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  1. Tutorials - Official Automation Game Wiki

    Available tutorials: Surviving first car: Luxury brand (Automation 4.0, detailed step by step guide) Selecting an engine for a Luxury car (Automation 4.0) Low-Tech Sports (Automation 3.7, …

  2. Official Automation Game Wiki

    A multitude of tutorial missions, videos, and descriptive texts help car novices become experts. Almost infinite options give the player all the creative freedom to create unique cars with vastly …

  3. Tutorials/Surviving first car: Luxury brand - Official Automation …

    This tutorial is targeted to new players, to help them get started with the campaign and specifically not going bankrupt after releasing the first car. Overview Starting with a luxury car can be …

  4. Main Page - Official Automation Game Wiki

    A multitude of tutorial missions, videos, and descriptive texts help car novices become experts. Almost infinite options give the player all the creative freedom to create unique cars with vastly …

  5. Engine Design - Official Automation Game Wiki

    In Automation, designing an engine is a very in-depth process. There are hundreds of possible combinations of cylinder counts, layouts, head types, internal types, fuel system types, …

  6. Car Body Mods - Official Automation Game Wiki

    Automation car bodies support both morph targets (shape keys), and skinning (rigging) for morphing parts of a car body. You can mix and match as many of each as you want, but be …

  7. File:Tutorial profit forecast.jpg - Official Automation Game Wiki

    Tutorials/Surviving first car: Luxury brand Retrieved from ‘ ’ ⧼citizen-page-info-lastmod⧽

  8. Tutorials/Low-Tech Sports - Official Automation Game Wiki

    Low-Tech Sports File:Information icon.svg This content refers to the 3.7 version of the game and might not be accurate for different versions.

  9. File:Tutorial mk2 1 year.jpg - Official Automation Game Wiki

    Tutorials/Surviving first car: Luxury brand Retrieved from ‘ ’ ⧼citizen-page-info-lastmod⧽

  10. Modding - Official Automation Game Wiki

    Editor assets cannot be used directly by the game; they have to be 'cooked'. Additionally, only plugins can be cooked, hence the requirement to make content in your mod folder.