Experimental “High-priced Products”

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David
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Experimental “High-priced Products”

Post by David »

Starting with Capitalism Lab version 12.0, a new option—“High‑priced Products”—has been added under the Experimental tab in the new‑game settings menu.

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Normally, a manufacturing unit does not spend more than one day producing a product. When this option is enabled, products with a base price of $20,000 or higher in the game dataset or in mods, such as electric cars, will require a manufacturing unit to spend more than one day producing a single unit.

When a high‑priced product requires multiple in‑game days to manufacture a single unit, the manufacturing unit will now show a progress bar within the 3×3 area to indicate production progress.

Check out the following webpage for the full details about how to include it your mod:
https://www.capitalismlab.com/high-priced-products/
Potato_capitalis
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Re: Experimental “High-priced Products”

Post by Potato_capitalis »

Very nice addition! I just wonder how is the length of production calculated? Does the price decide how many days does it take to produce certain goods?
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David
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Re: Experimental “High-priced Products”

Post by David »

Potato_capitalis wrote: Mon Feb 23, 2026 4:00 pm Very nice addition! I just wonder how is the length of production calculated? Does the price decide how many days does it take to produce certain goods?
I have added an example to the webpage https://www.capitalismlab.com/high-priced-products/ to explain it more clearly:

For example, if a product’s price is $30,000, the number of days a manufacturing unit needs to produce one unit will be $30,000 (product price) / $20,000 (constant) = 1.5.
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Re: Experimental “High-priced Products”

Post by Potato_capitalis »

Cool, thanks! Makes sense (from gameplay point of view at least). Just to be sure: services may not be included in the new dbf file?
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