I play capitalism lab for years , itested many mods and for now IA is really not challenging. I played capitalism+ (yes i'm old) and i remember to had more challenge then. I play around 200% difficulty, and often in survivial city mode to get a harder start.
(yeah IA is agressive and with lot of cash too...) Most of time i play with 100% product reinvent parameter

points that bother me :
- we can win too much money too fast, i'm on my 10th year and i have 1 000 millions and don't know what to do with that (i bought back 1 competitor already).
- research is really too easy/not expensive enough, so it's quickly a pain to manage 50 R&D centers. I played capitalism world 4, and it's great to have to develop near 10 techs before be able to build a computer


- IAs sell researchs too cheap, 2 Millions for a 5 years research really? why not 1M or 2M per quality point/tech point ? maybe with a deprecate price with time after some years. It would be great to be able to buy their tech but with lower level. Like this IA keep expert level (95 for exemple) and i buy for cheap the tech level 10 just to unlock my production chain.
- IAs research and do simple products, they seem to avoid complex chains. Sometimes i need 15 factory to build 1 product (more with mods héhé). So they do food, alcohol, etc but no cars, computers, etc. It's sad. Sometimes IA research many products but never build factories, even if they have lot of money left. Sometimes IA build R&D or factory but nothing inside them ?!? (on last version, i didn't noticed this on 6.x)
- city building upgrades, it's a pain to manage 20 police stations per town, or many town halls. Would it be possible to upgrade them (and to win some space then, choice to the mayor). Or keep the same system with bars but increase the cost and power of the buildings and their maintenance?
- sell units seem to be underpowered for farms, a full farm with 8 crops units and 1 selling units is not able to sell everything before the next crop batch. Even if i pump it with big wherehouses (that empty faster than they fill).
- a way to manage pollution would be great, with a town policy ($$$), or some researchs, or some buildings like garbage collectors or CO2 collectors
- buildings with different size sucks with map roads, it would be great to have most of them on 2x2 (with priority on city buildings like police, museum ,etc), and maybe have some 1x1 buildings to fill the empty spaces, like small offices, jewellery or food stores (smalls ones in real world)
- get alarms when a farm get some new procuts to sell. Often i put crop units, and need 1 year to have them ready to process, and i found them 2 or 3 years later because i forgot to manage them... too much micomanagement with towns
- maybe add some BIG buildings that cost 100M or 1000 Millions, like crazy office, factories or huge commercial building 6x6 with 5 or 6 floors and boosed units
- add a way to negociate with IA: for exemple an IA that have an oil well and has plastic technology. Ask them to build a plastic factory and sign a contract for a 5 years supply at a fixed price. Or ask them to invest in plastic research, etc

- make building more expensive (R&D complex and big factories at most)
Thanks for reading
