Build a mobile network empire.
Start with a handful of masts in 1995. Thirty years later, own the country. A weekly turn-based tycoon sim about running a mobile network — no ads, no accounts, offline.
Found a mobile network in 1995 with a handful of masts and a lot of nerve. Thirty years later, own the whole country. Telco Director is a turn-based business sim about running a mobile network in Britain. One turn is one week — set the price, build the masts, chase the handsets everyone suddenly wants, and try to get bigger than the four rivals doing exactly the same thing to you.
Eleven UK regions on a stylised map, each with its own population and its own build costs — Scotland and Wales will hurt. Three ladders per region: masts for coverage, capacity for headroom, and shops for signings. Push a region past 85% load and customers get congestion and leave; push it past 120% and they're simply turned away.
Five segments — Youth, Professionals, Families, Business, Seniors — and every one wants something different. Every week they score you against the other lot on quality, value, handsets, brand and service, and move accordingly.
Research runs on points and on time — 3G takes a year in the lab however rich you are, and researching a generation isn't launching one: your masts keep running the old kit until you pay to retrofit them, region by region. Negotiate handset supply with six fictional manufacturers, commit to volumes, and bid for exclusivity on the flagship device — miss the phone of the moment and watch your best customers walk.
Debt is how you grow and debt is how you die — leverage funds the land-grab, a credit rating sets what it costs, and a downgrade spiral has ended more directors than any rival ever did. You don't reach 100% by being popular. You reach it by buying the competition — starve a rival with a price war, then get the deal past a regulator who gets less friendly the bigger you get.
Historical: technology lands when it really landed, and the crashes arrive on time. Random: the dates shuffle, and knowing your history won't save you. Start in 1995 for the full arc or 2005 for the smartphone era, on Easy, Normal or Difficult. No ads, no accounts, no sign-up, no data collection, no internet needed — it all runs on your phone and your saves stay there.