Script Requests

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Lothar
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Script Requests

Post by Lothar »

Hello, Capitalism Lab team. I really like the new export system, but I want to have unlimited deals and very high demand for my products. The best way to do this would be to change the export volume script to a range of 10-5000. Also, please create scripts for unlimited deals per export office, and change the export deal duration range to 1-500 years. Then, please add a script that increases research output from a range of 10-5000%. If you do this, add an option that prevents the AI from getting the research buff. Afterwards, raise the Internet Revenue Index to 10-5000%. Then, add a retail store capacity modifier, and set it to 50-2000%. Finally, please change the factory capacity modifier to 50-5000%, because that should significantly lower the amount of firms per map.

I know that I'm asking for a number of changes, but feel free to describe extreme values as experimental. Personally, I'm willing to risk my game if I can have more fun, and I can't be alone in that thinking. I'm grateful for the game, but I know I could enjoy it even more.
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Stylesjl
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Re: Script Requests

Post by Stylesjl »

To be honest I think it would be interesting to have some scripts that could change the export office to have deals of a very long or unlimited duration. Not sure how technically feasible an unlimited numbers of deals would be though, given that the images for the deals are of a fixed size and would need to fit somewhere on the export company GUI (though I suppose the limit on export offices could be lifted instead).

In regards to the factory modifier, I don't think being able to raise to 5000% would actually reduce the number of factories by very much. It is already difficult to use up the 500% extra capacity and you still need one factory per product.

Retail store modifiers, not sure how that would work but maybe being able to raise the customer traffic multiplier by a large amount (or decrease it) could work, although that affects demand only. If you raise the retail capacity you might not be able to use it all up as you might not ever be able to get enough traffic!

Interest Revenue of 5000% would be crazy, you could basically turn an internet company into the equivalent of an insurance company in terms of revenue (I mean when you raise the Insurance Premiums to 2000% in the script the insurance company can start making trillions). That might actually be kinda fun to play around with.
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cantdownloadit
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Re: Script Requests

Post by cantdownloadit »

natural resources are the bottle neck, since they wont let us have a way to boost those, the factories already struggle on 500%
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Re: Script Requests

Post by Dav3 »

Would be nice to have some script commands to let us experiment with the game to the fullest. Most players dont use them so it would not be imbalanced, moreso just for hardcore fans to expand the fun.
Lothar
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Re: Script Requests

Post by Lothar »

So, I just figured I'd point out the exact reasons why increasing manufacturing and retail capacity would be beneficial. I use a mod that significantly increases demand for all products as the technology level improves, while making the inputs extremely low. So, it is entirely possible for me to use up 500% factory space, and it will make a huge difference if factory and farm capacity is raised to 5000%. This is similarly true for the retail capacity modifier, since a bloated number of stores is a constant issue in my saves. I'm aware that this is a niche case, but these script changes would greatly improve my personal enjoyment of the game.

As for the export office, the unlimited deals script is also important to me, and I think it could be done by linking contracts of the same commodity to each other. For example, two textile deals would be marked by a 2x symbol next to the icon, which could be clicked for access to the specific orders. Alternatively, unlimited export companies would work, although I'd like to see the number of contracts per firm increased in a script.

For the internet companies, I think their current revenues are extremely underwhelming. For example, a major search engine should not be making tens of millions of dollars per year, even if you RP as living in a country with few potential customers. It's an even bigger issue if you don't have CES, but scripts could change that.

One script change I'd like to emphasize is the change to research speed. Maybe a consistent 5000% buff could break some stuff, but a script letting you raise it to 500% makes sense. Increasing the script for training speed to 5000% might significantly boost research too, but I'd rather see both changes.

A final change I want to make is to how the GDP is calculated in CES. Considering how much my mod affects demand, my GDP is always an insane figure, and I'd like to have a command that divides my output. I'm thinking that a range of 5-100% would be helpful, marked through an equation like: GDP x N = ShownOutput, with N always being a decimal.
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Re: Script Requests

Post by Stylesjl »

Lothar wrote: Mon Aug 19, 2024 6:48 pm So, I just figured I'd point out the exact reasons why increasing manufacturing and retail capacity would be beneficial. I use a mod that significantly increases demand for all products as the technology level improves, while making the inputs extremely low. So, it is entirely possible for me to use up 500% factory space, and it will make a huge difference if factory and farm capacity is raised to 5000%. This is similarly true for the retail capacity modifier, since a bloated number of stores is a constant issue in my saves. I'm aware that this is a niche case, but these script changes would greatly improve my personal enjoyment of the game.

As for the export office, the unlimited deals script is also important to me, and I think it could be done by linking contracts of the same commodity to each other. For example, two textile deals would be marked by a 2x symbol next to the icon, which could be clicked for access to the specific orders. Alternatively, unlimited export companies would work, although I'd like to see the number of contracts per firm increased in a script.

For the internet companies, I think their current revenues are extremely underwhelming. For example, a major search engine should not be making tens of millions of dollars per year, even if you RP as living in a country with few potential customers. It's an even bigger issue if you don't have CES, but scripts could change that.

One script change I'd like to emphasize is the change to research speed. Maybe a consistent 5000% buff could break some stuff, but a script letting you raise it to 500% makes sense. Increasing the script for training speed to 5000% might significantly boost research too, but I'd rather see both changes.

A final change I want to make is to how the GDP is calculated in CES. Considering how much my mod affects demand, my GDP is always an insane figure, and I'd like to have a command that divides my output. I'm thinking that a range of 5-100% would be helpful, marked through an equation like: GDP x N = ShownOutput, with N always being a decimal.
These are some interesting thoughts. Perhaps this might be something to implement in mods, perhaps a modifier that could be set in the mod to increase the baseline output of Natural Resources, Factories and Retail shops. Though it is I suppose also possible to just adjust these by increasing the number for every single factory, mine, retail shop, etc even if it involves changing a lot of different firms.

As for internet companies, from a gameplay balance perspective I already thought these were plenty powerful enough. It is easily possible to pull in hundreds of millions with a few million citizens and a handful of internet companies. Not to mention the very low marginal cost of internet companies creating a huge advantage with high populations.

Yeah, the GDP is a bit of an issue and seems to be an unavoidable consequence of having so much consumer goods. Perhaps a consumption GDP deflator would be an interesting addition to help balance out mods.
Lothar
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Re: Script Requests

Post by Lothar »

Hey, I'm glad you're experimenting with extreme export company scripts, but I would benefit from some of the other ones I suggested, like a GDP deflator and increases to goods output of up to 5000%. Please review my suggestions throughout the thread, and I would like to emphasize my will to change the game's balancing. Indeed, that's my goal, and bugs or instability come with the territory. Please make those changes because they would be great for players like me.
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