First, welcome to the forum

Love to see more friends joining discussions. Some of the suggestions are quite interesting, and some have already been proposed before. I'll reply each one separately below.
dimond wrote:
1.stock market
-Add set index like nasdaq each country (we can buy call or put)
-Fix dividend yield in real some company give more about 0-10% but in game just only 0.5%-0.7%
-add MACD, RSI to see graph Technical and bid offer volume (make this for more real and it will look seriously)
-Portfolio I think I need clear window that because hardly to look. We must seperate between history and current portfolio
-in real stock will focus company maybe add more other stock group like Bank/airport/train/real estate/transport/seaport (stock upside or downside depend on GDP/Trend product/Tourism( that make airport stock upside)
Suggestions for a better financial sector and financial market mechanism, have been brought up many times before. Derivatives/Futures market is one of them. However the suggestion for improved of stock analysis interface is very interesting, not always necessary for every players, but would be very helpful for players who focus on stocks. And when the transportation expansion or city simulation expansion are ready, more stock group with companies in that sectors should be added into new groups naturally (probably even energy stock for electricity companies)
This only left with the problem of dividend yield, which by the way, is more of a stock price mechanism problem. If the economy is in expansion or boom (most game stay at expansion status for majority of the time), the stock price gets "artificially" increased. If you manually calculate the P/E ratio yourself, you'll find it's value to be "incorrect", since stock price is "inflated" but the game still register the original price to calculate P/E (when at static economy status, it's on par with actual price). And since stock price can get 1.5 to even 3 times inflated during these expansion/boom period, the dividend yield is obviously underscore, if you calculate it with "normal" price, the dividend yield will be mostly normal from 1% to 3% if a company set a 20% dividend payout ratio. And it will go even higher when AI hold majority of the stock of its company and it might set payout ratio like 50%. But the game needs to run far ahead in decade, even centuries, for AI to solidify its production base for steady revenue and accumulated cash to buy it's own stock back (Or in game setting allow AI to have very high starting capital, and they will have more cash to play with stock). If you want to rely on dividend yield in game, you should only buy stocks when the economy status is at rescission or crisis, so you get the initial invest price at a discount, since the only concern for dividend payout is how many shares you actually own.
dimond wrote:
2.add more product and upgrade tech like phone to tablet example if computer product start old computer if you need new tech you will r&d to new computer. Phone upgrade r&d start old phone low tech in real 1990> phone medium tech>
Phone high tech like tablet phone
When you not upgrade r&d for a long time it will get back old product that low tech that will make low price product than high product
There are tablet, and smartphone products (I assumed you have the latest Capitalism lab, right?). You need to research new product in your R&D in order to get them. And in game setting, if Technology Disruption is set to ON, tech level will goes down with a percentage each year. So if you don't keep up R&D you will naturally fall behind even when there's no other AI research that tech. Drop back to older product is interesting though, but it's kinda unrealistic in my opinion, and since we can't foreseen what would be invented in the real world 2050, it's difficult to design blank new products without any reference. Although, there are suggestions in the past, that wish for the ability to design new products by players themselves, I wonder how that goes. From a leak due to a
previous error that released an on-going development version, we saw a new process of radical research in R&D center without actual function yet, perhaps it's on the way to be released soon.
dimond wrote:
3.add more invest like a train, airport,bus transport
I've been suggest transportation mechanism for a while, you can find
my post in this link. I hope it will come as an expansion pack someday soon
dimond wrote:
4.estate maybe add Ai can offer to buy my estate or sell that estate on the other hand we can offer to buy Ai estate
4.1estate can sale other people that will build house or building include CEO (simulate city If GDP boom it will more building and house if crysis get sale house or destroy)
The improvement of real estate business been suggested a lot of time in the past, including what you suggested to start a real estate market of trading. And others like allowing specialize officer to manage property for you, allowing land plot buy/sell to AI, designated land plot purpose (already in implement under city simulation), different kinds of real estate types beyond current setup, office building types, putting advertisement on real estate, CEO's luxury estate of manors and castles, and many more. But they are never concentrated in one post, perhaps we should start a new one to integrate all the idea in one go for everyone to discuss? the idea to have a housing bubble burst is a new one though
dimond wrote:
5.add random event normal/fashion/beauty/organic/IT/Tourism/Transport .News current Trend of customer that make product get more profit
This is an interesting new suggestion, to set some trend in certain city within a period of time. This phenomena actually happened time after time in history, Like after world war II, the boom of automobile industries, the fashion trend in Italy, the obsess with healthy food in developed countries and vegetarianism recently, the PC boom in 80s and 90s, and ofc the smartphone/tablet boom in this decade. This might be worth to implement as a core game feature.
dimond wrote:
6.add more building for various
I am not sure what type of buildings are you referring to? Different real estate? Different office buildings? or entirely new class of functional buildings?
dimond wrote:
7.add more city
With mod, you can now have up to 10 cities to play with. Do you wish for more? how many do you have in mind? IMO, if more than 15 cities, with 30 AIs max and some of them are stock and tech companies, some cities will be empty of AI presence, and the management of your own corporation would start to become a nightmare without better COO AI or branch companies mechanism to create sudo-regional subsidiaries to mange business for you.
dimond wrote:
8.factory small,medium,large about block 3x3/ 4x4 /5x5 and increse amout of worker
Warehouse it look not nesesary yet because factory has inventory that's enough
Bigger floor plan is probably one of the oldest suggestion I heard, even in the days of Cap2. The problem is mainly the rework of UI might be too huge a task to be change at this stage, some even suggest with multiple floor of 3x3, or just completely abandon this mini-game feature all together with a quantity setup. Personally I think it would continue to be a unique feature for Capitalism, but perhaps someday a next generation after Cap lab (if it ever will be), we will have the chance to rework this.
About warehouse, it's actually kind of misleading by its name. It's real purpose in game is not a storage facility per se, but more like a regional distribution center for logistic. The main function is to prevent fluctuation and provide constant supply and monitor the logistic situation, so you can optimize and maximize throughput. The most obvious example is the seasonal wool production. Without warehouse to hold it, you would find products related to wool, like socks, stop to appear on the market, since AIs think the max output during production season can support its factory, so they build less than required sheep pastures, and when they find wool is in shortage, AIs over build pastures, and you got flooded wool all over with low quality since most of them are idle. Human players can prevent this by building exact the right amount of pastures, and link them in warehouse together and formed a collective pool as uniform output (usually 3 to 4 intake, several storage, and 1 or 2 output). This way all pastures work to their potential without idle, and you will get a constant flow of wool without fluctuation.
Other use of warehouse, might include linking multiple factory sources of the same product to uniformed warehouse output so you can get a uniformed quality good, and you can link all retails to the same warehouses. This way you don't need to link retail stores to separate factories, and end up with some factories just can't keep up, but some with low utilization. And you don't need to spend time flipping retail links back and forth between different factories. Collectively, without warehouse, you would normally have the situation where the whole supply is way more than enough for the whole demand, but just can't distributed them evenly. With warehouse, you can almost squeeze out all production potential at the cost of extra freight expenses, and salary for warehouse workers. Most of the time, this is a good trade off (not always, sometime the profit gained isn't good enough for the maintenance of warehouse complex). Another less obvious usage of warehouse is to use it as "wholesales stores", it's possible to play a game without stepping into retail business. Let AIs pay the overhead cost of retail stores chain, this is especially important if you are way upstream, like only being in mining, lumberjack, or oil businesses, and you better squeeze out every possible production since their maintenance cost are very high, and their quality varied greatly between different sources. Warehouse will be your "retail stores" to AIs. The same goes for being factory owners in the beginning where you don't have cash to pay for prime location with good traffic index, better use a warehouse nearby and attract AI retailers to buy from you. A lot of time you get more profit out quicker without the need of loans or issuing new stocks, this is very important at higher difficulty with low starting capital for human players.
There are still many usages of warehouse I can't list them all, like regional production management since some cities are closer to each other and you don't want to share semi-product ingredient. Even some evil agendas, like cooking up your revenue with false sales volume from warehouses and manipulate your stock price, or gain more capital leverage acquiring loans with inflated profit. Warehouse is far from useless.
dimond wrote:
9.fix graphic look at simcity
This is part of the charm with Capitalism, the nostalgia of 90s graphic

But seriously, I'm more than welcome to see the UI gets updated. Pardon me for saying this, but the over all city view is really cramped up and ugly sometimes. Although the artwork and the use of 3D engine might be too expensive and time consuming for it to be converted right now. And think about it, Capitalism main program is actually quite tiny compared to modern game, thanks to the crappy graphic
