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Higher Training Levels

Posted: Wed Dec 09, 2015 11:45 pm
by WilliamMGary
One thing I don't see yet is the removal/increase of the unit level beyond 9. With the depth, size and scope that companies can be now it seems its time for the game to remove/increase the unit 9 level or either make each unit level produce more. If I have 7 cities and I want to manufacture Washing Machines in one factory to supply 200 stores, I will currently need maybe two factories and maybe 4-6 units in a warehouse to try and handle the load even then during a boom period I would still have shortages.

I've been trying to work this out by having two Purchasing Units and one Output unit and building two factories to tie into each purchasing unit which does allow me to handle higher volume but even that can be inadequate at times.

Re: Higher Training Levels

Posted: Thu Dec 10, 2015 10:15 am
by anjali
since i play cap lab, i did change my playstyle due to the crazy high demand, in capi plus i used centralized 4 factories + 1 factory as warehouse for all towns, but in cap lab i changed to run 1 factory/product/town i know its a lot of factories but they end up all on lvl 9 usually medium ones, if ya get the A.I. to give up on a product even a large factory for each product and each town would be atleast 75% utilized. most products are worth to produce directly in town exept those,that have crazy high transport costs for rawmaterials and near zero transport cost for finished giids (i.e. juwelry)
personally i have no problem with the unit level limit on factories/farms ... just the needed 6.000 stores to roll out every product with a medium factory is a little bit crazy (realworld mod)

Re: Higher Training Levels

Posted: Sat Dec 12, 2015 9:22 pm
by WilliamMGary
I would like to be able to run like 2 warehouses and support demand for 7 cities my new layout is two inputs and one output units which makes it organically but the level 9 can't meet overall demand.

Re: Higher Training Levels

Posted: Sun Dec 13, 2015 7:10 am
by anjali
you gonna waste huge amount of profits into transport costs that way. on the other hand wouldnt it be too easy, open up 4 factories + 2 warehouses and game over nothing to do anymore. no costs for producing therefore competition cant hit you by putting pressure on sales to run you into red numbers on ya factories if ya have it on lets say level 99 you run a single small factory for the whole world makes it impossible to take you down nor take any A.I. down without buying its stock (i got companies wih 100% ownership by CEO currently, how you take them down if they have only this 1 small factory for whole world) thats why in my opinion the training levels are adequate, though i do love the idea of the 3 levels in the shops beeing implemented as it does need too many shops in modpacks (6000 roughly) there isnt enough space on map for this + farms + factories + appartments and sports/public facilities. and if theres you got traffic index of 9 as you have no appartments to place the shops next to. but i hope the monthly costs tro run aditional levels will reflect this change else it will be inbalance the game too heavily as mentioned above

1 small factory at lvl 99 would pull 5.4 large factorys thus saving ya $15m on overhead n salaries per year
you d run this crazy production at $1.2m anual expanses now tell me how you fight a company that runs 7 cities with 1 small factory you cant drop the sales to a point that he goes down as you always will sell enough to satisfy this small factory, but with 6 large factories you gonna be in big trouble to recover the costs when sales dropping that far. now multiply it with 100 products and you got a multi billion profit a year you cant destroy as the company is saving $1.4billion anual overhead by running the operation with lvl 99 small factories.

Re: Higher Training Levels

Posted: Sun Dec 13, 2015 11:13 am
by WilliamMGary
in my 800+ game i'm at 56% of the retail maret, every product, range branding and at that level it's really hard to manage everythijg. I could build production in every city but not every city can handle (small cities where there's not enoughbvolume). The other reason I handle multiple cities via one hub is because it simplifies management of the company, yeah my freight costs might be explosive but the time it saves when it comes to managing inventory, demand and pricing is worth it.

also at this level I have all my raw materials feeding into disturbing centers so when a mine gets depleted I can simply build another and attach it to the supply chain. when you'receive ealing with 30 competitors, 7 (or more markets), economic realism you can 't run youp business for the future and prepare for shifting populations and with an entire infrastructure in every city. right now there's a small market whose growth seems to be improving i'm dying to find time to go in there add some more stores and try different things before the growth explodes bUT i'm dealing with a lot of logistical issues.

I don't need one small factory level 99 but the highestimate level for each factory size a different max so small factory lol 20 med level 40 large level 80. Make it available based on revenue so that as your company grows (or the A.Is) you gain the tools to handle it. Same for warehouses (not everyone uses warehouses but for those who do increase the max).

The nice thing about this game is everyone plays it differently and still can build a massive profitable empire. One area I think we can all agree on is that when you're operating at massive scale the game doesn't have the tools neccessary to enable you to handle the scale which ironically was the rational behind the expertise feature, so for those of us who builds empire i'm suggesting and making the development aware that a simple, initial first step of assistance would be increasing the training caps.

I had a competitor that seemed unstoppable I acquire two multi-billion dollar companies at once (I do not recommend doing this) and once I integrated then I was able to dethrone that competitor (100% ownership by the CEO). if you and the AI have the tools neccessary you can compete effectively against them.

if you have suggestions on the implementation of this idea or another suggestion on how to better handle companies at massive scale please present them. I try to suggest things that are relatively simple to implement to enhance the chances of it not being rejected as too resource intensive while also aiding the game play.

Re: Higher Training Levels

Posted: Thu Dec 17, 2015 6:19 am
by Arcnor
WilliamMGary wrote:in my 800+ game i'm at 56% of the retail maret, every product, range branding and at that level it's really hard to manage everythijg. I could build production in every city but not every city can handle (small cities where there's not enoughbvolume). The other reason I handle multiple cities via one hub is because it simplifies management of the company, yeah my freight costs might be explosive but the time it saves when it comes to managing inventory, demand and pricing is worth it.

also at this level I have all my raw materials feeding into disturbing centers so when a mine gets depleted I can simply build another and attach it to the supply chain. when you'receive ealing with 30 competitors, 7 (or more markets), economic realism you can 't run youp business for the future and prepare for shifting populations and with an entire infrastructure in every city. right now there's a small market whose growth seems to be improving i'm dying to find time to go in there add some more stores and try different things before the growth explodes bUT i'm dealing with a lot of logistical issues.

I don't need one small factory level 99 but the highestimate level for each factory size a different max so small factory lol 20 med level 40 large level 80. Make it available based on revenue so that as your company grows (or the A.Is) you gain the tools to handle it. Same for warehouses (not everyone uses warehouses but for those who do increase the max).

The nice thing about this game is everyone plays it differently and still can build a massive profitable empire. One area I think we can all agree on is that when you're operating at massive scale the game doesn't have the tools neccessary to enable you to handle the scale which ironically was the rational behind the expertise feature, so for those of us who builds empire i'm suggesting and making the development aware that a simple, initial first step of assistance would be increasing the training caps.

I had a competitor that seemed unstoppable I acquire two multi-billion dollar companies at once (I do not recommend doing this) and once I integrated then I was able to dethrone that competitor (100% ownership by the CEO). if you and the AI have the tools neccessary you can compete effectively against them.

if you have suggestions on the implementation of this idea or another suggestion on how to better handle companies at massive scale please present them. I try to suggest things that are relatively simple to implement to enhance the chances of it not being rejected as too resource intensive while also aiding the game play.

I follow a very similar play style and think expanding the training levels would add more depth to the game and allow factories to expand with the game instead of always having to build more once I hit level 9 on everything to meet demand.