I’ve shared this idea a couple of times in this forum, but it really went unnoticed by David or users. So I decided to ask you-all how does community feel about it.
The concept is straightforward: a factory equivalent of the shopping mall. One entity builds a new type of buildings (an industrial ...
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- Thu Oct 09, 2025 11:40 am
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- Thu Nov 20, 2025 4:30 pm
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Split and dispatch the Semi-Products category
The Semi-Products category, as it stands, is a remnant of the first versions of the game,
it is a catch all for all industrial products that have no retail sale.
I think products in this category should be split among their most used final category, with a {Semi-Product] tag, so it's still clear ...
it is a catch all for all industrial products that have no retail sale.
I think products in this category should be split among their most used final category, with a {Semi-Product] tag, so it's still clear ...
- Sat Nov 22, 2025 6:14 am
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Re: Split and dispatch the Semi-Products category
It is an interesting idea but I think that this might really be applicable if the list of different semi products becomes too big. Right now it seems as if there wouldn't be all that many to add to each category, automobile parts would only be a handful of different products, electronic semi ...
- Mon Nov 24, 2025 1:29 pm
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Re: Split and dispatch the Semi-Products category
It is an interesting idea but I think that this might really be applicable if the list of different semi products becomes too big.
In a way, Semi-Products is already too big, especially with the limited talent pool system for research introduced with the Digital Age DLC. It means the same ...
- Sat Nov 29, 2025 5:19 pm
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Re: Split and dispatch the Semi-Products category
This is the easiest way of maneuvering things around, rather than an entirely new Tags system. I support it, but realize it completely upends a core part of the game's architecture for very limited upside. I however do believe de-cluttering the Product Type list is worth adding four new Product ...