Natural Resources running out to fast!

General discussions about the release versions of Capitalism Lab
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gnuelpf
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Natural Resources running out to fast!

Post by gnuelpf »

Hello,

since i had some spare time today i was about to start Cap 2 once again. I have been playing it since the 90th. Damn i am getting old.
But then i rembered that somebody on Steam told me that there is a new Version. Long story short i grapped it.
When i started the game i was at Home again :).
But here is my Problem. The Natural Resources run out way to fast.
I worked as a Miner in a Coal Mine in the early 80th of last Century. This Mine was more then a 100 Years old then. My Father worked there for 40 Years. And there was still a lot of Coal whe they closed it because foreign Coal is much cheaper.
Timber running out? No Way. In Germany we just hire Rangers and Trees will never run out :)
The same for most of the Resources.
Gold running out after 1 Year. Sorry but which company would invest Millions of Dollar in a Mine just to close it after a year. I invested 60 Million Dollar in a Mine...just to lose it. Sorry but that is stupid.
Is there a Way to modify that?

Beside that. This Game is still the surpreme Ruler over all the other Econemy Games out there until Today.
WilliamMGary
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Re: Natural Resources running out to fast!

Post by WilliamMGary »

gnuelpf wrote: Beside that. This Game is still the surpreme Ruler over all the other Econemy Games out there until Today.
Indeed!
counting
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Re: Natural Resources running out to fast!

Post by counting »

gnuelpf wrote: Is there a Way to modify that?
And for the answer of your question, yes, there's a way to mod it, with the new beta-release version MOD kit. Just edit the value of RES_QTY in natural_resources.dbf and pack a mod yourself.

Although for game balance purpose, a natural resource site with way too much quantity will cost way too much to build. since it's related to the total resource value within. For players to be able to afford with their starting capital, this cost shouldn't be too expensive, or it would put limit to what kind of strategies players can choose from.

And to be honest, in-game coal mine (and iron mine) rarely runs out within years, mostly for decades at least. Timber yard does run out pretty quickly, since it's one of the cheapest natural resource sites to start with (and timber usually pops up right next to each other in the same area, so it's more like moving the camp around and waiting for forest to grow back)
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gnuelpf
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Re: Natural Resources running out to fast!

Post by gnuelpf »

counting wrote:
gnuelpf wrote: Is there a Way to modify that?
And for the answer of your question, yes, there's a way to mod it, with the new beta-release version MOD kit. Just edit the value of RES_QTY in natural_resources.dbf and pack a mod yourself.

Although for game balance purpose, a natural resource site with way too much quantity will cost way too much to build. since it's related to the total resource value within. For players to be able to afford with their starting capital, this cost shouldn't be too expensive, or it would put limit to what kind of strategies players can choose from.

And to be honest, in-game coal mine (and iron mine) rarely runs out within years, mostly for decades at least. Timber yard does run out pretty quickly, since it's one of the cheapest natural resource sites to start with (and timber usually pops up right next to each other in the same area, so it's more like moving the camp around and waiting for forest to grow back)
Thank you for the Information.
I only know it for Gold and Timber. Since i just started with the Game yesterday.
I made a Mod to test it. And you are right about the Costs. It is not easy to find a Balance between the Amount of a Resource and the Cost of Building the Extraction Unit. If the Costs are too low it is like Cheating. If they are too high you have Problems to get in. Half a Billion to start a Mine is too expensive.
pumazzo
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Re: Natural Resources running out to fast!

Post by pumazzo »

I had the same problem. A mine ran out of gold in 7 years .To be honest, I made a good profit with gold ring in those years but initial investment cost seems too high.
We should have mines with more quantity (and the same land cost) and then increase the cost of the mining unit. In this way, the production will be lower but wil last longer in time and, if you want an higher output, you can just invest to expand the mine.
counting
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Re: Natural Resources running out to fast!

Post by counting »

pumazzo wrote:I had the same problem. A mine ran out of gold in 7 years .To be honest, I made a good profit with gold ring in those years but initial investment cost seems too high.
We should have mines with more quantity (and the same land cost) and then increase the cost of the mining unit. In this way, the production will be lower but wil last longer in time and, if you want an higher output, you can just invest to expand the mine.
Right now, building a mine is more or less like "purchasing" a warehouse full of raw material with a "throughput" determined by "extraction units". For gold (sometimes oil), due to its relative high unit price, it tends to run out faster, since the building cost of each type of mine are tuned to similar level. For timber it's due to relative cheap building cost. Generally speaking, the faster it runs out, the overall expense is lower (since overhead is constant over time), and actually making lifetime profit margin higher.

Perhaps you could suggest changing the "mining process" with a degradation production rate model and make it more realistic.
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David
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Re: Natural Resources running out to fast!

Post by David »

Do you guys think that it will help to add a new variable in the script system for modifying the base cost of all natural resources?

The modifier can range from 50% to 200%. (Values outside of this range may break the gameplay balance tremendously)
counting
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Re: Natural Resources running out to fast!

Post by counting »

David wrote:Do you guys think that it will help to add a new variable in the script system for modifying the base cost of all natural resources?

The modifier can range from 50% to 200%. (Values outside of this range may break the gameplay balance tremendously)
For most ores, their building's cost are actually fine. Just certain type due to high unit price (gold), or below normal quantity (lumber) that are running out quick. It's not so much as the cost problem, but a micro management annoyance.
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