INFORMATIST

Student Guide

You run a company. In the individual demo, you face four AI rivals. In class, you face the other student teams and AI companies in your assigned market. Each round is one business quarter: you make five decisions, then the market decides who sells what.

In class

  1. Open the classroom page. Enter the join code from your teacher and a made-up team name. You do not need an email account.
  2. Share one device and agree on one plan as a team. Your teacher chooses the groups and starts the game.
  3. Choose your five moves and click Submit plan. You can update the plan until your teacher closes the round.
  4. Wait for the round to resolve. Read your results, then click Continue to enter the next round.
  5. In class, after the final round, read the last round's results, then click See final results for final standings. Use these results and your teacher's standings for the last discussion.

Your teacher decides group sizes. For 30 students, options include 6 teams of 5, 10 teams of 3, 15 teams of 2, or 30 individual teams. Each team submits one shared plan.

At the start, teams are assigned in joining order, in rotation across markets. Each market has five companies: up to four student teams, with AI filling the remaining seats. Six teams play in two markets, each with three student teams and two AI companies. Ten teams form three markets, fifteen form four, and thirty form eight. These are grouping options, not tested load promises. The software admits up to 40 teams; that joining limit is not a performance guarantee.

Compare scores only within the same market. The program supplies each team's factual summary. AI notes and questions can contain mistakes; check them against the recorded results.

The goal

Finish with the highest score when the rounds run out. Profit drives the score most — about half of it — but the score also rewards the health of the company behind the profit: your capacity, your efficiency, your marketing and R&D, your share of the market. A company that strip-mines everything for one big quarter will lose to one that earns and builds.

The five levers

Price

What customers pay per unit. Higher price = more money per sale, but fewer buyers choose you. Watch your cost per unit in the Forecast panel — selling below cost means every sale loses money. Classic trap: cutting price to win volume and discovering the volume was never profitable.

Production

How many units to build this round. Your factory has a maximum. Build more than you sell and the extras sit in inventory, where storage fees eat into next round. Build too few and the buyers you turn away go elsewhere: some buy from a rival that still has stock (if its price is near the market's), the rest walk away. Either way those sales are gone, not postponed — and if a rival sells out, some of its buyers come to you.

Marketing

Ads. More spend pulls more buyers toward you — this round only. It's a faucet, not a reservoir: turn it off and the effect stops.

R&D pays off next round

Improves your product so buyers pay more. Unlike marketing, it builds up round after round — R&D is a reservoir. Spent late in the game, it barely has time to matter; spent early, it compounds.

New capacity arrives next round

Your factory wears down a little every round. New capacity costs cash now and arrives next round. To end up with a bigger factory, it has to cover that wear first. You choose whether and when to invest.

Reading the forecast

The Forecast panel is an estimate, not a promise. It assumes every rival repeats last round's move and can sell about what it sold last round — and they won't. They cut prices, launch campaigns, and expand factories while you do the same.

It also looks at this round only. R&D and new capacity cost money now and pay off in later rounds, so the plan with the best forecast this round is not always the best plan for the game.

That's not a flaw; it's the point. After each round, the results screen shows Forecast vs. what happened. The gap between the two is exactly what your rivals did. Learning to anticipate that gap — "if I cut price, Slasher will cut deeper" — is learning strategy.

Reading your results

The score, explained

Six ingredients, added together every round:

IngredientWhat it measures
ProfitMoney you've kept over the whole game. The biggest ingredient by far — about half the score.
Marketing + R&DHow much demand you're building compared to rivals.
CapacityHow much you could supply compared to rivals.
EfficiencyHow close your factory runs to its sweet spot — about 80% busy. Not idle, not redlined.
Market shareYour slice of the units actually sold.
Starting pointsEveryone gets these. Losses pull the profit part below zero, so a company that loses money can end with a negative score.

The end-of-game screen shows this exact breakdown for you and the winner, side by side — with a verdict naming your biggest gap and what to try next run.

Glossary

Unit cost
What it costs you to make one unit. Sell above it, you earn; sell below it, you pay customers to take your product.
Margin
The gap between your price and your unit cost. Volume without margin is just being busy.
Price elasticity
How strongly buyers react to price. Raise your price and some buyers leave; the question is always how many.
Market share
Your percentage of all units sold this round.
Capacity
The most your factory can build in one round.
Utilization
How much of your capacity you actually used. 80% is the sweet spot — room to flex without paying for idle machines.
Inventory
Units you made but didn't sell. They wait in a warehouse, and the warehouse sends a bill.
R&D
Research and development — money spent making the product itself better, so buyers choose you at higher prices.

Ready? Play a round — 4 rounds, about 5 minutes, no signup.