CapLab product set improvement suggestions

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David
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CapLab product set improvement suggestions

Post by David »

We are seeking suggestions for improving the Capitalism Lab base game product set.

1) Are there any new product types that you would suggest adding to the base game product set of Capitalism Lab, for increasing the product variety?

2) Are there any existing product types that you would like to see changes to their consumer demands, necessity indices, or price/quality/brand concern attributes for better gameplay balance?
colonel_truman
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Re: CapLab product set improvement suggestions

Post by colonel_truman »

Absolutely, make two more vehicles to the automotive industry so you have 4 products.
I´d suggest a SUV car and a small car as a "keep it simple" approach to make the industry whole.

By the way, I think I read that base demand has increased for cars in the last patch, thanks!
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megapolis
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Re: CapLab product set improvement suggestions

Post by megapolis »

In two words: no.

Current product set has around 130 goods. City cannot handle more than 150 factories without much harm to its ecology.
It is much broader than in any other game. Even Factorio has around 100-120 parts needed to build a rocket. And in Factorio it is a main feature.
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David
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Re: CapLab product set improvement suggestions

Post by David »

megapolis wrote: Sun Dec 01, 2019 9:15 am In two words: no.

Current product set has around 130 goods. City cannot handle more than 150 factories without much harm to its ecology.
It is much broader than in any other game. Even Factorio has around 100-120 parts needed to build a rocket. And in Factorio it is a main feature.
How about the second point?
2) Are there any existing product types that you would like to see changes to their consumer demands, necessity indices, or price/quality/brand concern attributes for better gameplay balance?
megapolis
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Re: CapLab product set improvement suggestions

Post by megapolis »

David wrote: Mon Dec 02, 2019 4:03 am
megapolis wrote: Sun Dec 01, 2019 9:15 am In two words: no.

Current product set has around 130 goods. City cannot handle more than 150 factories without much harm to its ecology.
It is much broader than in any other game. Even Factorio has around 100-120 parts needed to build a rocket. And in Factorio it is a main feature.
How about the second point?
2) Are there any existing product types that you would like to see changes to their consumer demands, necessity indices, or price/quality/brand concern attributes for better gameplay balance?
Depending on the kind of balance you want to achieve. Right now I feel this. There are 90 adequately balanced goods. And some 5-10 goods with different behavior. These 90 are fine. They all have different necessity/quality/brand attributes providing some variety. And 5 goods that are completely different. And they are fine too since they show different aspects of global economy. The only problem is that AI is struggling with them.

These goods are
1. Automobile/Motorcycle. Huge upfront investment, huge marketing budgets. But if you can set it up correctly, it is large and profitable industry. Unfortunately AI just cannot into it.
2. Jewelry. High reliance on raw material quality and minimal profit on bad gold source. Pretty fine for me but bad for AI
3. Citric Acid. Totally unprofitable but needed for further production. Of course you can move expenses down the line but AI will never buy it from you. Unusual but totally fine.
4. Wool. Its lack of constant supply make AI struggle. Additional farms and warehouses are fixing this for me.

As you can see as a player I don't see any problems here. If someone is struggling with these, they just cannot into the game and should try something more stupid.
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Re: CapLab product set improvement suggestions

Post by ALICE »

I feel uncomfortable because almost no technology is needed for the intermediate parts.
I want to increase the technical importance of electronic parts such as semiconductors.
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Re: CapLab product set improvement suggestions

Post by avengerbg »

In my opinion some products need some overhouling, like cintric acid and lemons as mentioned above. Some of Semi products are heavily used like electronics, while other like cintric acid close to none. Personaly i would like to see more semi products and more mixture between them to form end products. May be a bit more diversity in farms too.
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Re: CapLab product set improvement suggestions

Post by saffgee »

avengerbg wrote: Fri Feb 07, 2020 8:55 pm Personaly i would like to see more semi products and more mixture between them to form end products. May be a bit more diversity in farms too.
Sounds like you should try my mod then......https://www.moddb.com/games/capitalism- ... dworldv104
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Re: CapLab product set improvement suggestions

Post by avengerbg »

saffgee wrote: Sat Feb 08, 2020 4:07 pm
avengerbg wrote: Fri Feb 07, 2020 8:55 pm Personaly i would like to see more semi products and more mixture between them to form end products. May be a bit more diversity in farms too.
Sounds like you should try my mod then......https://www.moddb.com/games/capitalism- ... dworldv104
I might, altho im a bit stubborn and preffer to play vanila games. Altho i tried Real World mod... but my problem with it is that i tend to designate one city as "Capitol" and build all production in there at first to develop it, and city map is not large enough for everything. May be with the 6.3 and when i get back in my country in 3 weeks ill look into it ;)
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David
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Re: CapLab product set improvement suggestions

Post by David »

avengerbg wrote: Fri Feb 07, 2020 8:55 pm In my opinion some products need some overhouling, like cintric acid and lemons as mentioned above. Some of Semi products are heavily used like electronics, while other like cintric acid close to none. Personaly i would like to see more semi products and more mixture between them to form end products. May be a bit more diversity in farms too.
Please see the attached image which explains it.
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