Please allow stores and factories to auto-govern!

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hakkarin
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Joined: Thu Sep 11, 2014 6:52 pm

Please allow stores and factories to auto-govern!

Post by hakkarin »

While there is a lot to love about capitalism 2 and lab, there is one thing that just sucks so much of the fun out of the game for me...having to endlessly fool around with the prices of individual goods in individual retail shops. I know that after a certain point you can hire someone to manage your shops for you, but there are 2 problems with this:

1, They cost HUGE amounts of money so it's not worth it until much later in the game.
2. Allowing retail stores to self govern should just be a basic feature in the first place.

What I suggest is to make it so that individual retail stores can be given certain auto-govern options so that once you have placed them you don't need to babysit them. This could be balanced by making it so that even though they self-govern, they don't do it as well as they would if a talented person on your payroll were doing it.

This would remove A LOT of horrible and unneeded micromanagement from the game.

Thoughts?
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David
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Re: Please allow stores and factories to auto-govern!

Post by David »

You may use a script to modify the C-suite executives' salaries to your liking.

Please see this for details:
http://www.capitalismlab.com/script---s ... rules.html
hakkarin
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Joined: Thu Sep 11, 2014 6:52 pm

Re: Please allow stores and factories to auto-govern!

Post by hakkarin »

Camio wrote:Then, it wouldnt really be a management game, would it?
Because the whole game is just about tweaking prices right?

I find it more fun to focus on my overall empire instead of worrying too much about individual firms. The game already gives us the option to make rent prices adjust to the market standard automatically without player input, so I fail to see what is wrong with giving stores and factories the ability to do the same. It would allow me to focus on the bigger picture instead of spending vasts amounts of time fiddling with the prices of individual goods in individual stores and factories. That doesn't mean you should not be able to play that way if you want, but I for one take more interest in the macro management aspect of the game than in the micro one.
David wrote:You may use a script to modify the C-suite executives' salaries to your liking.

Please see this for details:
http://www.capitalismlab.com/script---s ... rules.html
While this is nice, it doesn't really solve the basic problem.

EDIT: Is it possible to mod the price of c-suite and still continue a current saved game?
bundyaxl
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Re: Please allow stores and factories to auto-govern!

Post by bundyaxl »

I'd like to see an auto-price option.

So you should be able to set up a desired product rating and the price would adjust to keep that rating. So it would adjust for inflation, brand rating and the outside factors (other companies, etc.)

Markups would be good too. So for example, if you just had the above and your supply prices go up, you may be losing money on a product your not paying attention to. So you have a minimum markup, so you can set to make minimum 15% markup. Or you may want to use a higher minimum if your making luxury products.

Speaking of which, I would like to see some way to differentiate standard, cheap and luxury classes for each product. Right now the only way to differentiate is basically quality rating.

We should be able to to make luxury products that have more features, so they would just cost a bit more to manufacture or maybe raw material quality would be more important. Not sure how to integrate the quality/technology. Obviously you would need to have a certain minimum technology to do luxury but they still have poor quality luxury items too.
ceomoses
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Re: Please allow stores and factories to auto-govern!

Post by ceomoses »

I'm okay with having to micromanage prices until hiring a COO. It makes it seem like I start off small having to do more work myself until I get to a point where I need to hire someone else to help me manage.

The problem I having is the limited options you have in managing how the COO runs things. In my current game, for example, I hired a COO that is a farming specialist. He does great in terms of boosting the quality and production of my farms, but then he prices the products so high that no one will buy them. I grew some strawberries and because of him, they had a quality rating of 75, but then he priced them at above $4 giving them an overall rating of 3. I try dropping the price to closer to $2 to give them a good overall rating, but he just turns around and jacks the prices right back up. He does the same thing with all my farms and the AI is hesitant to purchase from me. I have to open my own supermarkets and have them sell my products at a loss there in order to make an overall profit.

I would much prefer the COO price my products reasonably at the farm/factory level so that the AI will purchase them, sell them at their own retail stores, and be able to make a reasonable profit for themselves. If I could better manage the COO and tell him to keep the product's overall rating at a certain level or tell him "When demand is low, lower my price. When demand is high, raise my price." or do whatever so when I control everything from raw materials to manufacturing to retail, each link in the chain can be profitable, it'd be much nicer.
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