Proposal for Revamping the Agriculture and Logistics Business Units
To significantly enhance player immersion, I propose a fundamental shift in the current operational model of both the Agriculture and Logistics business units, which currently lack depth and engagement.
For the Agriculture Business Unit: The core of this proposal is to introduce a system where players are responsible for supplying their farms with essential resources such as agricultural machinery, fertilizers, and pesticides. Consistent provision of these agricultural supplies will act as a direct incentive, leading to a marked improvement in crop productivity and quality. Given their nature as consumables, these supplies will require continuous procurement and delivery. Conversely, failure to maintain a steady supply will result in tangible penalties, causing a decline in both the quality and overall yield of crops.
Extending this concept to the Logistics Business Unit: A similar system can be implemented to enhance its core gameplay loop. The fundamental elements of logistics, such as large transport vehicles (trucks, ships, etc.), can be introduced as items that players manufacture in their factories and then deploy within their logistics network. Supplying advanced and well-maintained transport vehicles would provide a clear incentive, increasing the efficiency and capacity of the logistics operations. Conversely, neglecting the production, maintenance, or replacement of these vehicles would lead to penalties, disrupting the flow of goods and negatively impacting overall logistical performance.
By introducing these consumable core elements and the associated supply-and-demand mechanics to both the Agriculture and Logistics business units, we can inject a significant layer of strategic depth and greatly improve player immersion across the game.