Production Reference
Big Ambitions Factory
Factory is a late-game production system. It was introduced in EA 0.6 and reworked in EA 0.10; the developer states that all products can be produced and that Factory Worker skill affects output.

What the Factory Does
A factory converts raw materials through machines and staffed production lines into products for the player's business network. Its value depends on downstream demand and distribution, not production volume alone.
- Raw-material input
- Machines and production lines
- Factory Workers
- Finished-goods storage
- Warehouse or store distribution
Confirmed 0.10 Changes
The EA 0.10 factory rework is the closest official mechanical baseline before 1.0.
- All products can be produced
- Factory Worker skill affects production output
- Production-line speed was increased
- The earlier EA 0.6 factory economics should not be reused unchanged
Player-Tested EA 0.11 Clothing Network
This player test ran a Clothing Factory and 13 stores for 10 in-game days after the EA 0.10 factory rework. Use the information icon beside each result for its source and applicability.
| Gross revenue | About $40.5M / 10 days |
| Actual net profit | About $2.9M/day |
| Total startup investment | About $20M |
| Actual payback | About 7.2 days |
| Emergency raw-material delivery | About $10M / 10 days |
| Employee wages | About $1.3M / 10 days |
| Factory installation | About $14M |
| Thirteen store interiors | About $6M |
| Normal-purchasing profit | About $3.8M/day |
| Normal-purchasing payback | About 5.4 days |
Player-Tested EA 0.10 Scale Reference
An earlier post-rework test used one Clothing Factory and eight stores over 10 consecutive in-game days. Use the information icon to distinguish observed figures from the estimated ROI.
| Factory installation | About $18M |
| Network gross revenue | About $27M / 10 days |
| Imported delivery expense | About $3M / 10 days |
| Wages | About $2M / 10 days |
| Lower Manhattan 1000 m2 store | About $6.8M / 10 days |
| Cinema | About $1.3M / 10 days |
| Theater | About $6.3M / 10 days |
| Single-store factory payback | About 27 days |
Setup Sequence
Choose the products your stores actually consume before buying machines. Build an input-to-output flow that can be stocked and collected without blocking workers.
- Select target products
- Confirm raw-material source
- Install required machines
- Connect the production sequence
- Assign workers
- Provide input and output storage
- Create distribution routes
Match Output to Demand
A version 1.0 community discussion reported output accumulating after a second shift and sales improving after price reduction. This is one save, but it demonstrates the correct diagnostic: compare production with actual sell-through.
- Track finished stock
- Track store consumption
- Reduce idle production or increase distribution
- Review retail price and demand
- Do not count unsold stock as profit
Common Factory Failures
Most problems occur at a boundary between production and logistics.
- No raw materials
- Wrong or incomplete machine chain
- Unstaffed shift
- Output storage full
- No route to warehouse or store
- Production exceeds sales
Use the Factory Results
The EA 0.10 and EA 0.11 tests show the scale a factory network can reach. Compare their store count, purchasing method and accounting window before adapting the figures to another product chain.
Player material
Player Gameplay Sources
Use these videos to see complete setup workflows, interface values and operating results in context.
This Clothing Factory Made $40.5M in 10 Days
Player-tested EA 0.11 historical reference with a 13-store, 10-day clothing network. Observed and estimated values are separated in the table above.
Watch on YouTubeOne Factory, Eight Stores, $27 Million
Player-tested EA 0.10 historical reference recorded after the factory rework. ROI commentary is treated as a player estimate.
Watch on YouTubeLet's Take a Look at the 1.0 Release
Long-form player gameplay on version 1.0; inspect factory segments before extracting details.
Watch on YouTubeQuestions
Frequently Asked Questions
How should I use the Big Ambitions Factory figures?
Treat each figure as a planning reference and open its info Tip to see the tested version, save conditions and source type.
Can older-version player data be used?
Yes. Historical values can still help with setup and scale comparisons when their version and applicability are clearly labeled.
Source notes
Use the info icon beside a value to see whether it comes from player testing or community reports and which game version or save conditions apply.
References