Seaport variations

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Pick the seaport setup options you would like added

0 number of seaports
6
14%
random number of seaports
9
21%
dynamic number of seaports
7
17%
random quality of seaport goods
6
14%
mixed quality of seaport goods
14
33%
 
Total votes: 42

Rusty Gamer
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Seaport variations

Post by Rusty Gamer »

Currently, we set 1-4 seaports for imports and exports. I would like to see more variations on this. Allow for 0 seaports (for a challenge), random (0-4 calculated at the start), and dynamic (they come and go, some seaports disappear over time and others spring up).

I would also like to more variety on seaport quality. Instead of just low, medium and high, also random (picks one quality at the start) and mixed (the quality of goods could be anything for each product.

Please vote in the poll which variations you would like which is al of them hopefully. :)
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David
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Re: Seaport variations

Post by David »

I'm delighted to inform you that the next major version 10.1 will incorporate some of your suggestions.

A "Random" option will be added to the setting for the number of seaports. The number of seaports in each city is randomly determined.

The Import Quality setting will also get a "Random" option. It will function in the same way as the "mixed" option you proposed. When this is chosen, all imported products from seaports will have a wide range of quality ratings.
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cantdownloadit
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Re: Seaport variations

Post by cantdownloadit »

to me the most useful thing would be able to set the seaports to have specific resources, so you could set a city known for steel to have coal and iron as guaranteed resources etc, to even have more than 1 port in a city importing the same thing etc.
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Stylesjl
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Re: Seaport variations

Post by Stylesjl »

David wrote: Thu Jun 27, 2024 8:11 am I'm delighted to inform you that the next major version 10.1 will incorporate some of your suggestions.

A "Random" option will be added to the setting for the number of seaports. The number of seaports in each city is randomly determined.

The Import Quality setting will also get a "Random" option. It will function in the same way as the "mixed" option you proposed. When this is chosen, all imported products from seaports will have a wide range of quality ratings.
I like this idea, this I think would do quite a bit to spice things up in terms of what you have for imports at the start.
cantdownloadit wrote: Thu Jun 27, 2024 12:55 pm to me the most useful thing would be able to set the seaports to have specific resources, so you could set a city known for steel to have coal and iron as guaranteed resources etc, to even have more than 1 port in a city importing the same thing etc.
This to is an idea I like - perhaps having a list of Seaport items that are:

- Always available in a Seaport
- Never available in a Seaport

Or maybe just use the Import Company logic for Seaports such as toggling Semi-Products, Raw Materials, Farm/Livestock Products, etc. Though it should be noted that the existing Import Company never imports farm products or raw materials.
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David
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Re: Seaport variations

Post by David »

cantdownloadit wrote: Thu Jun 27, 2024 12:55 pm to me the most useful thing would be able to set the seaports to have specific resources, so you could set a city known for steel to have coal and iron as guaranteed resources etc, to even have more than 1 port in a city importing the same thing etc.
Please take a look at the section "Assigning Specific Products to the Seaports" on this webpage:
https://www.capitalismlab.com/scripts/script-products/ and see if it is what you want.
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cantdownloadit
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Re: Seaport variations

Post by cantdownloadit »

David wrote: Fri Jun 28, 2024 10:46 am
cantdownloadit wrote: Thu Jun 27, 2024 12:55 pm to me the most useful thing would be able to set the seaports to have specific resources, so you could set a city known for steel to have coal and iron as guaranteed resources etc, to even have more than 1 port in a city importing the same thing etc.
Please take a look at the section "Assigning Specific Products to the Seaports" on this webpage:
https://www.capitalismlab.com/scripts/script-products/ and see if it is what you want.
that lets you specify its available somewhere, but generally unless you have very few ports every item tends to be available at some port anyway.

i was thinking along the lines of..


[CITIES]
City=London
Population=4990000
Add Seaport Product=Jeans
Add Seaport Product=Mobile Phone
City=Rome
Population=4970000
Add Seaport Product=Steel
Add Seaport Product=Timber
City=Glasgow
Add Seaport Product=Steel
Add Seaport Product=Steel

so you can assign a specific resource to a specific city, or even more than 1 supply of a resource.

it would also be nice if you could have a

PortImportRate= 100-500 setting so it matches up with the factory capacity modifier. (and same with mines/logging camps/oil wells - ResourceProductionRate= 100-500)
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Re: Seaport variations

Post by Rusty Gamer »

Thank you for implementing some of these features. I still wouldn't mind an option for 0 seaports as a challenge.
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Re: Seaport variations

Post by mrgarrettscott »

Rusty Gamer wrote: Mon Mar 31, 2025 10:02 am Thank you for implementing some of these features. I still wouldn't mind an option for 0 seaports as a challenge.
The only time having zero seaports would pose a legitimate challenge is if the player started with low/very low starting capital. Conversely, the AI would be handicapped with a zero seaport start.
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