Bug: Land Costs and AI's selection of land

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Topic review
   

Expand view Topic review: Bug: Land Costs and AI's selection of land

Re: Bug: Land Costs and AI's selection of land

by David » Mon Jul 02, 2012 3:43 am

Are we talking keeping the apartments and commercial and they goto private use that can be resold later or are we talking keeping everything ie industrial, retail etc?
I personally do not have a preference on this.


Perhaps we can seek comments form other CapLab players on this forum first as other players do not have access to CapLab yet.

Re: Bug: Land Costs and AI's selection of land

by baz » Fri Jun 29, 2012 10:14 pm

David wrote:
I'll do that, Shall I put a poll on beta or on general? Would it be possible to have it as an option or would it be one or the other?
You may put a poll on the general forum. It would be one way or the other.

I just need to clarify one thing before making the poll. Are we talking keeping the apartments and commercial and they goto private use that can be resold later or are we talking keeping everything ie industrial, retail etc?

Re: Bug: Land Costs and AI's selection of land

by David » Thu Jun 28, 2012 11:26 pm

I'll do that, Shall I put a poll on beta or on general? Would it be possible to have it as an option or would it be one or the other?
You may put a poll on the general forum. It would be one way or the other.
I do agree with what you said and I did think of that, but then if it decreases the population you get no real advantage as then you have to build it back up and land value soares over time.
It would only be an advantge, if you had loads of money anyway, and you would of bought the company as the stock price would of been very low, and then it would be a bargain.
There is a case where the housing supply greatly succeeds the demand originally. In such case, the disappearance of some apartment buildings may bring the supply closer to the demand. But cases do vary from game to game.
I haven't seen the land value decrease but I haven't played the game over a long period. Does the land decrease aswell?
Yes, it may decrease under an economy with deflation.

Re: Bug: Land Costs and AI's selection of land

by baz » Thu Jun 28, 2012 11:20 pm

I'll do that, Shall I put a poll on beta or on general? Would it be possible to have it as an option or would it be one or the other?
I do agree with what you said and I did think of that, but then if it decreases the population you get no real advantage as then you have to build it back up and land value soares over time.
It would only be an advantge, if you had loads of money anyway, and you would of bought the company as the stock price would of been very low, and then it would be a bargain.
I haven't seen the land value decrease but I haven't played the game over a long period. Does the land decrease aswell?

Re: Bug: Land Costs and AI's selection of land

by David » Thu Jun 28, 2012 11:11 pm

baz wrote:
If I think logically, would a company that went bust knock down the houses, apartments or commercial buildings that it once owned. Usually the creditors, if there were any would get them, or at least the goverment would intervene or they maybe sold to the private market at a low rate.
This is a good point.

It is possible to change the game to behave as you suggested. But from the gameplay point of view, some players may actually want to see bankrupted AI companies releasing all their buildings from the land, allowing the player to have a chance of grabbing the valuable land plots in downtown.

Maybe you could set up a poll and see which way people prefer.

Re: Bug: Land Costs and AI's selection of land

by baz » Thu Jun 28, 2012 9:23 pm

Yes, low-rise houses have a population attached to them as well.
My only issue is what I mentioned in my previous post. In my CAP2 game and looking at the pics supplied in this thread the city center does get taken over by farms and industry, When these companies go bust ( Assuming they do ) it does leave the city centers very sparse. Is there away to control the apartments from going too. As mentioned before in CAP 2 it was very difficult to control apartments, I used to sell them too the CPU ( I know that this issue has been resolved) but if a computer goes bust it will still strip the city of huge population. Without the apartments been protected in some way, and the low rise houses gone, if I play the game the way I like, it will happen again, especially if I'm not able to buy, say a company that has huge resedential portfolio's.
If I think logically, would a company that went bust knock down the houses, apartments or commercial buildings that it once owned. Usually the creditors, if there were any would get them, or at least the goverment would intervene or they maybe sold to the private market at a low rate. I don't really mind if they straight transfered to the private market but for them to disappear isn't great for longevity of the game or in pratice with the real world. Again i'm not worried that a city center is stripped of housing and what ever is built is built, it's more the concern of what happens when huge amounts of apartment blocks disappear and there's no low level housing (Huge population loss).

Re: Bug: Land Costs and AI's selection of land

by David » Thu Jun 28, 2012 12:49 pm

Do the houses in CAPLAB have a population attched to them or are they cosmetic?
Yes, low-rise houses have a population attached to them as well.

Re: Bug: Land Costs and AI's selection of land

by baz » Wed Jun 27, 2012 5:25 pm

Interesting conversation, and I do forget that this is a US game and not a European game. Europe has generaly been built on commercial centers, reserdential outer ring and then on the outside Industrial. IE imagine 3 circles with the commercial in the center. and the industrial been the last circle surrounding the city with resedential inbetween them. Not that this matters as it's only a game.
In the US, don't you have resedential zones, that can only be resedential? Or can a land developer buy a huge peice of resedential land and then bulldoze it and build industrial units instead?
Do the industrial sector try and buy land as near to the commercial sector as possible? Personally I don't worry about how the city looks, but I did find in CAP 2 that when a huge competitor went bust it left the city almost house and apartment free, other than my apartments. It then caused the city to crash in population, which in turn finished my game as you can only sell so much to so few. Thankfully the apartment problem has been resolved with the manage button, which i LOVE.
Do the houses in CAPLAB have a population attched to them or are they cosmetic?

Re: Bug: Land Costs and AI's selection of land

by David » Wed Jun 27, 2012 12:19 pm

You may try building your factories in different locations in different games and post your observations here - which location makes better business sense in the short run and in the long run.

In fact, I am thinking about creating some web pages on Capitalism Lab web site about topics like above, which may be interesting to read as there are more than one way to do things like above and there are several viewpoints to evaluate and judge them.

Re: Bug: Land Costs and AI's selection of land

by Inarius » Wed Jun 27, 2012 12:13 pm

This might give an impression that the AI choose to build in downtown, but in fact, the AI will never build factories or R&D centers in center downtown.
This is already my impression

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