balancing issues 6.2.0

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choum
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balancing issues 6.2.0

Post by choum »

Hello,

I noticed some annoying issues. I play with a survivial fresh new citie.

1) sales. For exemple, 60 000 citizen buy near 32 000 glasses per month. Really? Everbybody including babies changes glasses 6 times a year? If i add sunglasses they change once a month? On same exemple i had to setup 12 sales unit in the same store, train them to max and it still not enough. Why sale unites are so limited? I added 4 more stores upgrade to death and it's still not enough (production supply with 2 medium factories fill my warehouse). So ther eis a big unbalance between stores and factories. I noticed this with many products as computers, smartphones, washer, etc ... I don't remember this on version 5.X
And next to this i have a demand of 60 for food products like chicken (100 quality) and i don't sell more, 1 single sale unit for the town is more than enough...)
Need some balancing there ;)

2) we need a way to change supply globally from all sources to a warehouse. Yesterday i switched plastic from 1 factory to 2 factories + 1 WH. I spent near 1 hours to check each factory and change supply by hand... Maybe an optino in the WH itself or in the global interface.

3) i'd like an alarm to know when factory production is low on input supply. Yesterday i noticed by hazard that i was really low on steel (10% of my needs), maybe for 2 years and slowed down 15 factories. Then i had to build more factories, WH, etc in emergency.

4) need bigger factories. For one 100k city i need 4 giant factory to produce electronic componement for 10 products ... Crazy, i'd be able to supply the world with this ;)

5) difficulty rating decrese is only by 10% between high and very high startup capital. I played it and 40 or 50% should be more realistic ;) Some parameters don't impact it, liek show competitors secret or inflation parameters and it should.

6) random product reinvention still not working correctly. 100% and we start (me and IA) with many tech unlocked like foods, computer, some digital tech, etc. 100% is 100% so everything must be block ;)

7) softwares bring too much money. To be honnest the game lost it's favor because of this. When i have 5 or 6 software in sale i have so many money i don't konw do with. I i have near 50 R&D centers (sometime missing scientists). And competitor can't follow me ... They developp softwares but never setup factory to sale them ... please boost their mind ;) Maybe balance it a little to make softwares less profitable.

8) telco companies are stil la mess, can't steel users from other companies even with half of their price... only get new users faster.

Thanks
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David
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Re: balancing issues 6.2.0

Post by David »

1) For gameplay balance issues related to a mod, please post in the MOD forum and report it to the author of the mod.
choum wrote: Sun Dec 29, 2019 8:39 am60 000 citizen buy near 32 000 glasses per month
Since the standard game does not have glasses, I assume that you are using a mod.

2) For other gameplay balance issues that occurred in standard games without mods, we will investigate them.

Could you please provide us with your save game file and let us know the following?
1) Which version of Capitalism Lab you are using. You can see the version number on the top-right of the main menu.
2) The exact steps for triggering the bug with the save game


You can find save game files of Capitalism Lab from the C:\Users\<your user name>\Documents\My Games\Capitalism Lab\SAVE

You may provide us with your save game file by posting it here on the forum as a ZIP file attachment or emailing the save game file to us at info@enlight.com.

If your save game file is too large for attachment, you may check out this post about how to send us large files: https://www.enlight.com/forum/viewtopic.php?f=13&t=2473
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David
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Re: balancing issues 6.2.0

Post by David »

choum wrote: Sun Dec 29, 2019 8:39 am Hello,

2) we need a way to change supply globally from all sources to a warehouse. Yesterday i switched plastic from 1 factory to 2 factories + 1 WH. I spent near 1 hours to check each factory and change supply by hand... Maybe an optino in the WH itself or in the global interface.
Please check out the Batch Switching Supplier function: https://www.capitalismlab.com/improveme ... -supplier/
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David
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Re: balancing issues 6.2.0

Post by David »

choum wrote: Sun Dec 29, 2019 8:39 am Hello,

1) sales. For exemple, 60 000 citizen buy near 32 000 glasses per month. Really? Everbybody including babies changes glasses 6 times a year? If i add sunglasses they change once a month? On same exemple i had to setup 12 sales unit in the same store, train them to max and it still not enough. Why sale unites are so limited? I added 4 more stores upgrade to death and it's still not enough (production supply with 2 medium factories fill my warehouse). So ther eis a big unbalance between stores and factories. I noticed this with many products as computers, smartphones, washer, etc ... I don't remember this on version 5.X
And next to this i have a demand of 60 for food products like chicken (100 quality) and i don't sell more, 1 single sale unit for the town is more than enough...)
Need some balancing there ;)

4) need bigger factories. For one 100k city i need 4 giant factory to produce electronic componement for 10 products ... Crazy, i'd be able to supply the world with this ;)

7) softwares bring too much money. To be honnest the game lost it's favor because of this. When i have 5 or 6 software in sale i have so many money i don't konw do with. I i have near 50 R&D centers (sometime missing scientists). And competitor can't follow me ... They developp softwares but never setup factory to sale them ... please boost their mind ;) Maybe balance it a little to make softwares less profitable.
The above could be due to the mod's settings.

I ran a few test games without mods and didn't encounter problems described in 4).

If you also experience 4) and 7) in a vanilla game, please provide your save game.

For 7) one of the characteristics of software products is that they are less profitable in early games and more profitable in late games, as years of investment in tech finally pays off, fending off new competition. Tech dominance = huge profit.
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David
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Re: balancing issues 6.2.0

Post by David »

5) difficulty rating decrese is only by 10% between high and very high startup capital. I played it and 40 or 50% should be more realistic ;) Some parameters don't impact it, liek show competitors secret or inflation parameters and it should.
You may set up a poll for this suggestion.
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David
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Re: balancing issues 6.2.0

Post by David »

8) telco companies are stil la mess, can't steel users from other companies even with half of their price... only get new users faster.
The dev team will work on improving this.
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