Features unique and memorable in Capitalism series
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Re: Features unique and memorable in Capitalism series
One of my favorite moments in Capitalism Lab.
- David
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Re: Features unique and memorable in Capitalism series
I've forwarded this to the dev team and suggested them to change the output quantity from 3 lbs to 2 lbs.
It is best that you create a new topic for this post as it really does not fit with the topic of this thread.
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Re: Features unique and memorable in Capitalism series
No no, you don't understand why I made the post to begin with.
I DON'T want to see it changed.

It just highlights the fact that this is an economic simulation game with clear gameplay influences for simplicity. The fact that 1 coal and 1 iron is used to make 3 iron is just hilarious and a testament that this is a game above all else.

There's plenty of other examples in the game that reflect this where the input/outputs are not correct/realistic at all but they are perfect for gameplay balance. If you change the output to become 2 instead of 3 the balance will be thrown off in the economic portion of the input/output mechanic of the steel production. You'd need to completely rebalance the steel product in-game if you change the output that drastically. You can't just change the output to 2 like that and be done with it.

I posted this image because it IS a memorable moment for me when I realized the math didn't add up in a lot of cases but the gameplay implications were properly balanced. The confused guy image may make you think that it is false math but the underlying reasons why it is 1 + 1 = 3 is balanced gameplay wise. You only realize this when you play the game long enough and yes in a mod I changed it and it totally destroyed the balance and made steel worthless to the player so if you just change it to 2 output, plz don't break the game like that.
If you wanted to make it more realistic then you'd need to drastically change the prices and input/outputs of most raw materials. Right now default steel price is something like $2600 dollars per tonne while the real world price is $300 as a fair average for the past 30 years of real world steel prices. Aluminum is also roughly the same price as steel even though in real life it is about 3 as expensive and requires heavy material processing. Aluminum is also instantly refined in-game which makes no sense in perspective with real life where it goes through many more processes than steel does. So plz don't change anything like that just because of a funny image. The game is balanced around the current input/output.
- cantdownloadit
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Re: Features unique and memorable in Capitalism series
if you consider it takes around 1.6 tons of iron ore and 0.8 tonnes of coal to produce one ton of steel then even an output of 2 would strictly be to high since the coal just ends up as slag.
So realistic would be 1 pound of coal, 2 pounds of ore would give something like 1.2 pounds of steel.
But then that's just new steel, most steel is recycled, so that would confuse things further.
Actually maybe a dlc focused around recycling materials might be interesting
So realistic would be 1 pound of coal, 2 pounds of ore would give something like 1.2 pounds of steel.
But then that's just new steel, most steel is recycled, so that would confuse things further.
Actually maybe a dlc focused around recycling materials might be interesting
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Re: Features unique and memorable in Capitalism series
Being able to take a large chunk of your money at the beginning or mid game or even later, and doing unique things (unique as in not appear in other games) like relabelling.
I recently started looking round the markets for items that had good ratings. Buying them cheap, relabeling them as my own and selling them on at a profit. Worked well with a bottle of wine I'd found being sold by either the dock yards or one of the other AI companies.
Doing the above but having the option to store a load of it in a warehouse until the day the market runs out. Then marking your relabelled versions up high and flogging on for a decent profit.
I recently started looking round the markets for items that had good ratings. Buying them cheap, relabeling them as my own and selling them on at a profit. Worked well with a bottle of wine I'd found being sold by either the dock yards or one of the other AI companies.
Doing the above but having the option to store a load of it in a warehouse until the day the market runs out. Then marking your relabelled versions up high and flogging on for a decent profit.
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Re: Features unique and memorable in Capitalism series
Ah shizz I never considered relabeling seaport goods. That's genius really. I always thought that relabeling was useless when using AI produced goods but seaport goods might actually do the trick and get that brand rating bonus.jondonnis wrote: ↑Fri Apr 16, 2021 7:52 pm Being able to take a large chunk of your money at the beginning or mid game or even later, and doing unique things (unique as in not appear in other games) like relabelling.
I recently started looking round the markets for items that had good ratings. Buying them cheap, relabeling them as my own and selling them on at a profit. Worked well with a bottle of wine I'd found being sold by either the dock yards or one of the other AI companies.
Doing the above but having the option to store a load of it in a warehouse until the day the market runs out. Then marking your relabelled versions up high and flogging on for a decent profit.

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Re: Features unique and memorable in Capitalism series
it has a memorable feature of being the most addicting game i have ever played
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Re: Features unique and memorable in Capitalism series
it has a memorable feature of being the most addicting game i have ever played