it fails on a few points:
1.
building permits.
each building requires a separate permit. the cost of each permit goes up the more permits already exist.
at some point, the cost of a new permit becomes prohibitively expensive
most resources require TRANSPORTING with vehicles. obviously conveyor belts, pipes, etc. are things not invented in the world of this game.
this starts a second death spiral: fuel for vehicles spiral. build oil well + oil refinery + energy to power them both. don't forget, those things cost fuel to be carried too
each other resource also requires a mine and power.
processing the resources again requires a building and power. processed stuff sits on a pyramid of resources. so the more processed something is, the more resources it needed to be made from scratch
conclusion 1: the more basic resources you try to produce yourself, the worse off you are.
2.
prestige: give up your city and "start in a new city". doing that with a high enough company value and you get some swiss $ (also a small amount for reaching certain achievements, but the amount is so small, it is ridiculous) that can be used to reduce some of the more anoying things
like building permits. or rewards beyond the first 4 hours offline. more than 1 builder. builder move speed. you get the idea.
this sounds good until you find out that the cash out is based on "your company's market cap" which is "the total market value of your corporation" which is based on a RNG (that changes each 2 hours) and your building + resources valuation. in my experience, it can easy give 100 swiss $ one moment and 80 when the market changes.
1 day later i barely reached again that 100. i expect that it can drop again anytime
conclusion 2: play dice. save yourself the time of installing the game
3.
"policies"
they consume "policy points" the more policies are enabled.
all policies are literally giving as much as taking.
for example double the petrol production, but halve the plastic production. since both are made initially 50-50% from oil in the refinery, you can't avoid the bad.
conclusion: you pay more than you get. useful in emergencies, i guess
4.
no way to power up / power down buildings automaticly only when the resource they produce runs below a certain value. therefore
your dynamite factory that you upgraded to meet a certain request faster
will hog the oil which can starve the refinery which will produce less petrol, which will be less available to transport goods and power power plants, therefore less or totally stopped production
or you downgrade it (so you lose $)
or you manually shut it down (and you starve the arty / missile factory so again you lose $)
conclusion: get ready for either piles of dynamite or micromanaging (i chose the piles)
5.
selling automaticly in the trade center. the prices can go up or down each 2 hours, so after each change you should look if something produces more or less profit$$.
considering that many buildings are placed trying to boost production (so in +25% squares and / or next to identical buildings) or as close as possible to their source materials to save petrol used to transport, they are not placed in just anywhere the player wants, so the player has to find each of them and see if the value of the end product is worth selling or not. that can be done ONLY on the buildings, NOT on the "trade center"
conclusion: each 2 hours visit all your important factories to change to something else being auto-sold. again, micromanaging.
6.
energy. if you produce too much, you are wasting it. so you either suffer slow downs when there is not enough power (because you just built something and you did not notice that there is not enough power) or you waste $ on buildings that literally produce nothing of value to you, but will be useful... sometime in the future
conclusion: why not sell the excess energy?!
what i did like about the game:
-notification sounds when getting a new wholesale center offer
-cool animation with all vehicles transporting goods everywhere; just dots, but looks cool everyone being busy; red dots bring resources to the building selected, green dots transport goods away, grey dots are the rest of the dots. blue dot is the builder
-warnings when resources will run out, and estimates how much until that happens. useful, i just love this feature
-research. kinda useless after you researched ALL buildings: the 1.8m research points that i have no use for.but i still love research
TLDR: it has potential. if you are into RNG, micromanaging, then this might be for you.
give it a go for a few days and find out what you skipped above