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Re: Poll: What tasks would you like the dev team to spend time working on?
Posted: Sat Jan 02, 2021 5:16 am
by AnnaOleg
Эта ошибка является не отработанным алгоритмом игры.
Это можно сделать в любой версии Capitalism Lab. Сейчас я использую версию 6.6.20.
В Capitalism2 это делается по другому, но уже через три игровых месяца на фондовом рынке вы можете заработать более 1.000.000.000., хотя начинаете игру при минимальной сумме.
Я повторяю - это не баги игры, это заложенный изначально при создании игры игровой алгоритм. Эту игру нельзя продавать, по крайней мере за такие деньги.
Вы можете использовать или не использовать МОД, это не имеет значения.
Прилагаю сохранённый файл игры к этому сообщению, а также отправляю его на ваш почтовый ящик.
Re: Poll: What tasks would you like the dev team to spend time working on?
Posted: Sat Jan 02, 2021 6:50 am
by AnnaOleg
Я понимаю, что моё предыдущее сообщение обнуляет профпригодность команды разработчиков этой игры и прошу вас извинить меня за это.
Но у меня для вас есть и приятная новость.
ВЫ НОРМАЛЬНЫЕ ребята!
Просто это я, скажем так, не совсем стандартный человек. И моё предложение, на которое не ответил автор вашей игры,
я адресую и вашей команде. Предложение находится в вашем электронном ящике в одном из моих писем.
Чтобы сделать то, что я сделал, мне сначала пришлось найти законы по которым живёт любая НАСТОЯЩАЯ игра, а также найти её жизненные пути,
через которые любая НАСТОЯЩАЯ игра обязательно проходит.
Мне на это потребовалось чуть более 20 лет.Вы, скорее всего, об этом никогда не задумывались.Но люди в этом не виноваты.
Это просто один из принципов системного образования - давать знания, а взамен отбирать РАЗУМ.
Желаю всем вам удачи в ваших делах!
Извините, что не поздравляю с новым годом. Но новый год начнётся в первый месяц. А сейчас наступил 11 месяц. Да вы и сами об этом знаете, но не
задумываетесь. Semtember - седьмой, oktember - восьмой, november - девятый, dezember - десятый. А вот март и будет первым месяцем в году.
Всем до свидания!
Re: Poll: What tasks would you like the dev team to spend time working on?
Posted: Mon Jan 04, 2021 12:16 pm
by David
AnnaOleg wrote: Sat Jan 02, 2021 5:16 am
Эта ошибка является не отработанным алгоритмом игры.
Это можно сделать в любой версии Capitalism Lab. Сейчас я использую версию 6.6.20.
В Capitalism2 это делается по другому, но уже через три игровых месяца на фондовом рынке вы можете заработать более 1.000.000.000., хотя начинаете игру при минимальной сумме.
Я повторяю - это не баги игры, это заложенный изначально при создании игры игровой алгоритм. Эту игру нельзя продавать, по крайней мере за такие деньги.
Вы можете использовать или не использовать МОД, это не имеет значения.
Прилагаю сохранённый файл игры к этому сообщению, а также отправляю его на ваш почтовый ящик.
I've forward the details to the dev team. They will improve it in the next major version 6.8.00.
Re: Poll: What tasks would you like the dev team to spend time working on?
Posted: Tue Jan 05, 2021 12:48 pm
by AnnaOleg
Желаю удачи!
Re: Poll: What tasks would you like the dev team to spend time working on?
Posted: Tue Dec 05, 2023 5:43 pm
by cantdownloadit
a map editor or way to save created city maps would be nice too

Re: Poll: What tasks would you like the dev team to spend time working on?
Posted: Mon Mar 18, 2024 2:20 pm
by maff
Nobody wonders why we can only play with 10 cities? (or 15 in DLC city)
I would like to have 100, 200 cities
Re: Poll: What tasks would you like the dev team to spend time working on?
Posted: Mon May 27, 2024 11:29 am
by David
Update as of May 2024:
Based on the poll results:
1) The dev team plans to further improve the AI for the next major version 10.1.
Please see this post for the details:
viewtopic.php?t=9661
2) Please check out this forum for the new Service Industry DLC under development:
viewforum.php?f=62
Re: Poll: What tasks would you like the dev team to spend time working on?
Posted: Fri Apr 10, 2026 2:21 pm
by Capital tourist
Hello co-capitalists, I have an idea for game improvements and would like your take on it.
I've been thinking of differences/discrepancies between real world commodity demand and the one in the game. Commodity markets are huge and essential for much of the base in world economy. So is disruption in access to commodities (driver of inflation). There are so many real world companies that only produce commodities, but in the game production of natural resources is usually a small portion of a company's business and only is a matter of securing the chain supply. For me this is a deflection that is unrealistic. I've tried to set up a pure commodity company in the game, however it is very hard to have a profitable business only based on commodities, even in periods with bull market and high economic activity.
With this I have a suggestion to include demand from three sectors (public, consumers and private in form of local producers) for essential commodities like oil, alumina, coal, iron ore and steel, etc. In the game as it is now, very few products drive demand for these. For example, oil is only used on a few products and no demand comes from public, consumers or the private sector. If the game included demands from the three sectors - it would add great depth to commodity products (one can even include energy production for more). For instance, if there are demands from these three sectors based on city size, economic activity and inflation. The access to commodities could then also be included to inflation pressure (for example restricted access gives higher commodity prices, which over time would drive up inflation). I my opinion, this would add great balance to the game and bring closer attention to commodities. When one sees cars drive around, airport in each city and profitable logistic companies - they should for example reflect the use of oil to move around. When companies expand their businesses or the state builds infrastructure or public building, there are inputs that should be reflected in demand for commodities. That would make the game so much realistic and fun to play!
Would like to hear your opinion on this.
Re: Poll: What tasks would you like the dev team to spend time working on?
Posted: Fri Apr 10, 2026 7:16 pm
by rgcanedo
Capital tourist wrote: Fri Apr 10, 2026 2:21 pm
Hello co-capitalists, I have an idea for game improvements and would like your take on it.
I've been thinking of differences/discrepancies between real world commodity demand and the one in the game. Commodity markets are huge and essential for much of the base in world economy. So is disruption in access to commodities (driver of inflation). There are so many real world companies that only produce commodities, but in the game production of natural resources is usually a small portion of a company's business and only is a matter of securing the chain supply. For me this is a deflection that is unrealistic. I've tried to set up a pure commodity company in the game, however it is very hard to have a profitable business only based on commodities, even in periods with bull market and high economic activity.
With this I have a suggestion to include demand from three sectors (public, consumers and private in form of local producers) for essential commodities like oil, alumina, coal, iron ore and steel, etc. In the game as it is now, very few products drive demand for these. For example, oil is only used on a few products and no demand comes from public, consumers or the private sector. If the game included demands from the three sectors - it would add great depth to commodity products (one can even include energy production for more). For instance, if there are demands from these three sectors based on city size, economic activity and inflation. The access to commodities could then also be included to inflation pressure (for example restricted access gives higher commodity prices, which over time would drive up inflation). I my opinion, this would add great balance to the game and bring closer attention to commodities. When one sees cars drive around, airport in each city and profitable logistic companies - they should for example reflect the use of oil to move around. When companies expand their businesses or the state builds infrastructure or public building, there are inputs that should be reflected in demand for commodities. That would make the game so much realistic and fun to play!
Would like to hear your opinion on this.
I saw someone suggesting something like this, like more dinamic demand. If cars are selling too much, this increases demand for gasoline, which increases demand for oil and so on. This type of dinamism would make for interesting turns in the economy, making the game more unpredictable, and those who bet on the right stuff would collect the profits.
For example, IRL bezos bet on the internet when creating Amazon and collected huge profits from it. He foresaw something that many did, but he bet on the right industry (e-commerce retail). Dinamic demand in the game would make it very realistic
Re: Poll: What tasks would you like the dev team to spend time working on?
Posted: Sat Apr 11, 2026 3:21 pm
by Antonin1957
I would like to see an Asian DLC, especially a Southeast Asian one, with appropriate cities, industries and products. For example, rice farms==>rice mills, palm tree plantations==>palm oil factories, sugar cane plantations==>sugar mills, fish farming, poultry farms, markets, etc. And of course industries such as electronics and textiles.
Ideally, my preference would be for a Philippines mod, because I have been to that country several times.