So today I was driving and was thinking about the issue that the game has with larger enterprises and the simplest solution I could come up with is increase the unit level limit from 10 to say 50 or so. With each whole number level becoming exponentially more expensive and maybe even taking longer because of the "advance techniques" the employees will be learning and the advance equipment (slow to build, shop, train) etc.
WHY?
One of the things you wind up doing in corporations that become time consuming (anyone remembers this debate?) is trying to your supply chain to your current business needs.
What else:
A way to level down your factory or have the AI able to identify factories for sell that is already at the unit level they need and have them buy it.
I probably could turn this into a 1,000 word post but I will leave it at this general outline.
Unit Level up to 50
Re: Unit Level up to 50
I didn't notice you've start this thread of suggesting higher training level already earlier.
Personally I don't object abstract and simplified mechanics for Capitalism to be more streamline instead of repeated actions. However, for realism sake and there are ways to speed up factories with other mechanism (like copy/paste factory, streamline hotkeys, smart auto-linking, etc), perhaps we don't actually need to use a mechanism to simplify inter-factory connectivity into in-factory representation.
It is quite ironically (probably somewhat realistically) that when talking about "diseconomies of scale", one of the reason is inefficiency when managing increasing number of firms and employees. But in Capitalism game, this "management" issue is reflected by human player's inability to manage too many firms at the same time, not directly reflected as higher average cost when scaling up production. It generally have the same result of less profit margin when business is up to a scale. Players usually just give up optimizing every firms at some point.
But if we do want to implement an in-factory representation of this effect (it does exist in real life business, as diseconomies of scale is a very real phenomena) using higher training level mechanism, we might need some accompany mechanism to balance it out. The goal is to reduce actual game play tasks, not simulation itself. Perhaps firm level assigned manager role can help (non-specific AI with salaries), and extra cost of paying management team for level to go beyond level 10. Even regional branch offices mechanism to go even higher level. I think it's still can be a viable option, if we calibrate the numbers correctly.
Personally I don't object abstract and simplified mechanics for Capitalism to be more streamline instead of repeated actions. However, for realism sake and there are ways to speed up factories with other mechanism (like copy/paste factory, streamline hotkeys, smart auto-linking, etc), perhaps we don't actually need to use a mechanism to simplify inter-factory connectivity into in-factory representation.
It is quite ironically (probably somewhat realistically) that when talking about "diseconomies of scale", one of the reason is inefficiency when managing increasing number of firms and employees. But in Capitalism game, this "management" issue is reflected by human player's inability to manage too many firms at the same time, not directly reflected as higher average cost when scaling up production. It generally have the same result of less profit margin when business is up to a scale. Players usually just give up optimizing every firms at some point.
But if we do want to implement an in-factory representation of this effect (it does exist in real life business, as diseconomies of scale is a very real phenomena) using higher training level mechanism, we might need some accompany mechanism to balance it out. The goal is to reduce actual game play tasks, not simulation itself. Perhaps firm level assigned manager role can help (non-specific AI with salaries), and extra cost of paying management team for level to go beyond level 10. Even regional branch offices mechanism to go even higher level. I think it's still can be a viable option, if we calibrate the numbers correctly.
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Twitch channel : twitch.tv/ancientbuilder
Youtube channel : www.youtube.com/user/countingtls
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