Adding/Removing Products
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- Posts: 9
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Adding/Removing Products
Personally I like to roleplay in capitalism lab. It would be great if we could select the products we want in the game during setup. An example would be removing everything except for the resources required for the automotive industry. Companies would compete in building the most dominate automotive company. While other companies earn profit by focusing on selling high quality parts (i.e car body), instead of manufacturing the entire vehicle. Start-up cost would be an issue (expensive to get a car manufactured especially at the start of the game), but the sea ports would alleviate the costs of manufacturing the entire car. As long as there are sea ports in the game providing resources, I think the A.I would be able to make a profit and offer some competition.
- City Builder
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Re: Adding/Removing Products
I agree completely.
In fact just 2 nights ago I was trying to do this, I wanted to be the "Honda" of auto manufacturers and misunderstood one of the goal screens, I thought if I limited what i put in those options then that would be all that was available in the game, but obviously it doesn't work that way, so yes it would be nice to be able to choose what products and resources are allowed in our game.
Would probably go a ways towards a scenario editor as well to get something like this into the game too.
In fact just 2 nights ago I was trying to do this, I wanted to be the "Honda" of auto manufacturers and misunderstood one of the goal screens, I thought if I limited what i put in those options then that would be all that was available in the game, but obviously it doesn't work that way, so yes it would be nice to be able to choose what products and resources are allowed in our game.
Would probably go a ways towards a scenario editor as well to get something like this into the game too.
- David
- Community and Marketing Manager at Enlight
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Re: Adding/Removing Products
This is an interesting idea. However it would be difficult to get this "While other companies earn profit by focusing on selling high quality parts (i.e car body), instead of manufacturing the entire vehicle." to actually work in the game. AI will not contend with just making parts but not the finished products.CromeNite wrote:Personally I like to roleplay in capitalism lab. It would be great if we could select the products we want in the game during setup. An example would be removing everything except for the resources required for the automotive industry. Companies would compete in building the most dominate automotive company. While other companies earn profit by focusing on selling high quality parts (i.e car body), instead of manufacturing the entire vehicle. Start-up cost would be an issue (expensive to get a car manufactured especially at the start of the game), but the sea ports would alleviate the costs of manufacturing the entire car. As long as there are sea ports in the game providing resources, I think the A.I would be able to make a profit and offer some competition.
Despite that, the general of idea of roleplaying you brought up here is interesting. You may come up with other ideas and I will comment if they may work in practice in the game.
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- Level 6 user
- Posts: 460
- Joined: Thu Jan 13, 2011 5:05 am
Re: Adding/Removing Products
Hi DavidDavid wrote:This is an interesting idea. However it would be difficult to get this "While other companies earn profit by focusing on selling high quality parts (i.e car body), instead of manufacturing the entire vehicle." to actually work in the game. AI will not contend with just making parts but not the finished products.CromeNite wrote:Personally I like to roleplay in capitalism lab. It would be great if we could select the products we want in the game during setup. An example would be removing everything except for the resources required for the automotive industry. Companies would compete in building the most dominate automotive company. While other companies earn profit by focusing on selling high quality parts (i.e car body), instead of manufacturing the entire vehicle. Start-up cost would be an issue (expensive to get a car manufactured especially at the start of the game), but the sea ports would alleviate the costs of manufacturing the entire car. As long as there are sea ports in the game providing resources, I think the A.I would be able to make a profit and offer some competition.
Despite that, the general of idea of roleplaying you brought up here is interesting. You may come up with other ideas and I will comment if they may work in practice in the game.
I posted some applicable thoughts here http://www.capitalismlab.com/forum/view ... 3695#p3695
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Re: Adding/Removing Products
Even if the A.I focused on the finished product, It wouldn't ruin the role playing experience. It would still be fun to compete in a specific industry against the A.I.
- City Builder
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Re: Adding/Removing Products
Exactly.CromeNite wrote:Even if the A.I focused on the finished product, It wouldn't ruin the role playing experience. It would still be fun to compete in a specific industry against the A.I.