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by David
Thu Mar 13, 2025 4:39 am
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Official Release of Capitalism Lab V11.1.03 Full Version Installer

After months of testing, we are pleased to announce the official releases of Capitalism Lab version 11.0 and the Service Industry DLC.

Please download the full version installer from: https://caplab.becdn.net/Capitalism_Lab_Installer_v11103.exe

For the details of new features and improvements in ...
by ghkddbcks
Fri Jun 13, 2025 7:24 am
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We need a way to restrict factories so they can only produce specific product classes.

Hi, I'm a modder working on a complete overhaul of all in-game products.

While rebalancing the profitability of various product classes—especially semiconductors—I ran into a major issue.

In real life, fabs are extremely expensive to build, making semiconductors a high-risk, high-reward industry ...
by 2korda2
Sat Jul 05, 2025 4:49 pm
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Re: An article explaining why Multi-Core Execution Isn't Feasible for Capitalism Lab

Here is a good article about multithreading optimizations for Dyson Sphere Program.

Dependencies is actually not a problem. You have many ways to brake down the logic of the game into chunks that can easily be run in parallel.
The actual reason is "with current resources it's not feasible to ...
by dosenöffner
Sat Nov 08, 2025 3:20 pm
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A useful CMO

The CMO in the current state is pointless and more of a risk than a help.
The only reason to get one is the marketing-boost from his experience.


1. CMO aims only for brand rating, but in many cases you need brand awareness (too) to get more customers.
It makes no sense to let CMO manage anything ...
by David
Mon Nov 17, 2025 4:21 am
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Re: [BUG] Agricultural land zoning doesn't lower land costs in Survival mode

The incorrect tooltips for agricultural land zoning has been fixed.
Please download the new patch 11.0.94 from https://www.capitalism2.com/forum/viewtopic.php?t=10200
by Ether
Sat Nov 29, 2025 5:57 am
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Re: Split and dispatch the Semi-Products category

As it stands, I agree that having one product category containing all/most of the precursor products makes little sense, both in regards to research and rational splitting up of product classes.

For R&D, specifically under the Digital Age DLC, the limited manpower available to spread amongst a ...
by David
Sun Nov 30, 2025 12:55 am
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Re: Split and dispatch the Semi-Products category

FYI, the game system already supports this, the Modern World MOD has more than one product class that are semi products.