User suggestion-alternative design-Natural resource firms

Subsidiary DLC for Capitalism Lab

Do you think this idea?

Yes
21
91%
No
1
4%
Not sure
1
4%
 
Total votes: 23

Tufu
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Re: User suggestion-alternative design-Natural resource firm

Post by Tufu »

+1 for the forest plantation as a farm. It makes sense and would be very usefull.
SnowXy0
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Re: User suggestion-alternative design-Natural resource firm

Post by SnowXy0 »

This looks like a really good idea, I wouldn't have to keep deleting and rebuilding mine/camps/and wells. Always toward the end game you run out of natural resources so fast that instead of building on what you have you are constantly just building/training new natural resource firms only to replace that firm in about 2-3 in-game years. It gets really boring and I'd rather be able to just click a button to keep leasing permanently(until you decide to close it) or a renew lease prompt(how the current red exclamation tells us its exhausted.)
Would this make all specific natural resource firms have a set amount instead of the current random stock number? Or will all resources be random still and prices based on quality and quantity?
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David
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Re: User suggestion-alternative design-Natural resource firm

Post by David »

We have settled for a simplistic approach for handling this, so that the player does not have to deal with any new complexity like the breakdown of the costs and how leases are handled. Since it is not very realistic, it is offered as a special game rule that can be defined in a script file.

A new special game rule for script files – Unlimited Natural Resources

http://www.capitalismlab.com/script---s ... rules.html

Unlimited Natural Resources=<Yes,No>

If you set this to Yes, when a natural resource firm (mine/oil well/logging camp) has used up its reserve, instead of stopping its operation, it will continue to produce the natural resources with a new recurring cost.

The recurring cost of producing a single unit of the natural resource will equal to the original cost of acquiring natural resource site, divided by the original reserve amount, and adjusted for the current inflation.


This new feature will be available in version 3.3.00.
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cantdownloadit
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Re: User suggestion-alternative design-Natural resource firm

Post by cantdownloadit »

Cool *waits patiently*
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anjali
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Re: User suggestion-alternative design-Natural resource firm

Post by anjali »

perfect! Thank Ya!!! will save tons of spreadsheet work once this is implemented
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Re: User suggestion-alternative design-Natural resource firm

Post by Arcnor »

cool!!
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Re: User suggestion-alternative design-Natural resource firm

Post by cantdownloadit »

*fidgets*
WilliamMGary
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Re: User suggestion-alternative design-Natural resource firm

Post by WilliamMGary »

I didn't take part in this discussion does this help with the scaling of timber supply or is there a possibility the 5-6 companies could have a monopoly on Timber because the natural resources just keeps renewing. Does new deposit still develop?
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Re: User suggestion-alternative design-Natural resource firm

Post by anjali »

WilliamMGary wrote:I didn't take part in this discussion does this help with the scaling of timber supply or is there a possibility the 5-6 companies could have a monopoly on Timber because the natural resources just keeps renewing. Does new deposit still develop?
sure there gonna be downsides as well when changing game mechanism, but in this case the upside certainly gonna take the upper hand as resource monopoly allready exists anyway, even without blocking the land by purchasing the land tiles around.
due to the fact that once your production size is huge enough you only internal sale your ressources anyway to have a sufficient supply, you anyway need for most ressources 1 or 2 ressource spots per town for your factories. all this willl anyway give the player company sooner or later a ressource monopoly unless you choose to have 4 seaports / town with constant supply of industrial goods

the only thing i would like to see changed is the fact that ressources come in different qualities and while it is true in real life that ressource veins come in different yields per ton of harvested "rocks", a pure material has no quality difference either its FE or its not FE after all the rocks are removed and only the pure material, in this case iron is left over theres no quality difference. so it would be good to see rawmaterials only leaving at either quality 100, which would be the easier way to achieve it, or raise to consume of rawmaterials in the factory based on quality which will create another bottleneck as it would raise consum of rawmaterials up to 100% where rawmaterial q is 50.

having this said, i would either make any ressource spot a quality 100 which i would prefer as its the easiest way to realize it (adjust the landpurchase price accordingly) or have still the ressources in qualy 50 to 100 as it is right now but harvest more materials then you output to meet the qualy 100. i.e. ressource quality is 80, output quality 100, so if you harvest the material 20% of the q80 rawmaterial are just rocks so you would have to harvest 125 tons of quali 80 Iron in order to have 100 tons of pure quali 100 iron. but if done this way, the output should be the same amount as of yet just more ressources harvested else it will create as welll the supply bottleneck.
this way the price of the purchase of land+ressource might have been lower as the quality is lower, but will be adjusted as you use up 25% more rawmaterials for the same output of Quali 100 rawmaterials thus 25% more depletion of rawmaterials expanses.
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Re: User suggestion-alternative design-Natural resource firm

Post by WilliamMGary »

anjali wrote:
WilliamMGary wrote:I didn't take part in this discussion does this help with the scaling of timber supply or is there a possibility the 5-6 companies could have a monopoly on Timber because the natural resources just keeps renewing. Does new deposit still develop?
sure there gonna be downsides as well when changing game mechanism, but in this case the upside certainly gonna take the upper hand as resource monopoly allready exists anyway, even without blocking the land by purchasing the land tiles around.
due to the fact that once your production size is huge enough you only internal sale your ressources anyway to have a sufficient supply, you anyway need for most ressources 1 or 2 ressource spots per town for your factories. all this willl anyway give the player company sooner or later a ressource monopoly unless you choose to have 4 seaports / town with constant supply of industrial goods

the only thing i would like to see changed is the fact that ressources come in different qualities and while it is true in real life that ressource veins come in different yields per ton of harvested "rocks", a pure material has no quality difference either its FE or its not FE after all the rocks are removed and only the pure material, in this case iron is left over theres no quality difference. so it would be good to see rawmaterials only leaving at either quality 100, which would be the easier way to achieve it, or raise to consume of rawmaterials in the factory based on quality which will create another bottleneck as it would raise consum of rawmaterials up to 100% where rawmaterial q is 50.

having this said, i would either make any ressource spot a quality 100 which i would prefer as its the easiest way to realize it (adjust the landpurchase price accordingly) or have still the ressources in qualy 50 to 100 as it is right now but harvest more materials then you output to meet the qualy 100. i.e. ressource quality is 80, output quality 100, so if you harvest the material 20% of the q80 rawmaterial are just rocks so you would have to harvest 125 tons of quali 80 Iron in order to have 100 tons of pure quali 100 iron. but if done this way, the output should be the same amount as of yet just more ressources harvested else it will create as welll the supply bottleneck.
this way the price of the purchase of land+ressource might have been lower as the quality is lower, but will be adjusted as you use up 25% more rawmaterials for the same output of Quali 100 rawmaterials thus 25% more depletion of rawmaterials expanses.
I think a simple fix would be once all say OIL deposits are claimed a new deposit is automatically create. The issue is not only with monopoly but it also limits the supply of raw materials and depending on the need(s) of all companies this would be the best way to ensure sufficient supply and thus try to maintain a balance. This new supply should happen for all materials once all available plots are claimed.
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