Have you considered the option of just building more cities to provide the space you need for setting up new factories and farms?
Multiple floors for factories/farms and R&D
-
- Posts: 8
- Joined: Fri Feb 07, 2020 1:26 pm
Re: Multiple floors for factories/farms and R&D
-
- Level 4 user
- Posts: 134
- Joined: Thu Dec 26, 2019 12:19 am
Re: Multiple floors for factories/farms and R&D
Yes i did, but the other thing is, as i just said in another post, i tend to designate one city as "capitol" and build factories for evry product in there, to make it best developed. Stil this fearure is already implemented for one type of building, i dont see why it shouldnt for all of them, it will solve some problems with the space, the need to expand map, and will give the players more options and freedom. Also its kinda sily to have large warehouse to serve single .. or max 3 articles. Im currently working in a warehouse and we have more then half milion articles in it

-
- Posts: 13
- Joined: Tue Dec 24, 2019 1:24 pm
Re: Multiple floors for factories/farms and R&D
Retail stores benefit from the multi-floor system as there is a limited supply of real estate space in downtown, where retail stores are mostly located. On the other hand, factories can be built anywhere in the city.
If the objective is to mainly increase the production capacity of factories, there are other solutions better than a multi-floor system.
Just saw this post: http://www.capitalism2.com/forum/viewto ... =14&t=7317
The solutions suggested there seem decent to me.
If the objective is to mainly increase the production capacity of factories, there are other solutions better than a multi-floor system.
Just saw this post: http://www.capitalism2.com/forum/viewto ... =14&t=7317
The solutions suggested there seem decent to me.
-
- Level 4 user
- Posts: 134
- Joined: Thu Dec 26, 2019 12:19 am
Re: Multiple floors for factories/farms and R&D
For vanila game it might work, since there isnt so much products, but if you play mod with a lot of products, only increased capacity wont help, with World Mod for example, only farming products are over 100, becouse of the building designs, you cant have more then 3 products, thats 33 farms just to cover all products, when it comes to factories, sometimes you cant have more then one, becouse you need 3 inputs, 1 sale and one manifacturing unit per product, and just the semi products in World mods are like 50.... and then we come to end products ....
I also have an idea for "expanding" factories and farming much alike training, with slidebar, investing each month to increase capacity with fixed amount up to some limit (may be max do double, increase can be on 3-5% per month on max upgrade budged, which will reach double production from 18-36 months), that is reasonable and dont break the balance and mechanics..... But adding multiple floors seems more simple and its already in game, so it shouldnt be too complicated to implement and balance for all buildings, not just stores.
I also have an idea for "expanding" factories and farming much alike training, with slidebar, investing each month to increase capacity with fixed amount up to some limit (may be max do double, increase can be on 3-5% per month on max upgrade budged, which will reach double production from 18-36 months), that is reasonable and dont break the balance and mechanics..... But adding multiple floors seems more simple and its already in game, so it shouldnt be too complicated to implement and balance for all buildings, not just stores.
-
- Posts: 8
- Joined: Fri Feb 07, 2020 1:26 pm
Re: Multiple floors for factories/farms and R&D
I read from somewhere a while ago that the size of a city in Capitalism 2 is 200x200.
A 200x200 map has 40000 tiles, with each factory occupying 3x3 = 9 tiles. 40000/9 = 4444 factories. Taking into account of the river, roads and space for other buildings, it is safe to say that 1000-2000 factories can fit into a single city.
In a rough estimate, with 10 cities, up to a total of 20,000 firms, including those from AI companies, may be built.
Does anyone care to share the following info?
>What is the total number of factories or firms in your game and how many cities do you have?
A 200x200 map has 40000 tiles, with each factory occupying 3x3 = 9 tiles. 40000/9 = 4444 factories. Taking into account of the river, roads and space for other buildings, it is safe to say that 1000-2000 factories can fit into a single city.
In a rough estimate, with 10 cities, up to a total of 20,000 firms, including those from AI companies, may be built.
Does anyone care to share the following info?
>What is the total number of factories or firms in your game and how many cities do you have?
-
- Level 4 user
- Posts: 134
- Joined: Thu Dec 26, 2019 12:19 am
Re: Multiple floors for factories/farms and R&D
actualy large factories and farms are 4x4 in size, if you add road just to 2 of its sides, it will be 5x5 or 25 tiles, 40 000/25 = 1600, and if you add the rest of roads, buildings, river and more, its well under 1000. Im speculating in here, but you shouldnt have space for more then 500 if you want to balance the jobs they provide with buildings to support populations, shops to satisfy their depands, civic buildings and more, even that 500 might be too high number....
i made experiment with World Mod, to cover every product with just single factory, even that demand of some, if not most semi products is much higher to be hadaled by a single factory, i covered 70%-80 of city map, even that i tried to minimise the use of roads to maximum. leaving almost no space for stores and living space.
Buiding new Cities solve part of space proble, but then you have to manage it too, they will need shops, their demand for products will increase, there will be need for new factories and farms to cover their needs too, besides not everyone wants to play with 10 or 15 cities, or have the DLC to do so.
Here is just the farms need to cover every farming product, with just one farm.
i made experiment with World Mod, to cover every product with just single factory, even that demand of some, if not most semi products is much higher to be hadaled by a single factory, i covered 70%-80 of city map, even that i tried to minimise the use of roads to maximum. leaving almost no space for stores and living space.
Buiding new Cities solve part of space proble, but then you have to manage it too, they will need shops, their demand for products will increase, there will be need for new factories and farms to cover their needs too, besides not everyone wants to play with 10 or 15 cities, or have the DLC to do so.
Here is just the farms need to cover every farming product, with just one farm.
- Attachments
-
- farm.png (464.84 KiB) Viewed 983 times
-
- Level 2 user
- Posts: 43
- Joined: Wed Nov 16, 2016 1:28 pm
Re: Multiple floors for factories/farms and R&D
I'm up for that, but the real untouched issue is the density of the firm buildings.
How about instead we have another 2 sets of buildings that are x2 and x4 as large in production/research/retail, while having the same land foot print? Justification is that these scale upwards and they should cost x4 and x8 or x16, which should be an important consideration, when land usage is a premium.
Of course both features could co-exist, but you get my point.
How about instead we have another 2 sets of buildings that are x2 and x4 as large in production/research/retail, while having the same land foot print? Justification is that these scale upwards and they should cost x4 and x8 or x16, which should be an important consideration, when land usage is a premium.
Of course both features could co-exist, but you get my point.
-
- Level 4 user
- Posts: 134
- Joined: Thu Dec 26, 2019 12:19 am
Re: Multiple floors for factories/farms and R&D
Biggest part of the issue isnt production capacity, but the variarity of products. some mods have 500+, which means you need 500+ factories just to cover every product, add to that semi products and farms/mines, in my opinion at least. Posibility to manifacture more products by single factory is what is need, right now, you cant produce more then 3-4 products in factory, and only if they have single or same input. if you need 3 imputs, you basicly cant manifacture more then 1 per factory.GnoSiS wrote: ↑Tue Feb 18, 2020 7:43 am I'm up for that, but the real untouched issue is the density of the firm buildings.
How about instead we have another 2 sets of buildings that are x2 and x4 as large in production/research/retail, while having the same land foot print? Justification is that these scale upwards and they should cost x4 and x8 or x16, which should be an important consideration, when land usage is a premium.
Of course both features could co-exist, but you get my point.
- David
- Community and Marketing Manager at Enlight
- Posts: 10430
- Joined: Sat Jul 03, 2010 1:42 pm
- Has thanked: 78 times
- Been thanked: 226 times
Re: Multiple floors for factories/farms and R&D
FYI, I have just posted in another thread related to this topic: http://www.capitalism2.com/forum/viewto ... 598#p30598
Re: Multiple floors for factories/farms and R&D
I would like to see the multiple floors implemented in the standard version. I don't use the real-world mod, but would sure like to see the multiple floors feature for retail.
I like the idea of expanding the feature for factories, warehouses, farms and raw materials. Although you can't stack farms and mining operations in real life, you can enlarge them such that the multiple floors could actually represent 18 units instead of the existing 9 units. This concept would be a possible solution for the issue created by using the factories modifier script to increase factory capacity to 200%, 300%, etc. At greater than normal (100%) factories quickly chew up supplies from farms and raw materials that are producing at 100%.
I like the idea of expanding the feature for factories, warehouses, farms and raw materials. Although you can't stack farms and mining operations in real life, you can enlarge them such that the multiple floors could actually represent 18 units instead of the existing 9 units. This concept would be a possible solution for the issue created by using the factories modifier script to increase factory capacity to 200%, 300%, etc. At greater than normal (100%) factories quickly chew up supplies from farms and raw materials that are producing at 100%.