Re: CapLab product set improvement suggestions
Posted: Fri Jul 24, 2020 10:35 am
1: I don't think there needs to be many more product types. I like to play high-competition settings with 1 city with 1 of each of the ports (I'd set it to 0 seaports if I could) and set myself and all AI to start with low capital. The effect of this is that everyone fights over things that need little capital in the beginning of the game, like farms and leather products, then fights over the products that are easy to branch out to from there.
As a side note, It's kind of irritating that I have to have seaports because the ports always offer steel and electronic components, meaning an AI or two always uses that to make washing machines and blow ahead of everyone else.
2: The most powerful building regarding how easy it is to make an insane ROI is probably the TV station. Buying a TV station is honestly usually where I get bored and stop playing. It seems like I can just set the TV station's budget to max, and it starts breaking even at like 15-20% ratings, then by the time it hits 50 or 60%, it's becomes a massive money printing machine that I can use for free advertising. I basically can't spend the money as fast as it comes in at that point. Maybe if there was no max to a TV stations budget, and the government/AI stations fought you over highest ratings, it might be less of a money printer. Or perhaps it should be like software companies with a matrix of "talents" that you have to headhunt to run a successful TV station. (Please don't make it require digital age though, I disable digital age because it adds companies with hundreds of millions of dollars to my 'everyone starts out poor' games)
Internet based companies seem pretty strong too, it's pretty weird starting a game where everyone starts with minimum cash settings, then seeing that one of the AI made a social network and is raking in 10 million a month from it in 1995 (another reason I usually play with digital age disabled).
When it comes to things that are too weak, I would definitely say Semi-Products. The AI never wants to buy them from me, and a single semi-product's quality very rarely affects the finished product's quality by more than 25 points, so I don't really care if my semi is quality 30 or quality 100, since the difference in the most extreme examples is only about 15 quality in the end product, and with technology disruption on, it's just not worth it to have an R&D lab staying on top of it.
In one game, an AI asked me repeatedly over 30 years to sell them the tech I had for linens, even though I was selling linens that had a product quality of 115 (not actual quality but the quality that factors price). I think it might be due to the fact that AI seem to prefer to build semis inside of the same factory that needs the semi.
Mining operations seem really weak too, I've never seen a profitable mining operation, made by myself or an AI, except perhaps as part of a jewelry production chain. Silica, Oil, and Chemical Minerals have it worst, since they seem to always have to compete with the seaport.
That said, most of this game is pretty well balanced, and my favorite stretch of the game is always at the start when I'm wrestling over market share with the AIs over farm products while everyone is too poor to branch out further and then fighting over things like leather products and socks as everyone starts branching out.
As a side note, It's kind of irritating that I have to have seaports because the ports always offer steel and electronic components, meaning an AI or two always uses that to make washing machines and blow ahead of everyone else.
2: The most powerful building regarding how easy it is to make an insane ROI is probably the TV station. Buying a TV station is honestly usually where I get bored and stop playing. It seems like I can just set the TV station's budget to max, and it starts breaking even at like 15-20% ratings, then by the time it hits 50 or 60%, it's becomes a massive money printing machine that I can use for free advertising. I basically can't spend the money as fast as it comes in at that point. Maybe if there was no max to a TV stations budget, and the government/AI stations fought you over highest ratings, it might be less of a money printer. Or perhaps it should be like software companies with a matrix of "talents" that you have to headhunt to run a successful TV station. (Please don't make it require digital age though, I disable digital age because it adds companies with hundreds of millions of dollars to my 'everyone starts out poor' games)
Internet based companies seem pretty strong too, it's pretty weird starting a game where everyone starts with minimum cash settings, then seeing that one of the AI made a social network and is raking in 10 million a month from it in 1995 (another reason I usually play with digital age disabled).
When it comes to things that are too weak, I would definitely say Semi-Products. The AI never wants to buy them from me, and a single semi-product's quality very rarely affects the finished product's quality by more than 25 points, so I don't really care if my semi is quality 30 or quality 100, since the difference in the most extreme examples is only about 15 quality in the end product, and with technology disruption on, it's just not worth it to have an R&D lab staying on top of it.
In one game, an AI asked me repeatedly over 30 years to sell them the tech I had for linens, even though I was selling linens that had a product quality of 115 (not actual quality but the quality that factors price). I think it might be due to the fact that AI seem to prefer to build semis inside of the same factory that needs the semi.
Mining operations seem really weak too, I've never seen a profitable mining operation, made by myself or an AI, except perhaps as part of a jewelry production chain. Silica, Oil, and Chemical Minerals have it worst, since they seem to always have to compete with the seaport.
That said, most of this game is pretty well balanced, and my favorite stretch of the game is always at the start when I'm wrestling over market share with the AIs over farm products while everyone is too poor to branch out further and then fighting over things like leather products and socks as everyone starts branching out.