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Suggestions from players
Posted: Wed Jul 14, 2010 1:05 pm
by xflexmanx
I totally agree with the macro economic indicators, and with what was said in that topic but I would also like to add a few in game suggestions such as:
1. I'm always curious how my strategies would affect my general profile such as when you choose a COO you pick them by their grades which start from 0 to 100. It would be interesting to see when you retire or during the game how your investment strategies change your profile rating from 0 to 100 in the different categories.
2. It would be interesting to have the possibility when you sell a product to choose not by price but by percentage of profit. For example you sell chairs, and you want from those chairs to have a profit of 10%-15%, set the pricing plan to a profitability of that percentage.
3. If you control a company you should also decide it's actions. For example I take control of x company owning more than 51% of thru me or my company. I should have the possibility to "suggest" on what industrial branch to focus, on what products, and things like that. I don't want to totally control the company, that what merger comes in handy but even thow I make profits from a branch I don't want it anymore so I give my factories to my other company to increase it's stock, or things like that.
Thanks for your time of reading this tiny list and wait from others to put in their ideas.
Re: Suggestions from players
Posted: Thu Jul 15, 2010 2:23 am
by Jero
Add
this list and
this list, plus a stockmarket as good as Wall Street Raider's
Re: Suggestions from players
Posted: Thu Jul 15, 2010 12:28 pm
by businessteacher
is it possible to have more products from the same industry/ type. for example for cars a few different models. by doing this you could bring in the idea of product life cycle and students would then be able to think about ways in which they could use extension stratergies to pro-long a products life.
just a suggestion to make it relate more to eduational use.
dan
Re: Suggestions from players
Posted: Sun Jul 25, 2010 1:40 pm
by Samurai
Ideas for a Capitalism II expansion:
More city locations one can play or open a company in at one time
More company logo options to choose from; maybe even allow users to upload their own into the game- same applies to user avatars (allow users to customize their avatars with clothes, watches, briefcase, etc)
More store types. For example, not have all retails stores look alike- you can have a high-end looking retail store, a Wal-mart looking retail store, or a low-end, low-margin looking store.
Within those stores, have customizable layouts (colors, ability to locate the shelfs if you wanted, etc)
Allow users to have greater interaction with their mansion, even purchasing items for it
Add a country club that users can join (even allow that to expand to the game and our tie our ‘prestige’ to the success of our game)
Have a global hall of fame (a leaderboard on your site) for players that achieved certain goals such as high profit margins, high revenues, opening so many stores, achieving a certain stock price, etc.
Offer more advertising options (internet-based media for example) in addition to television, radio, newspaper
Offer more options on the types of computers, cars, motorcycles one produces. I want the ability to create an iPad like device, or an iPhone like device in the game, along with the choice of a luxury car, sports car, a sport bike or a cruising bike for example.
Offer more training options for our employees. I would love to see targeted training options such as technical skills, communication skills, etc.
Offer more items to sell.
Expand business options by allowing us the ability to start a satellite company, an online advertising company, a video game company, a casino, a racetrack, a phone applications company, etc.
Re: Suggestions from players
Posted: Sun Jul 25, 2010 6:55 pm
by MBE
Some ideas for Capitalism II add on or Capitalism III:
1. The possibility to open a holding company that owns the stocks of the companies that you control.
2. More cities one can play and the opportunity to choose the cities that the player wants to open a company in.
3. Taxes; the game is unrealistic without taxes. I would like to see 4 different taxes: corporate profit tax - income tax on dividend payments - sales tax - customs duty
4. The possibility to open and run banks and financial institutions.
5. The possibility to save money on bank accounts and to lend other companies money with interest.
Re: Suggestions from players
Posted: Wed Jul 28, 2010 4:22 am
by David
Samurai wrote:Ideas for a Capitalism II expansion:
More city locations one can play or open a company in at one time
Currently a game can have a maximum number of 4 cities. We plan to increase the maximum to 7.
Re: Suggestions from players
Posted: Wed Jul 28, 2010 9:12 pm
by Jan Magne
Some idea for the expansion:
Possible to build warehouses to solve the issue of manually having to load balance between multiple large factories all producing the same product. You might have a number of large factories all producing cars in the same area. As you build more automobile outlets you have to carefully balance which factory each of them purchase their cars from to ensure optimal utilization across all the factories and a steady stream of cars to all locations. Supply problems and other issues that cause fluctuations in the production flow of one specific car factory means that you have to manually switch around some or all of the automobile outlets that purchase from this factory. A warehouse could be a special purpose factory-like firm that only allow purchase, inventory, labelling and sales units and those units have extremely high throughput.
Multiplayer co-op. Two or more players can play the same company. If you take over another player controlled company you have the option to share control of the company (full control) with this player or possibly delegate only certain types of work (in charge of raw-material production, manufacturing, control of all firms in Sydney).
More in-depth simulation of transportation and logistics.
Better AI.
Game replays.
Re: Suggestions from players
Posted: Fri Jul 30, 2010 12:15 am
by adj_boy
I belive it would make the game more dynamic if we had authorities with political leanings (fiscally conservative - liberal, balanced budget - deficit spending) which would impact taxes and government spending and ultimately GDP and inflation. This shouldn't be too difficult to model, just add a modifier to the respective parameters which can change according to economic climate and political profile.
In extension, it could also be interesting to see whether it is possible to model incentives and disincentives like subsidies, taxes on products, perhaps CO2 emission quotas.
Also, strategic and financial government ownership through stock market interactions, as well as government investments in infrastructure and public education (which would affect transportation costs and general labour skill), all regulated by their tax incomes and the aforementioned political leanings. All in all, I would like to see a more nuanced differentiation between the available cities, not just labour and transportation costs. It would also give players a sense satisfaction when you see your investments have an impact on public welfare beyond simply increasing the GDP/c.
A different aspect which would be a bit more difficult to implement is economic transparency. This would add a possible realistic risk to investments made in low cost economies.
Re: Suggestions from players
Posted: Wed Aug 04, 2010 8:28 pm
by ajpiper2k
I'm a huge fan of Cap2. Here are a few suggestions for your add-on that might be quick hits:
1. New products - coffee, lumber mill, sports cars, trucks
2. New stores - building supply store, coffee shops
3. Utilities - phone, internet, electricity
4. I would another 10 - 20 products that I could R&D to keep the game interesting.
5. Add a distribution center building. The purpose of this building is to ensure a consistent supply of either raw materials or finished goods. I can currently do this with a factory, but I'm limited in the number of purchase and sales units I have. A small distribution center, should allow for the 9x9 model. But a large distribution center should have a giant inventory module and support up to 16 different purchase units and 8 different sales units. I would love that.
6. Fix the Internal sales button so it does not automatically shut off when you add an additional sales unit.
7. Can you give us a place to name our buildings. There are many situations where I have 12-16 farms for a specific raw material in the same city. It is a nightmare to scroll and find the distribution centers. The only way I can distinguish between facilities is by setting a different price for each building. This isn't practical when I'm stuck at $.07 increments.
8. I'd like to see some better reporting by product and by city. Some of the following monthly reports would be very helpful in a report rather than a graph:
a. Product Summary by Territory - units made, sold, inventory levels, cost, sales, profit
b. Product Summary by City - List each facility in a city, number of units made, sold, inventory levels, cost, sales, profit
These reports can help me maximize the efficiency of my facilities.
I hope you find these suggestions helpful. Thanks for the great game!
Andy
Re: Suggestions from players
Posted: Thu Aug 05, 2010 2:02 am
by ajpiper2k
I would also like to see a single purchasing unit be able to select from a primary, secondary and even a third supplier. This is great for ensuring a stable supply without requiring the use of an additional purchasing unit.
For example, if I'm making textiles, a single large factory can go through the crops of 2 large farms within a year. To ensure a stable supply, I have to make a factory with 2 purchasing units (one for each farm) even though I do not need most of what a purchasing unit represents (unloading of trucks / extra supply inventory, etc.). Instead, I would like to set up 3-4 sources to choose from and let the unit get its materials from the suppliers in the order I set them up.
In my previous post I mentioned adding a distribution center. In my mind, this feature would not replace a distribution center. A distribution center can deal with storing many products and focusing on inventory and the unloading/loading of trucks. Having multiple sources for materials allows you to accomplish the thing affordably, but only on a small scale. It would not be sufficient for managing huge conglomerates.