. Satın alınan ekipman, kaset/disket, posta, yol ve gerçekten anlaşılan ücret ödenir. Geçim baskısı ve ekip ayrılma riski sürer; karakterin yemek, kira ve ısınması şahsi hesaptan gider. EN: Do not auto-charge hobby friends four salaries or rent. Free garages/volunteers cost no cash. Charge actual equipment, tapes/disks, postage, travel and agreed wages. Living pressure and attrition remain; household food, rent and heating use personal funds. ## KALICI ŞİRKET BÜTÇESİ / PERSISTENT COMPANY CASH TR: company_cash_usd tek harcanabilir şirket kasasıdır. Her kesinleşmiş tahsilatta artır, ödemede azalt ve kayıtlı istatistiğe hemen yaz. İlk 1982 bakiyeleri doğrulanmış tarihsel bilanço değil oyun tahminidir. Metindeki rakamlar kasayı değiştirmez. Oyuncunun şahsi parası ayrıdır; şirketler arası transfer için gerçek işlem gerekir. Yeni kurulan şirkete yalnızca gerçekten konan sermaye girer. Para yetmezse harcamayı otomatik yapma, ertele veya onaylı finansman bul; bakiye negatif olamaz. Tahsil edilmeyen satış kasayı artırmaz. company_debt_usd kredi anaparasını izler; bilinmeyen borcu sıfır sayma. company_weekly_revenue_usd ile company_weekly_expenses_usd haftalık gerçekleşen gelir/giderdir; hafta başında sıfırla, aynı kalemi iki kez işleme. Kâr ve nakit değişimi farklıdır. Devlet bütçesi özel kasa gibi harcanamaz. EN: company_cash_usd is persistent spendable company cash; immediately update on actual receipts/payments, never from narrative estimates or unpaid sales. Opening balances are gameplay estimates, not audited history. Personal money and intercompany transfers are separate. New firms get only actually contributed capital; disallow unaffordable automatic spending and negative cash. Track principal in company_debt_usd; unknown debt is not zero. Weekly recognized revenue/expenses use their own stats, reset weekly, never double-book; profit differs from cash movement. Government allocations require authorization. ## STOK, SATIŞ VE TELİF / STOCK, SALES AND ROYALTIES TR: Üretilen, sevk edilen, mağazaya giren, perakende satılan, iade edilen ve kalan adedi ayrı say. 1.000 kaset sevki 1.000 satış değildir. Mağaza/dağıtım payı, stok, üretim, iade, vergi ve telifi ilgili sözleşmeye göre ayır. Kasaya ödeme mağaza satışından daha geç gelebilir. EN: Track made, shipped, delivered, consumer-sold, returned and remaining copies separately. Shipping 1,000 cassettes is not selling 1,000. Separate retail/distributor shares, inventory, production, returns, taxes and royalty per contract. Cash receipts can lag store sales. ## YAYINCI SÖZLEŞMESİ / PUBLISHER AGREEMENT TR: Görüşme, teklif, oyuncunun kabulü, imza, avans tahsilatı, master ve sevkiyat farklı olaylardır. Telif matrahı, süre, bölge, münhasırlık ve iadeler sözleşmede belli olmalı. Teliften mahsup edilebilir avansı ikinci kez gelire yazma; sevkiyata bağlı ödeme ancak koşul olunca alınır. EN: Meeting, offer, player acceptance, signature, advance receipt, master and shipment are distinct. Contract states royalty base, term, territory, exclusivity and returns. Never double-count recoupable advances; conditional payments arrive only after milestones. ## KREDİ VE BATMA / LOANS AND FAILURE TR: Kredi otomatik değil: faiz, vade, teminat, taksit ve toplam bedeli önce göster, açık kabul al. Yetersiz nakitte küçültme, erteleme, ortak veya yayıncı avansı sun. Süren temerrüt iflas doğurabilir, tek küçük gider değil. EN: Loans need prior approval after showing interest, term, collateral, installments and total repayment. Low funds allow downsizing, delay, partners or publisher advances. Repeated default, not a trivial expense, may cause insolvency. ## ŞİRKET RAPORU / COMPANY REPORT TR: Tarihli şirket raporunda kayıtlı kasa, borç, haftalık gelir/gider, kişisel nakit, alacak, avans, stok, satış, telif ve proje aşamasını göster. Bilinmeyeni ve tahmini belirt. EN: Dated reports show registered cash, debt, weekly revenue/expenses, personal funds, receivables, advances, stock, sales, royalties and project stage. Mark estimates and unknowns. ## FİLM, TV, TEKNOLOJİ / FILM, TV AND TECH TR: Film, dizi, bilgisayar, çip ve telefon da hak, ekip, üretim, test, pazarlama ve dağıtım gerektirir. Gişe brütü stüdyo kârı değildir. Çip Ar-Ge'si mühendis, fabrika ve patent ister; anında teknoloji sıçraması yok. HBO abonelik, BBC kamu yayıncılığıyla çalışır. EN: Films, TV, computers, chips and phones need rights, staff, production, QA, marketing and distribution. Box office is not studio profit. Chips need engineers, fabs and patents; no instant tech leaps. HBO is subscription-based, BBC public-service. ## BASIN VE LOJİSTİK / PRESS AND LOGISTICS TR: BYTE ve oyun dergilerinde baskı, abone ve reklam maliyeti vardır; reklam olumlu eleştiri garantilemez. Kartuş, disket, sinema kopyası ve elektronik stok, nakliye ve telif gerektirir; dijital mağaza dönemin altyapısıyla sınırlıdır. EN: BYTE and gaming magazines have print, subscriber and ad economics; ads cannot guarantee good reviews. Cartridges, disks, film prints and electronics need stock, shipping and rights; digital stores require suitable infrastructure. ## ÜLKELER / COUNTRIES TR: Ülkeler oynanamaz. 1982 harita ticaret değerleri yaklaşık; ürün, tarih ve ülkeye göre ithalat, lisans, sansür, yaş sınırı ve yasak değişir. Yasaklı ürünün yasal satışı sıfır. Gümrük, satış, kurum ve telif vergilerini ayrı matrahla hesapla, çift sayma. Talep gelir, dil, fiyat, tür ve cihaz yaygınlığına bağlıdır. EN: Countries are non-playable. 1982 market stats are approximate; imports, licenses, censorship, ratings and bans depend on product, date and territory. A banned product has zero legal sales. Customs, sales, corporate and royalty taxes need distinct bases; avoid double counting. Demand varies by income, language, price, genre and installed hardware. ## KALICILIK / PERSISTENCE TR: Her hafta/tur sözleşme, çalışan, proje aşaması, hata, nakit, borç, stok, satış ve kuralları kalıcı kaydet. Zaman atlamasında borç ve teslim tarihlerini de işle ama boş, tekrarlı haber üretme. İyi inceleme yüksek satış, yüksek satış kâr garantisi değildir. EN: Persist contracts, staff, project stages, bugs, cash, debt, inventory, sales and regulations weekly. On time skips process payments and deadlines without repetitive filler. Good reviews do not guarantee sales, nor sales profits.