Real Estate Overhaul

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Should there be a real estate overhaul?

Yes
2
100%
Maybe
0
No votes
No
0
No votes
 
Total votes: 2

Kortak
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Real Estate Overhaul

Post by Kortak »

Hi everyone :D

With the recent depth added to Farming (specifically the equipment mechanics), I believe the Real Estate sector is the perfect candidate for a similar overhaul. Currently, Real Estate feels a bit too passive. You simply build, wait, and collect rent.

To make a dedicated Real Estate run more challenging and immersive, I propose a system based on three main pillars:

1. Socio-Economic Resident Classes & Elasticity

Occupancy and rent prices should be tied to the income levels of the city's population (Low, Middle, High Income).

Target Markets:
Building Luxury Apartments in a low-income industrial area should result in low occupancy, regardless of the building's "Quality" score.

Economic Synergy:
This forces players to develop the local economy (factories/offices) first to raise average wages before high-end real estate becomes viable.

Price Sensitivity:
Low-income residents should be highly sensitive to price hikes. Overcharging could lead to faster property degradation or residents leaving the city, which would eventually hurt our Retail sales.

2. Property Maintenance & Quality Decay

Following the logic of the new Farm equipment mechanics, buildings should have a 'Condition' rating.

Maintenance Budget:
Players should set a monthly maintenance budget. If it's too low, the building's quality and 'Condition' rating will drop over time.

Renovations:
Once a building reaches a certain age or low condition, a 'Major Renovation' should be required to reset the quality, necessitating a significant capital injection.

Visual/Functional Impact:
A low building condition should lead to lower occupancy and, more importantly, lower Land Value for the surrounding area. One "slum" building could drag down the value of your entire district.

3. Real Estate Marketing & Brand Awareness

Just like in real life:
If nobody knows your property exists, nobody will rent it.
Property Marketing: We should be able to spend on marketing for specific buildings or residential complexes.

Occupancy Lead-up:
New buildings shouldn't hit 100% occupancy overnight. Marketing would speed up the process of finding tenants/residents.

Synergy with Media Firms:
Owning a TV or Radio station should give a boost to your Real Estate marketing, making vertical integration in the service sector even more rewarding.

Why I believe this adds value...

It transforms properties from a static asset into a dynamic business that requires constant management and strategic planning. It would make Real Estate runs much more rewarding and prevent the "money printer" effect in the late game.

Let me know what you guys think! :)
Last edited by Kortak on Tue Apr 28, 2026 12:48 pm, edited 1 time in total.
mdemircan2
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Re: Real Estate Overhaul

Post by mdemircan2 »

Kortak wrote: Sun Apr 26, 2026 12:32 pm Hi everyone :D

With the recent depth added to Farming (specifically the equipment mechanics), I believe the Real Estate sector is the perfect candidate for a similar overhaul. Currently, Real Estate feels a bit too passive. You simply build, wait, and collect rent.

To make a dedicated Real Estate run more challenging and immersive, I propose a system based on three main pillars:

1. Socio-Economic Resident Classes & Elasticity

Occupancy and rent prices should be tied to the income levels of the city's population (Low, Middle, High Income).

Target Markets:
Building Luxury Apartments in a low-income industrial area should result in low occupancy, regardless of the building's "Quality" score.

Economic Synergy:
This forces players to develop the local economy (factories/offices) first to raise average wages before high-end real estate becomes viable.

Price Sensitivity:
Low-income residents should be highly sensitive to price hikes. Overcharging could lead to faster property degradation or residents leaving the city, which would eventually hurt our Retail sales.

2. Property Maintenance & Quality Decay

Following the logic of the new Farm equipment mechanics, buildings should have a 'Condition' rating.

Maintenance Budget:
Players should set a monthly maintenance budget. If it's too low, the building's quality and 'Condition' rating will drop over time.

Renovations:
Once a building reaches a certain age or low condition, a 'Major Renovation' should be required to reset the quality, necessitating a significant capital injection.

Visual/Functional Impact:
A low building condition should lead to lower occupancy and, more importantly, lower Land Value for the surrounding area. One "slum" building could drag down the value of your entire district.

3. Real Estate Marketing & Brand Awareness

Just like in real life:
If nobody knows your property exists, nobody will rent it.
Property Marketing: We should be able to spend on marketing for specific buildings or residential complexes.

Occupancy Lead-up:
New buildings shouldn't hit 100% occupancy overnight. Marketing would speed up the process of finding tenants/residents.

Synergy with Media Firms:
Owning a TV or Radio station should give a boost to your Real Estate marketing, making vertical integration in the service sector even more rewarding.

Why I believe this adds value...

It transforms properties from a static asset into a dynamic business that requires constant management and strategic planning. It would make Real Estate runs much more rewarding and prevent the "money printer" effect in the late game.

Let me know what you guys think! :)
***************
I especially agree with the first and second points; I believe the second one will be implemented in a short time.
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David
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Re: Real Estate Overhaul

Post by David »

Thanks for your suggestion.

I would suggest that you create a poll for your suggestion to gauge community interest in it. If the interest level is high, the dev team is more likely to implement it.

You could see some examples of the polls in the Suggestions forum at http://www.capitalism2.com/forum/viewforum.php?f=14

For more info about new feature requests evaluation process, please see: http://www.capitalism2.com/forum/viewto ... =14&t=7052

----------------------------------------------------------------------------------

By the way, do you have any suggestions on how to different income levels on the city map should be implemented?
Kortak
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Re: Real Estate Overhaul

Post by Kortak »

You could use the existing Land Price as the primary driver for income classes, with local economic factors acting as Growth Caps. This would create a Class Simulation Light without needing a total engine overhaul.

It would be the real-world equivalent to city centers. Capital and high-income residents naturally cluster where land value is highest, while the periphery remains more accessible but lower-tier.

How it could work:
The current land value determines if a tile is categorized as Lower, Middle, or High Class.

The maximum building level/tier allowed on a tile is defined by a cap. This cap is calculated based on GDP, Unemployment Rate, and Quality of Life (QOL). This prevents High-End buildings from appearing in high-priced areas that lack the necessary economic support.

Example Scenario:
To upgrade or build a High-End Residential Apartment, a tile doesn't just need a high Land Price. It also requires:
Local Unemployment to be below X% and local GDP to be above Y%. QOL factors could then influence the occupancy rate and rentability.

Gameplay Loop:
As the player improves the economy (creating jobs, building farms, expanding industries), the Cap rises. This allows the land price to grow further, which in turn levels up the district and unlocks higher building tiers. This could simulate organic urban growth and gentrification much better than it is right now.

Why I think this could work:
It achieves the depth of a complex population-class system while staying within the game’s existing framework. It’s a nice way to add simulation depth without the performance cost of a full Pop-System, like the one you see in Victoria 3 or Europa Universalis 5.

This system could be an ideal candidate for a DLC. You could bundle the new logic with additional building models, unique district types, and specialized residential assets.
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