Less Micromanagement of Research
Posted: Thu May 02, 2024 5:56 pm
I appreciate the depth of Capitalism Lab, but micro-managing research becomes overwhelming, especially with the Real World Mod. I suggest adding a macro research option: a Research Headquarters building where players can research entire product groups at once, albeit at higher time and cost. Example: You research beverages all at once, and it adds 30 tech levels to each product in a year. You can tweak it to be more expensive than if individual research centres were built. The cost could be built on the amount of levels added and the number of products in its class. This maintains depth while reducing micro-management.
Additionally, integrating talent hiring for all cities would streamline gameplay. This enhancement would offer players a balanced, enjoyable experience, allowing for more strategic focus and less tedious management. It also can be toggled in the settings for those who would rather just micro. Once again, I love the game, and I am aware that it's not meant to be a fast-paced game, but I would love some more alternatives than placing down research centres and then sourcing talent for every individual product, especially with already having to set up supply chains and building tons of farms and factories.
Additionally, integrating talent hiring for all cities would streamline gameplay. This enhancement would offer players a balanced, enjoyable experience, allowing for more strategic focus and less tedious management. It also can be toggled in the settings for those who would rather just micro. Once again, I love the game, and I am aware that it's not meant to be a fast-paced game, but I would love some more alternatives than placing down research centres and then sourcing talent for every individual product, especially with already having to set up supply chains and building tons of farms and factories.