Suggestion for mid-game

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rafaeltodero
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Suggestion for mid-game

Post by rafaeltodero »

Currently, we have the option to start the game in 1990 or 2000.

When I start my game, I start in 1990. And by the time I get to 2003, sometimes I've already achieved most of my goals and I end up starting a new game.

I feel like we should have new products that are released or invented over time. For example, we could have the Kindle product in 2007, Drones in 2010, AirPods in 2016, 3D Printers in 2010, Google Home in 2016. So over the years, we would have new products being released. Currently, I think by 2005, all the products were released for research and sale.

Another suggestion would be regarding media companies. In the real world, I think they've always played a role in the economy, but I feel like they've made a lot more money in the last few years than they did from 1990 to 2015. So I would suggest that the demand for media companies, like social media and other companies that generate revenue from advertising, should see a higher demand around 2017 and beyond. It may continue as it is, but from that year onwards there may be a slight increase in revenue for all the companies that sell advertising and that operate on the internet, like these other car rental companies, etc.

Another suggestion would be regarding farms. It would be interesting to have a city or another that randomly generated some good or bad index of fertile land, or that within the city there were some lands with a good or bad index as well. It would be an index that would impact the productivity of the farms. This would add a dynamic and interesting gameplay for the food that needs the farms. You would have to study your production chain better.

Currently, the demand for products changes according to the state of the economy. If there is a contraction or recession, the tendency is for consumption to decrease and sales to suffer according to the need index. In the world we live in, many things impact production and the consumer market in general. Therefore, I would like to suggest that over time, in a cycle of 10 to 15 years, some disaster should occur in the cities that would somehow directly impact the production or sale of products. To the point that we could have, for example: "The farms in New York have been affected by the drought, so for the next 6 months the farms in New York will not produce anything." Based on this fact, we could have an increase in demand for all products that come from the farm chain. And this would cause the player to import products from another city or even open farms in other cities.

I gave the example of the farm, but it could also be some other industrial matter, which would impact production in the city.

It could be a pandemic, which would somehow increase the demand for products sold on the internet, and electronic products and others from physical stores would have their demand reduced by 20%.



Did you like my suggestion? Maybe it would be a future DLC called DISASTER DLC

Summary
  • New products to be invented and released over the years until the year 2100
  • Increased demand for internet companies from 2015 onwards
  • The soil fertility rate would be something "similar" to the rate of pedestrian traffic in stores and would have an impact on agricultural productivity (Farms).
  • Increase or decrease in demand, or even zero production of certain products in certain cities, depending on some event in the city. It would be a disaster cycle that would occur approximately every 15 years, which could last 1 year or 6 months.


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David
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Re: Suggestion for mid-game

Post by David »

Hi Rafael,

Maybe we can brainstorm here about what new products requiring inventions to be added to the game and I will then send the outcome of our discussions to the dev team for their consideration.

I think we should avoid over-expanding the product types within a single product class to prevent imbalance. Most product classes currently have four products, so I suggest we limit the number of product types to five after adding the new ones.

What do you think?
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Re: Suggestion for mid-game

Post by TheOscar »

I think some disruption mid-game or later would be welcome. I like the shift done in communications where a regular phone gives way to a smartphone. What if mid-game there was another shift to a super smartphone?, then eventually a shift to an AI phone? Still, keep the 4-5 products but allow for innovation.

What if after I dominate a product for like 10 or so years, a new AI player can be given a boost to come up with a whole new version of an existing product which makes mine obsolete?

I know we currently research to keep our tech up, but that is almost on autopilot mid and late-game. I know there is radical research but I use those mostly to help me catch up to competitors, as they do not create a new item. It would be nice to, at some point, have to make the business decision to invest in a new product because the existing one will go obsolete. I also know there is a way to have multiple tech products, but I'm not sure how that works, I have never used it, or maybe I don't have the DLC for that.

I like the suggestion of temporary disasters. I think there is already a mechanic within the game that impacts farm production and even a fire destroying a factory. So far, in my games, by mid to late game, the effect of these is so minimal as to not be noticeable. I think it would be cool to increase the effect, as suggested in the OP.
rafaeltodero
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Re: Suggestion for mid-game

Post by rafaeltodero »

I agree with you David, I think we should keep a maximum of 5 products per category. Maybe we should think outside the box a little and create a new category, and in that category include some items that would be released in the future.

Or, we could find a middle ground, making some items obsolete, like our friend "TheOscar" mentioned as an example, cell phones and smartphones.

In theory, categories would eventually have more than 5 items, but one or more would already be obsolete, while others would only be discovered and released in xx year.
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