little basics improvements

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choum
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little basics improvements

Post by choum »

Hello,

Last night i thought about small quickwin improvements that can be usefull :

1) as the game size grow fast (100Mb to near 1Gb in 1 year, more with the mods), it would be great to be able to select the installation path to install it on another disk rather than to install it on system disk where space is limited ;) (i don't care about graphism)
2) as the game is more and more complex, a real wiki that explain how to make things can be usefull. I thnik mainly about new players. (I play capitalism since capitalism+ so i can reverse think the things and learn with trial&error, but next generation have a different mindset). I'd prefer a webpage with some screenshots and text, it's more efficient than videos. (it can be ingame too, if possible, of course)
3) i love scripts, but why don't you integrate this parameters in the main game options? it should be easier for everybody and avoid errors. maybe add this options in each related tabs or add an expert tab or something ;)

-----

4) about unit improvement, i'm agree that most of them are linked to training, but about manufactoring ones should be linked to specific efficiency researchs or costly upgrades. Produce more with less or produce faster. So a research about quality and another about efficiency. Maybe a technological research to complete each product research?
5) i always play with all products locked. I'd a little disapointed that we can't lock semiproducts too. That's not logic for me to need a research to make leatherbelt but be able to make plastic or CPU without it, it's higly technological... can you add an option for this? or maybe split this product in semiproduct basics and semiproducts advanced and allow to lock the advanced? Or just lock everything if it don't stress the IA too much?
6) (don't kick me), i put a coin again on the multiplayer, even a basic one that we can play on LAN (as capitalism2). We can find a way with a VPN or expose the server to other players ;) 4 players would be my dream. 16 would be good even if it can be hard to find 16 motivated players with compatible time slots.
7) digital companies could use some CPU or computers as input to supply a full ecosystem
8) saturation of market should be more accurate. For exemple people need to eat food each day so they buy food frequently. But a bed lifetime is near 10 years. So when everybody has one the sell should drop. Then or try to motivate people to immigrate and house them (with bed) or make a technological breakthrou to motivate people to change beds more often (like for smartphones LOL)
9) i thought about refurbish business. When people buy new goods they can sold old ones to specific companies (physical or online/e-commerce) as in real life. And become kind of local competitor.

Thanks for reading

CHOUM
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cantdownloadit
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Re: little basics improvements

Post by cantdownloadit »

regarding 1 i do not install the game
i just use 7zip to extract the files to the location i desire.
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Re: little basics improvements

Post by Stylesjl »

choum wrote: Fri Dec 27, 2024 7:36 am Hello,

Last night i thought about small quickwin improvements that can be usefull :

1) as the game size grow fast (100Mb to near 1Gb in 1 year, more with the mods), it would be great to be able to select the installation path to install it on another disk rather than to install it on system disk where space is limited ;) (i don't care about graphism)
2) as the game is more and more complex, a real wiki that explain how to make things can be usefull. I thnik mainly about new players. (I play capitalism since capitalism+ so i can reverse think the things and learn with trial&error, but next generation have a different mindset). I'd prefer a webpage with some screenshots and text, it's more efficient than videos. (it can be ingame too, if possible, of course)
3) i love scripts, but why don't you integrate this parameters in the main game options? it should be easier for everybody and avoid errors. maybe add this options in each related tabs or add an expert tab or something ;)

-----

4) about unit improvement, i'm agree that most of them are linked to training, but about manufactoring ones should be linked to specific efficiency researchs or costly upgrades. Produce more with less or produce faster. So a research about quality and another about efficiency. Maybe a technological research to complete each product research?
5) i always play with all products locked. I'd a little disapointed that we can't lock semiproducts too. That's not logic for me to need a research to make leatherbelt but be able to make plastic or CPU without it, it's higly technological... can you add an option for this? or maybe split this product in semiproduct basics and semiproducts advanced and allow to lock the advanced? Or just lock everything if it don't stress the IA too much?
6) (don't kick me), i put a coin again on the multiplayer, even a basic one that we can play on LAN (as capitalism2). We can find a way with a VPN or expose the server to other players ;) 4 players would be my dream. 16 would be good even if it can be hard to find 16 motivated players with compatible time slots.
7) digital companies could use some CPU or computers as input to supply a full ecosystem
8) saturation of market should be more accurate. For exemple people need to eat food each day so they buy food frequently. But a bed lifetime is near 10 years. So when everybody has one the sell should drop. Then or try to motivate people to immigrate and house them (with bed) or make a technological breakthrou to motivate people to change beds more often (like for smartphones LOL)
9) i thought about refurbish business. When people buy new goods they can sold old ones to specific companies (physical or online/e-commerce) as in real life. And become kind of local competitor.

Thanks for reading

CHOUM
1) From what I understand you can unzip the game into any folder you want so I am not sure what you are getting at here.
2) A wiki would be quite nice. One already exists but it isn't very detailed - perhaps it could be expanded? https://capitalismlab.fandom.com/wiki/C ... m_Lab_Wiki
3) Well scripts are already at the top of the difficulty settings as Load script. I don't really see how it could be improved from that point.
4) You mean like upgrades or technologies that improve the speed of technological upgrades? I mean it could be done but it seems like it would add a lot of complexity.
5) Locking semi products does seem like an interesting feature. I suppose if you really wanted you could mod the game to force all semi products to be researchable as well.
6) Multiplayer - personally I would not use it myself but it would be an interesting thing to add. From what I understand however it is not really possible with the current engine.
7) That is already somewhat the case already. On Survival Mode software and the Telecom companies actually need computer sales before they can be sold. Same rule does not apply in a standard game however.
8) An interesting idea - I guess something in the code would need to be added to make the product less popular as more citizens 'Own' that product. But then it would only apply to certain products.
9) You mean like a second-hand sales kind of business? Seems like it would be a bit more complicated. I already assume that local competitors already in a way represent that sort of thing taking place.
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Re: little basics improvements

Post by cantdownloadit »

in my opinion a wiki is something players should create and update if they want one.
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Re: little basics improvements

Post by anjali »

choum wrote: Fri Dec 27, 2024 7:36 am Hello,

Last night i thought about small quickwin improvements that can be usefull :

1) as the game size grow fast (100Mb to near 1Gb in 1 year, more with the mods), it would be great to be able to select the installation path to install it on another disk rather than to install it on system disk where space is limited ;) (i don't care about graphism)
in windows you can hardlink another drive to be seen as whatever you like, there tiny free tools that can do the job for ya
i.e. c:\Appdata\Local\capitalismLab ... hardlinked to D:\CapitLab
so if you install it can automaticcly go to that external hdd or internal one, in linux its much easier
2) as the game is more and more complex, a real wiki that explain how to make things can be usefull. I thnik mainly about new players. (I play capitalism since capitalism+ so i can reverse think the things and learn with trial&error, but next generation have a different mindset). I'd prefer a webpage with some screenshots and text, it's more efficient than videos. (it can be ingame too, if possible, of course)
capi+ oh yeah that been times, still got it. i bought capitalism 2 .. tested it and throw in the corner, went back to capi+ until capiLab came out.
yeah complete wiki be quite nice, could be done by community , would even add myself to it, whenever i got enough spare time.
3) i love scripts, but why don't you integrate this parameters in the main game options? it should be easier for everybody and avoid errors. maybe add this options in each related tabs or add an expert tab or something ;)
i prefer the script way tbh, you can set most stuff without script just with more limited range. cba to set it all manually when starting a new game.
-----
4) about unit improvement, i'm agree that most of them are linked to training, but about manufactoring ones should be linked to specific efficiency researchs or costly upgrades. Produce more with less or produce faster. So a research about quality and another about efficiency. Maybe a technological research to complete each product research?
am actually fine with the training on all firms, the game is complex enough for me at least and a little micro-management i would like to leave as easy as possible its just a game. though if i wouldnt mind if its like the talent system a 2 way (simple training of all units or specialized for the hardcore rockerz)

5) i always play with all products locked. I'd a little disapointed that we can't lock semiproducts too. That's not logic for me to need a research to make leatherbelt but be able to make plastic or CPU without it, it's higly technological... can you add an option for this? or maybe split this product in semiproduct basics and semiproducts advanced and allow to lock the advanced? Or just lock everything if it don't stress the IA too much?
yeah that was bugging me always too, thats why i had to turn off all research via mod and with Digital age, had to even make 1st gameyear free of any research. its not really slowing the AI as 50-60 AI Companies with specialized skillz in all kind of Research and product knowledge make them fly through the invention after the 1st year went by. so from year 3 on they ll flood quite fast the market with all kind of products

7) software and the Telecom companies actually need computer sales before those companies are starting to work. you wont have a single penny revenue on,telecom or internet companies if you have no computer on sale ... there ll be 0 internet users
8) saturation of market should be more accurate. For exemple people need to eat food each day so they buy food frequently. But a bed lifetime is near 10 years. So when everybody has one the sell should drop. Then or try to motivate people to immigrate and house them (with bed) or make a technological breakthrou to motivate people to change beds more often (like for smartphones LOL)
maybe all the products are of the new quality we see since 10-15 years ... most large manufacturers gonna sell their crap and it ll break 1-3 weeks after the 6month warrenty is over ... some products dont even make it that far ... most painful example i had myself logitech F15 180 euro keyboard 6month warrenty ... 6 month and 1 week ... broken!!!! ... 10 euro keyboard most likely will never break at least not for 10-15 years.
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