(MOD) REALWORLD 13.21 for all DLC

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cantdownloadit
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Re: (MOD) REALWORLD 13 for all DLC

Post by cantdownloadit »

boycapitalism wrote: Mon May 06, 2024 11:54 pm i realized that for a lot of these new high quality portraits, real life portraits to CEO bosses have been sacrificed for this. Is there a version where there arent as many high quality portraits so I can get back my bill gates real photo?
I havent had time to try it yet, but yes, removal of a "real world" aspect of the "real world" mod doesnt seem to make much sense to me.
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Re: (MOD) REALWORLD 13 for all DLC

Post by Djohaal »

First of all I really like this mod, however I've encountered some balance issues with it, I'm not sure if I'm setting up my game wrong or what, but it seems economically its much easier to turn a profit in this mod than in the base game. Also the city economic cycles don't seem to happen, they are always stuck at a perpetual booming state.
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Re: (MOD) REALWORLD 13 for all DLC

Post by Stylesjl »

Djohaal wrote: Wed May 15, 2024 12:38 am First of all I really like this mod, however I've encountered some balance issues with it, I'm not sure if I'm setting up my game wrong or what, but it seems economically its much easier to turn a profit in this mod than in the base game. Also the city economic cycles don't seem to happen, they are always stuck at a perpetual booming state.
It is indeed easier. A few observations:

Consumption GDP is much, much higher as a proportion of overall GDP due to all of the varieties of products. So it is not surprising this has huge knock on effects on the economy that makes it boom for a very long time.
Because there are so many products the competition is spread thinner - 50 companies spread over a greater variety products means less competition in each product.
I think those were some of the biggest things that unbalance everything.
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Re: (MOD) REALWORLD 13 for all DLC

Post by cantdownloadit »

Djohaal wrote: Wed May 15, 2024 12:38 am First of all I really like this mod, however I've encountered some balance issues with it, I'm not sure if I'm setting up my game wrong or what, but it seems economically its much easier to turn a profit in this mod than in the base game. Also the city economic cycles don't seem to happen, they are always stuck at a perpetual booming state.
I would recommend you use the option to disable product classes with the mod.
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Re: (MOD) REALWORLD 13 for all DLC

Post by Djohaal »

cantdownloadit wrote: Thu May 16, 2024 8:44 pm
Djohaal wrote: Wed May 15, 2024 12:38 am First of all I really like this mod, however I've encountered some balance issues with it, I'm not sure if I'm setting up my game wrong or what, but it seems economically its much easier to turn a profit in this mod than in the base game. Also the city economic cycles don't seem to happen, they are always stuck at a perpetual booming state.
I would recommend you use the option to disable product classes with the mod.
That kinda beats the point of a extra content and classes mod no?
Stylesjl wrote: Thu May 16, 2024 9:07 am
Djohaal wrote: Wed May 15, 2024 12:38 am First of all I really like this mod, however I've encountered some balance issues with it, I'm not sure if I'm setting up my game wrong or what, but it seems economically its much easier to turn a profit in this mod than in the base game. Also the city economic cycles don't seem to happen, they are always stuck at a perpetual booming state.
It is indeed easier. A few observations:

Consumption GDP is much, much higher as a proportion of overall GDP due to all of the varieties of products. So it is not surprising this has huge knock on effects on the economy that makes it boom for a very long time.
Because there are so many products the competition is spread thinner - 50 companies spread over a greater variety products means less competition in each product.
I think those were some of the biggest things that unbalance everything.
For the consumption GDP I guess we'd need access to a simulation modifier to pad it according to the total size of potential markets. Still i'm under the impression the baseline profit margins in most goods are way more generous.
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Re: (MOD) REALWORLD 13 for all DLC

Post by GasparPeixoto »

Shame that is to complicated to install.

No option to just press a buttton and do it?
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Re: (MOD) REALWORLD 13 for all DLC

Post by David »

GasparPeixoto wrote: Mon May 20, 2024 7:29 am Shame that is to complicated to install.

No option to just press a buttton and do it?
You can use the Auto MOD downloader (https://www.capitalismlab.com/mod/downl ... ated-mods/) to download RealWorld MOD version 13

If you have an older version RealWorld MOD in your folder. You can delete it and the downloader will download the new version.
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Re: (MOD) REALWORLD 13 for all DLC

Post by SettleR »

Amazing mod! Great job,
One question tho,

Is it possible to take away the real companies and replace them with generated ones?
I enjoy playing the game when there is no real companies to compete against. Only "fake" ones.
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Re: (MOD) REALWORLD 13 for all DLC

Post by cantdownloadit »

SettleR wrote: Fri May 24, 2024 7:22 am Is it possible to take away the real companies and replace them with generated ones?
I enjoy playing the game when there is no real companies to compete against. Only "fake" ones.
You would need to build your own version of the mod, you could probably take the companies list from the Cap 2 modkit and overwrite the RW modkit file with it, then build the mod.
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Re: (MOD) REALWORLD 13 for all DLC

Post by kbanifaz »

I can't R&D Notebook Computers even after I've discovered the technology. Can you look into it please? Doesn't look like any of the AI competitors can either
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