[MOD] Industrial Genesis v1.0.0

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RocketStone
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[MOD] Industrial Genesis v1.0.0

Post by RocketStone »

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Hello All,

Welcome to the first release of my ongoing mod! This mod will be in development and refining for a while as I still have things to add and balances to make including changing vanilla products and resources.

This mod’s goal is to make the economy feel closer to real industry: products don’t get better just because you keep researching the product itself, instead they get better because you develop the underlying technologies, processes, and materials know-how that make improvement possible. The result is a game that’s challenging, more strategic, and a lot more satisfying when your company finally pulls ahead.
What Industrial Genesis changes (the idea, not just the content)
1) R&D becomes capability-driven, not grind-driven

Instead of “Research product = better product,” your progress depends on researching technologies for said product, which unlocks the product for manufacturing and improvements. That means:

[*] You can’t brute-force your way into every market early by just placing a R&D down, selecting a product and leaving it there to research.
[*] Specializing in certain products like Computers is advantageous since technologies required stay within a category and some are shared between the products in the same category. If you want to create other products, you'll have to research complete new technologies.

2) Realistic(ish) pricing and profitability — in both B2B and B2C

Industrial Genesis aims to keep prices grounded and margins believable:

B2B: components and inputs must be profitable without making final goods trivial.
B2C: consumer products still have room for brand/quality strategy and competitive pricing.

3) Manufacturing inputs are being rebuilt to reflect reality

Products are increasingly tied to materials that make sense (and materials that actually impact quality). That makes:

[*] sourcing decisions meaningful, since materials will also require specializing in certain technologies to be better at making them.
[*] vertical integration more interesting.

What’s included right now (v1.0.0)

This first release establishes the foundation:

[*] New vehicles
[*] New electronics
[*] A new category: Computer Parts
[*] Some technologies have been created, not all new items added/Vanilla items require a technology be researched. Mainly the new Category and new Semi product would be the only one with this feature as of now.

DLC requirement

Because the mod leans heavily into technology systems, it’s intended for players with Digital or Subsidiary DLC enabled.
Why you might love it

You enjoy Capitalism Labs but want more resistance and more realism
You like planning tech paths and building an industrial ecosystem
You want “winning” to come from smart R&D strategy, not just repetition

Roadmap (high level)

Expand tech requirements across more existing products
Deeper industry chains (automotive + electronics + maintenance supplies and beyond)
Ongoing balancing: demand, pricing, phase-outs, profitability, and material/tech weights

Download + Support

DOWNLOAD

If you try Industrial Genesis and it adds the kind of challenge/value you’ve been missing, I’d really appreciate your support on
Patreon, it directly funds the time spent to develop the mod further.

PICTURES FOR DEMONSTRATION
Industrial Genesis 1.png
Industrial Genesis 1.png (518.35 KiB) Viewed 2336 times
Industrial Genesis 2.png
Industrial Genesis 2.png (743.62 KiB) Viewed 2336 times
Industrial Genesis 3.png
Industrial Genesis 3.png (561.75 KiB) Viewed 2336 times
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