Logistics, quantities, labor costs, shipping costs.
Posted: Fri Mar 01, 2013 7:59 am
I've played both Cap 1 and 2 back when they were new. The one thing I've always felt was missing was an ability to properly estimate costs of manufacturing and shipping, estimate quantities of goods and materials, and also estimate overall quality of goods. Adding this ability would really allow players to make better, more detailed management decisions, and depend less on guesswork and rules of thumb. I think the suggestions I make below would allow players to easily experiment with different management choices and would help bring these educational business concepts out into the light.
Manufacturing and Shipping Costs
When I play, I want to try to determine whether it's better to produce a high volume of something in a low wage city and then export it everywhere, or if it's better value to produce it locally in a city to save on shipping costs even if wages are higher. Part of that depends on just how labor intensive each item is, and the ratio of the item's value versus it's shipping cost. In other words, I need to find out if the cost of an item is mainly in the material costs, or if it's in the labor cost (manufacturing process), and how much shipping adds to the cost. But all of that in Capitalism is guesswork. You need to build the factory and begin manufacturing and do some mathematical conversions to see how much labor costs added to the total cost. For example, 1 oz gold @ $300 may become 2 gold rings @ 200 each, meaning the manufacturing process added $50 of cost to each ring (which would be a higher cost in a higher wage city). This is a big thing in business economics and in the educational aspect of the game, but it's not very obvious in the game and extremely difficult to determine even if you are aware of the concept.
Perhaps this information could be provided. In the sales unit from a factory, you have the cost of the item broken down into "cost + freight", but you could break it down into "materials + labor + freight". Showing the overhead cost for the factory somewhere would be nice to remind us that it exists, and it'd be even better if it's shown in a way that is comparable to the other costs (so show both total monthly overhead and total monthly labor cost).
Now let us do all that but with requiring us to build the factory. Instead, let us get estimates by building an imaginary test factory. Let us place an imaginary factory, select inputs, choose what to produce (even using raw materials that aren't for sale), adjust input prices of those raw materials, and then see what the costs are if the process all runs at full speed. Even show us where the bottlenecks are by showing the relative utilization levels of the units as they are currently set up.
A simple way to let us figure out shipping costs would be to create a button/tool that lets us designate a Point A and a Point B and then select various items and see what shipping costs would be.
Quantities of Goods and Materials
It's very hard to estimate how much of something will be produced by a manufacturing unit, or how much of something a retail store is capable of selling. How much does a crop unit in a farm produce? It's always guesswork in determining these things. But these things should be known. I want to know if I should make a separate small factory to produce certain intermediate materials. I want to know how many wallet manufacturing units can a single livestock leather processing unit make. How much cotton will my factory run through in a year, and how many farm units is that? I can see quantity of sales of an item in a city, but how many manufacturing units are needed to make that much?
This problem can be solved by using same method I mentioned before, by letting us build an imaginary facility and showing us how much stuff it would produce in a month (and how much of a product retail locations can sell). Or in the farming and manufacturing guide pages, just list how much product is produced by the associated unit operating at full capacity.
Overall Quality of Goods
Each city cares about price, quality, and brand of each product by different amounts. But the difficult thing to figure out here is just how much price affects overall quality. Is $500 a good price? How much better is $20 off? It depends on the product and the city.
One of the things I'd like to do is to judge how much quality or brand is worth in terms of how that can affect the price I can offer to achieve the same overall quality. Maybe that high-income city cares a lot about quality and brand, so I want to be able to judge whether I should import higher quality goods and materials at a higher price, or if I should go with the lower quality stuff available nearby for lower shipping cost. This is another fundamental economic decision in the game that requires you to guess or to try both to compare.
I think this issue could be solved by letting us play around with a price/quality/brand bar for each product in each city. Let us see what would happen if we adjust the quality, brand, and price to different levels. Then we can figure out if we'll be competitive before we set up the factory or link to the supplier.
Manufacturing and Shipping Costs
When I play, I want to try to determine whether it's better to produce a high volume of something in a low wage city and then export it everywhere, or if it's better value to produce it locally in a city to save on shipping costs even if wages are higher. Part of that depends on just how labor intensive each item is, and the ratio of the item's value versus it's shipping cost. In other words, I need to find out if the cost of an item is mainly in the material costs, or if it's in the labor cost (manufacturing process), and how much shipping adds to the cost. But all of that in Capitalism is guesswork. You need to build the factory and begin manufacturing and do some mathematical conversions to see how much labor costs added to the total cost. For example, 1 oz gold @ $300 may become 2 gold rings @ 200 each, meaning the manufacturing process added $50 of cost to each ring (which would be a higher cost in a higher wage city). This is a big thing in business economics and in the educational aspect of the game, but it's not very obvious in the game and extremely difficult to determine even if you are aware of the concept.
Perhaps this information could be provided. In the sales unit from a factory, you have the cost of the item broken down into "cost + freight", but you could break it down into "materials + labor + freight". Showing the overhead cost for the factory somewhere would be nice to remind us that it exists, and it'd be even better if it's shown in a way that is comparable to the other costs (so show both total monthly overhead and total monthly labor cost).
Now let us do all that but with requiring us to build the factory. Instead, let us get estimates by building an imaginary test factory. Let us place an imaginary factory, select inputs, choose what to produce (even using raw materials that aren't for sale), adjust input prices of those raw materials, and then see what the costs are if the process all runs at full speed. Even show us where the bottlenecks are by showing the relative utilization levels of the units as they are currently set up.
A simple way to let us figure out shipping costs would be to create a button/tool that lets us designate a Point A and a Point B and then select various items and see what shipping costs would be.
Quantities of Goods and Materials
It's very hard to estimate how much of something will be produced by a manufacturing unit, or how much of something a retail store is capable of selling. How much does a crop unit in a farm produce? It's always guesswork in determining these things. But these things should be known. I want to know if I should make a separate small factory to produce certain intermediate materials. I want to know how many wallet manufacturing units can a single livestock leather processing unit make. How much cotton will my factory run through in a year, and how many farm units is that? I can see quantity of sales of an item in a city, but how many manufacturing units are needed to make that much?
This problem can be solved by using same method I mentioned before, by letting us build an imaginary facility and showing us how much stuff it would produce in a month (and how much of a product retail locations can sell). Or in the farming and manufacturing guide pages, just list how much product is produced by the associated unit operating at full capacity.
Overall Quality of Goods
Each city cares about price, quality, and brand of each product by different amounts. But the difficult thing to figure out here is just how much price affects overall quality. Is $500 a good price? How much better is $20 off? It depends on the product and the city.
One of the things I'd like to do is to judge how much quality or brand is worth in terms of how that can affect the price I can offer to achieve the same overall quality. Maybe that high-income city cares a lot about quality and brand, so I want to be able to judge whether I should import higher quality goods and materials at a higher price, or if I should go with the lower quality stuff available nearby for lower shipping cost. This is another fundamental economic decision in the game that requires you to guess or to try both to compare.
I think this issue could be solved by letting us play around with a price/quality/brand bar for each product in each city. Let us see what would happen if we adjust the quality, brand, and price to different levels. Then we can figure out if we'll be competitive before we set up the factory or link to the supplier.