I would like to propose some improvements for the City DLC mode of the game. These suggestions aim to enhance the gameplay experience and add more strategic depth to managing pollution.
1. Mayor Authority and Pollution Regulation System
Currently, managing pollution becomes cumbersome when dealing with numerous cities and competing companies. To address this, I suggest implementing:
Mayoral Authority System: Grant mayors of each city the power to regulate pollution.
Pollution-based Regulation Menu: Add a menu that allows mayors to activate factory regulations when pollution levels become severe.
Regulatory Penalties: When regulations are enacted, increase operating costs for all factories in the affected city.
This system would allow players to respond more strategically to pollution issues in each city, reducing the tedium of constantly relocating factories.
2. Eco-Friendly Factory Options with Benefits
As an alternative to pollution management, I propose adding eco-friendly factory options with the following benefits:
Eco-Friendly Factory Construction: Allow players to build eco-friendly factories from the start of the game.
Conversion of Existing Factories: Introduce the ability to convert standard factories into eco-friendly ones.
Costs and Benefits: While eco-friendly factories have higher operating costs, they produce no pollution.
Additional Benefits for Eco-Friendly Factories:
Tax Reductions: Offer tax breaks for operating eco-friendly factories in cities.
Brand Image Enhancement: Improve the company's brand image, leading to increased product sales.
Government Subsidies: Provide government subsidies for developing and implementing green technologies, offsetting initial investment costs.
Community Goodwill: Increase local community approval, facilitating easier recruitment and improving productivity.
Carbon Credit Trading: Allow eco-friendly factories to sell carbon credits for additional revenue.
These options and benefits would enable players to make strategic choices between short-term cost increases and long-term environmental protection and economic gains. By offering various advantages for eco-friendly operations, the game would encourage players to voluntarily adopt sustainable management strategies.
These proposals would add strategic depth to the game, provide a more realistic business simulation experience, and educate players about the importance of environmental management and the long-term benefits of eco-friendly business practices.Thank you for considering these suggestions to enhance the Capitalism Lab gaming experience.
Suggestions for Improving the City DLC Mode in Capitalism Lab
- anjali
- Community Contributor
- Posts: 441
- Joined: Tue Nov 03, 2015 9:00 am
- Has thanked: 4 times
- Been thanked: 17 times
Re: Suggestions for Improving the City DLC Mode in Capitalism Lab
no subsidies, clean production should be always in the interest of the corporation, tax reliefs are good enoughstockrpg wrote: ↑Fri Jan 03, 2025 4:16 am I would like to propose some improvements for the City DLC mode of the game. These suggestions aim to enhance the gameplay experience and add more strategic depth to managing pollution.
1. Mayor Authority and Pollution Regulation System
Currently, managing pollution becomes cumbersome when dealing with numerous cities and competing companies. To address this, I suggest implementing:
Mayoral Authority System: Grant mayors of each city the power to regulate pollution.
Pollution-based Regulation Menu: Add a menu that allows mayors to activate factory regulations when pollution levels become severe.
Regulatory Penalties: When regulations are enacted, increase operating costs for all factories in the affected city.
This system would allow players to respond more strategically to pollution issues in each city, reducing the tedium of constantly relocating factories.
2. Eco-Friendly Factory Options with Benefits
As an alternative to pollution management, I propose adding eco-friendly factory options with the following benefits:
Eco-Friendly Factory Construction: Allow players to build eco-friendly factories from the start of the game.
Conversion of Existing Factories: Introduce the ability to convert standard factories into eco-friendly ones.
Costs and Benefits: While eco-friendly factories have higher operating costs, they produce no pollution.
Additional Benefits for Eco-Friendly Factories:
Tax Reductions: Offer tax breaks for operating eco-friendly factories in cities.
Brand Image Enhancement: Improve the company's brand image, leading to increased product sales.
Government Subsidies: Provide government subsidies for developing and implementing green technologies, offsetting initial investment costs.
green washing? really??? its enough that every companies buys his "co2 neutral production" in real life, no need in game for this lie
Community Goodwill: Increase local community approval, facilitating easier recruitment and improving productivity.
Carbon Credit Trading: Allow eco-friendly factories to sell carbon credits for additional revenue.
quite a nice collection of ideas i love it
These options and benefits would enable players to make strategic choices between short-term cost increases and long-term environmental protection and economic gains. By offering various advantages for eco-friendly operations, the game would encourage players to voluntarily adopt sustainable management strategies.
These proposals would add strategic depth to the game, provide a more realistic business simulation experience, and educate players about the importance of environmental management and the long-term benefits of eco-friendly business practices.Thank you for considering these suggestions to enhance the Capitalism Lab gaming experience.
maybe also have the parks/forest etc have an impact on cleaner air, so that cities might get a few more green planted and reduce pollution around those green areas ... i.e. a park area between factories and residentals could break the pollution to swap to the residents
-
- Level 3 user
- Posts: 53
- Joined: Sat Mar 25, 2023 3:06 pm
- Has thanked: 27 times
- Been thanked: 6 times
Re: Suggestions for Improving the City DLC Mode in Capitalism Lab
Thank you for your feedback. I hope it gets accepted and reflected in the game suggestions. ^^anjali wrote: ↑Fri Jan 03, 2025 4:59 amno subsidies, clean production should be always in the interest of the corporation, tax reliefs are good enoughstockrpg wrote: ↑Fri Jan 03, 2025 4:16 am I would like to propose some improvements for the City DLC mode of the game. These suggestions aim to enhance the gameplay experience and add more strategic depth to managing pollution.
1. Mayor Authority and Pollution Regulation System
Currently, managing pollution becomes cumbersome when dealing with numerous cities and competing companies. To address this, I suggest implementing:
Mayoral Authority System: Grant mayors of each city the power to regulate pollution.
Pollution-based Regulation Menu: Add a menu that allows mayors to activate factory regulations when pollution levels become severe.
Regulatory Penalties: When regulations are enacted, increase operating costs for all factories in the affected city.
This system would allow players to respond more strategically to pollution issues in each city, reducing the tedium of constantly relocating factories.
2. Eco-Friendly Factory Options with Benefits
As an alternative to pollution management, I propose adding eco-friendly factory options with the following benefits:
Eco-Friendly Factory Construction: Allow players to build eco-friendly factories from the start of the game.
Conversion of Existing Factories: Introduce the ability to convert standard factories into eco-friendly ones.
Costs and Benefits: While eco-friendly factories have higher operating costs, they produce no pollution.
Additional Benefits for Eco-Friendly Factories:
Tax Reductions: Offer tax breaks for operating eco-friendly factories in cities.
Brand Image Enhancement: Improve the company's brand image, leading to increased product sales.
Government Subsidies: Provide government subsidies for developing and implementing green technologies, offsetting initial investment costs.
green washing? really??? its enough that every companies buys his "co2 neutral production" in real life, no need in game for this lie
Community Goodwill: Increase local community approval, facilitating easier recruitment and improving productivity.
Carbon Credit Trading: Allow eco-friendly factories to sell carbon credits for additional revenue.
quite a nice collection of ideas i love it
These options and benefits would enable players to make strategic choices between short-term cost increases and long-term environmental protection and economic gains. By offering various advantages for eco-friendly operations, the game would encourage players to voluntarily adopt sustainable management strategies.
These proposals would add strategic depth to the game, provide a more realistic business simulation experience, and educate players about the importance of environmental management and the long-term benefits of eco-friendly business practices.Thank you for considering these suggestions to enhance the Capitalism Lab gaming experience.
maybe also have the parks/forest etc have an impact on cleaner air, so that cities might get a few more green planted and reduce pollution around those green areas ... i.e. a park area between factories and residentals could break the pollution to swap to the residents
- Stylesjl
- Mod Expert
- Posts: 903
- Joined: Sun Oct 29, 2023 4:01 am
- Location: Sydney, Australia
- Has thanked: 63 times
- Been thanked: 90 times
Re: Suggestions for Improving the City DLC Mode in Capitalism Lab
In general I do think that there should be a way to manage pollution in cities - it is somewhat annoying that environmental pollution can't really be controlled once a city is littered with factories (even trying to move them away from populated areas doesn't really work very well).
So yes, perhaps an anti-pollution ordinance could be enacted by the town mayor that would raise the cost of factories but lower the pollution level. The trade-off would be between quality of life (encourages immigration, discourages emigration) and lowered investment as factories are more expensive.
Not really interested in increasing the complexity a lot with eco-taxes or subsidies.
So yes, perhaps an anti-pollution ordinance could be enacted by the town mayor that would raise the cost of factories but lower the pollution level. The trade-off would be between quality of life (encourages immigration, discourages emigration) and lowered investment as factories are more expensive.
Not really interested in increasing the complexity a lot with eco-taxes or subsidies.
-
- Level 3 user
- Posts: 53
- Joined: Sat Mar 25, 2023 3:06 pm
- Has thanked: 27 times
- Been thanked: 6 times
Re: Suggestions for Improving the City DLC Mode in Capitalism Lab
That's a good idea.Stylesjl wrote: ↑Fri Jan 03, 2025 10:00 am In general I do think that there should be a way to manage pollution in cities - it is somewhat annoying that environmental pollution can't really be controlled once a city is littered with factories (even trying to move them away from populated areas doesn't really work very well).
So yes, perhaps an anti-pollution ordinance could be enacted by the town mayor that would raise the cost of factories but lower the pollution level. The trade-off would be between quality of life (encourages immigration, discourages emigration) and lowered investment as factories are more expensive.
Not really interested in increasing the complexity a lot with eco-taxes or subsidies.
- David
- Community and Marketing Manager at Enlight
- Posts: 10462
- Joined: Sat Jul 03, 2010 1:42 pm
- Has thanked: 78 times
- Been thanked: 233 times
Re: Suggestions for Improving the City DLC Mode in Capitalism Lab
How would you react as a player when this happens and you have lots of factories in that city?
- anjali
- Community Contributor
- Posts: 441
- Joined: Tue Nov 03, 2015 9:00 am
- Has thanked: 4 times
- Been thanked: 17 times
Re: Suggestions for Improving the City DLC Mode in Capitalism Lab
i cease all business in this city, fire all employees and go to another city that wants me
-
- Level 3 user
- Posts: 53
- Joined: Sat Mar 25, 2023 3:06 pm
- Has thanked: 27 times
- Been thanked: 6 times
Re: Suggestions for Improving the City DLC Mode in Capitalism Lab
As a player facing this situation, several strategic responses could be considered:
1. Factory Relocation: Move some factories to cities with less stringent regulations to mitigate cost increases.
2. Eco-Friendly Conversion: If the game includes an eco-friendly conversion feature, I would gradually transform my factories, starting with those in the most heavily regulated cities. For example, I might convert 20% of my factories each game year, prioritizing the most profitable product lines first to balance the conversion costs with potential benefits.
3. Efficiency Improvements: Enhance production efficiency in existing factories to offset increased costs.
4. Lobbying: If the game mechanics allow, consider lobbying activities to ease regulations.
5. Price Adjustments: As a last resort, increase product prices to pass on the higher costs to consumers.
These diverse options allow players to respond flexibly and make strategic decisions based on the specific circumstances they face in the game.