Need to add 2010 starting year, along with current 2000 and 1990. Capitalism II was released in 2001, and since then much time has passed, and now, in 2015, 2000 starting year looks some... outdated.
In game, 2010 starting year will allow to start with all default products researched, such as hud glasses or smartphones.
Add 2010 starting year
- rmax
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Add 2010 starting year
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- rmax
- Translation Contributor
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Re: Add 2010 starting year
Why not 1800?megapolis wrote:Not a good idea. I'd prefer a 1900 starting year.
Be sure to check out this cool stuff:
Russian Localisation of Capitalism Lab
Fandom Alarm MOD
Arms Industry MOD
Ingame Production Volume Sheets Suggestion




- David
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Re: Add 2010 starting year
You can customize the game starting year on your own with a script: http://www.capitalismlab.com/script---environment.html
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Re: Add 2010 starting year
Oh by the way, David, I always wanted to ask a question:David wrote:You can customize the game starting year on your own with a script: http://www.capitalismlab.com/script---environment.html
You can start a game as early as in year 1900 but if I will setup CANINV_YR to a number less that 1990, affected product will appear already invented in 1900. That stays in line with documentation but it is not in line with common sense

- David
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Re: Add 2010 starting year
Did you set INVENT_YR as well, besides setting CANINV_YR? If INVENT_YR is zero, the product will always appear already invented in the beginning of the game.megapolis wrote:Oh by the way, David, I always wanted to ask a question:David wrote:You can customize the game starting year on your own with a script: http://www.capitalismlab.com/script---environment.html
You can start a game as early as in year 1900 but if I will setup CANINV_YR to a number less that 1990, affected product will appear already invented in 1900. That stays in line with documentation but it is not in line with common sense
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Re: Add 2010 starting year
My fault, did not know that.David wrote:Did you set INVENT_YR as well, besides setting CANINV_YR? If INVENT_YR is zero, the product will always appear already invented in the beginning of the game.megapolis wrote:Oh by the way, David, I always wanted to ask a question:David wrote:You can customize the game starting year on your own with a script: http://www.capitalismlab.com/script---environment.html
You can start a game as early as in year 1900 but if I will setup CANINV_YR to a number less that 1990, affected product will appear already invented in 1900. That stays in line with documentation but it is not in line with common sense