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Fc capitalism from Thailand Suggest

Posted: Fri Aug 01, 2014 5:09 am
by dimond
I love new feature like inflation/GDP it look very interest and excite economic not alway good

My opinion
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)

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
3.add more invest like a train, airport,bus transport

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)

5.add random event normal/fashion/beauty/organic/IT/Tourism/Transport .News current Trend of customer that make product get more profit

6.add more building for various

7.add more city

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

9.fix graphic look at simcity

All of this I just suggest Thank for read Fc Capitalism Thailand

Re: Fc capitalism from Thailand Suggest

Posted: Fri Aug 01, 2014 12:16 pm
by counting
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 :lol:
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 :lol: 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 :mrgreen:

Re: Fc capitalism from Thailand Suggest

Posted: Fri Aug 01, 2014 6:22 pm
by dimond
You answer very clear maybe I hope something make the game better


1.yes let the brought up many times before. Derivatives/Futures market
What about clear window portfolio maybe i have more trade and finish trade. it look hardly?

If stock price 11$ i buy with 5000000$ so i have get about 455000 share. So when i get dividend yield per year 0.5%
455000×0.5% = 2275$ it look low. I mean some company give more 10% per year but not every year maybe 5% , 3% , n/a but when economic boom Ai never give dividend yield more than 1% ;(

2. Maybe old product like film camera should not delete haha. Maybe make upgrade tech like Film camera> digital cam>DSLR

3.oh warehouse i not test yet haha.so that make more various

4.let fix buy / sell by ceo and price must depend on economic asset more price = eco good / asset get low price = recession

5.that is new suggest really oh my god I hope this maybe the game will add more challenge

6.ah just add type building haha ex. Tenement house . I think condo and apartment maybe you can in begin 1990 old build that is low price>when economic boom people need to live modern build (Maybe that upgrade your apartment and condo in the same way you have add various building ) when crisis or more unemployment people need go back old building.yes that you can add topic number 5 = News about people need better live or get back old aprtment hahaha.de pend on economy

7 that ok haha

8 let consider that :)

9 yes this classic game. I see simcity serious with building ex.road ,building ,railway,expressway.and serious with transport,water,electric,population . But this game has simulate itself ex.when you create space house=green color building=blue color people will build itself .so i think eco boom=more simulate build , eco cresis = building less. I think maybe this will good balance game haha. I just suggest my opinion: )

10. Look serious with hospital / school / university ex.normal school = LOW PRICE BEST FOR RECESSION OR EXPANSION BUT WHEN BOOM PEOPLE HAVE MONEY WILL SEND TO HIGH SCHOOL (MAYBE USE NEWS NUM.5)

Add more invest like a
airport company (same right now we can buy televis station ) but it must very expensive than television
Train railway company
Electric train company
Waste company

I Ever use maya 3D software that can build model in this game?

Re: Fc capitalism from Thailand Suggest

Posted: Sat Aug 02, 2014 1:49 am
by counting
dimond wrote:You answer very clear maybe I hope something make the game better


1.yes let the brought up many times before. Derivatives/Futures market
What about clear window portfolio maybe i have more trade and finish trade. it look hardly?

If stock price 11$ i buy with 5000000$ so i have get about 455000 share. So when i get dividend yield per year 0.5%
455000×0.5% = 2275$ it look low. I mean some company give more 10% per year but not every year maybe 5% , 3% , n/a but when economic boom Ai never give dividend yield more than 1% ;(

2. Maybe old product like film camera should not delete haha. Maybe make upgrade tech like Film camera> digital cam>DSLR

3.oh warehouse i not test yet haha.so that make more various

4.let fix buy / sell by ceo

5.that is new suggest really oh my god I hope this maybe the game will add more challenge

6.ah just add type building haha ex. Tenement house . I think condo and apartment maybe you can in begin 1990 old build that is low price>when economic boom people need to live modern build (Maybe that upgrade your apartment and condo in the same way you have add various building ) when crisis or more unemployment people need go back old building.yes that you can add topic number 5 = News about people need better live or get back old aprtment hahaha.de pend on economy

7 that ok haha

8 let consider that :)

9 yes this classic game i think maybe so hard
1. So a pie chart and price trend graph addition to the current list of stock portfolio? Or even extend the current list with more details and breakdowns? That would be an interesting UI to fit in current limited display area, and probably need extra pages and tabs to show all of them.

And no, that's not how dividend yield is calculated. The company first setup a dividend payout ratio against its annual profit. Say it earns $100m profit that year, and set the payout ratio to 20%, it sets the dividend total payout to $100m x 20% = $20m. If the company has 10m outstanding shares, it will have a dividend pay of 20m/10m = $2 per share. Compare this number with current stock price you get the dividend yield. If the normal stock price is $100 per share the dividend yield is $2/$100 = 2%. If at boom time the price artificially boost to $250, the yield drop to $2/$250 = 0.8%, if at crisis the price drop to $50 the yield rise to $2/$50 = 4%. However, as I said before it's not what you should concern, since if you own 10% of 10m share, your dividend gain is always $2 per share x 10m share x 10% = $2m, irrelevant to current dividend yield or even stock price. What you need to concern is at what price you buy this 1m shares, if you buy 1m shares at $10 a share with $10m early on, and the company keep paying $2 per share dividend ever year, you will get $10m and double the wealth in 5 years. If you just buy it at $100 a share thus can only buy 100k shares with $10m, the dividend you get now is $2 x 100k = $200k, then you will need 50 years into the future to double it. You should be more concern with dividend per share every year instead of current yield (and the price when you buy them, if you purchased them years ago). And of course the profitability of the corporation and its CEO willing to set high dividend payout ratio, affects how much dividend you'll get. (And why CEO owns more % of its company's share affects it's decision of setting dividend payout ratio, if it owns 100% shares, it can have all the company profit go to its own personal account if it sets dividend payout ratio at 100%)

2. Actually, it's just changing name to simply "Camera" in CapLab (it's the camera film roll from Cap2 been removed from CapLab). And yes, Camera does "upgrade" to Compact Camera, and Digital Camera when someone researches them in R&D, after someone has the ability to make and start to sell newer types, the old "Camera" is obsolete and start to lose customers steadily over the years until it reaches 0.

3. You should really try warehouses, they are fun :)

4. COO or CEO? CEO is yourself. COO is the AI you hired to run daily operation. Although its AI is very stupid :roll: Even if it allows for COO managing real estate I still don't trust it over mine.

5. Yes, the events are always negative in current game. Although someone did mention about focusing product, or city differentiate quality, no one actually suggested to link events with positive modifiers. It's kind of simple and genius actually. And probably can reduce some difficulty for new players to get the hand of it (if this can be set as a game setting option). Sort of like rewards for tutorial purpose in many strategy games. It's a popular mechanism to sweet the deal for new players to have some sort of positive feedback. (no matter it's random or positively correlated to what they did, people like to think they get lucky because what they did). CapLab is very harsh for new players.

6. Tropico much? 8-) . Tenement and Apartment, and it sounds fun, at least make real estate a little colorful. Greene345 had a suggestion about new buildings as well, but more focused on the variety of the base size, and who can access or use them. Your idea of depending on economic state, time era, and real estate bubble boom or bust is really sometime interesting, worth adding into city simulation though.

7. More AIs are actually possible, but the problem is never about their number, but how smart (more precisely predictable and unimaginative) they are. Right now a lot of them just stick their main base of operations in one city, and only open sparse stores outside HQ city. This result in some cities always very empty and some cramp up badly. If AI are more strategic about their decision and spread out like a human player, I think the number of cities can be as many as your computer can handle.

Re: Fc capitalism from Thailand Suggest

Posted: Sat Aug 02, 2014 4:51 am
by dimond
1.Ok dividend yield i will going to adjust understanding

2.i think film camera probability get old product that is various product to upgrade so real world no more people continue to use film camera ( although economic boom but maybe use random NEWS ex.trend people has comeback conservation camera film product)

4.yes only i think only CEO yourself. I think headquater don't work to decide buy or sell real estate. on the Other hand other Ai company get random buy/sell real estate

7. Maybe that's about balance game

Sorry i'M BAD ENGLISH HAHAHA

Re: Fc capitalism from Thailand Suggest

Posted: Sat Aug 02, 2014 6:03 am
by counting
Dividend payout pretty much follow the same procedure in real life company, the board decide if and how much to pay in an annual general meeting depends on net profit after tax minus reserve, but instead of deciding a total amount, usually board members pick a number for dividend per share similar to last year's, and work the way back and see if the payout ratio can be accepted. The reason is that shareholders are very sensitive, and will notice when the amount of cash dividend payout drops. The dividend per share is really the most important number concerning dividend payout whether it's in game or in real life. In the game, you can find this information shown in the massage bar at the end of the fiscal year (usually Jan 2nd) with a ding sound effect. You can use EPS and the dividend per share to calculate the dividend payout ratio very easily. You generally can't make any serious profit from dividend payout. The old fashion buy low and sell high is the golden rule everywhere.

The come back of an old style is never the same as using old products. You really don't see people start using typewriters when there are computer keyboards. It's just not feasible and the infrastructure has gone. In the case of film camera, you can't even develop film without your own dark room nowadays, since shops were all closed down. You can't even buy film roll easily because most manufacturers had shutdown. I never see any new tech in real world really go back to previous old tech. If you can't find example in real life, it probably doesn't make sense to introduce an unnatural mechanism back in a simulation game.

Real estate market design is a tricky one. Right now there is not much limitation on where apartments or office buildings can be built, the overall city view is often chaotic. If the floodgate of Human to AI selling is opened, that means AI also get a pricing mechanism to buy/sell between each others, and this will truly create patch work cities. Imagine real estate focus AIs sell their block of sparely populated developing zone to other AIs, and start over and over again in different cities. It will be a nightmare. It's probably why the most recently work of city simulation expansion pack is trying to create designated zones like you get from simcity, where residential can only be built in residential zone, commercial in commercial, industry in industry. Thus the layout can be done by human players, and the inefficient AI building algorithm won't damaging cities' view easily.

If you imagine AIs can act like yourself in game play, and build their related buildings/factories/stores like human, then every city will be populated by most AI roughly the same. Since AIs will all have their presence in each city to realize it's profit potential. Current AI doesn't quite grasp the concept of optimization across cities and long-term investment goals.

Re: Fc capitalism from Thailand Suggest

Posted: Sat Aug 02, 2014 6:34 am
by dimond
-Let do stock market keep it better if it has bid/offer/volume that is very deep but look for this game it's not nescessary haha . This make the game slower
-brought up many times before. Derivatives/Futures market.it set real world name each country update pls


Real estate
Oh no i forgot about floodgate 555 so that will make fussy Ai buy/sell real estate

But I suggest maybe floodgate of real estate can use like a human or AI buy share it will show on bottom that will not fussy and make new button in information that is offer buy/sell

so i will continious help you suggest more better

Re: Fc capitalism from Thailand Suggest

Posted: Sat Aug 02, 2014 1:49 pm
by counting
Of all the derivatives : futures, forwards, swaps, options, etc. Probably commodities futures more closely link to current manufacturing mechanism simulation, especially for raw materials. The unstable raw materials source has been a big issue in game. In the real world, we have futures market to stabilize and unified the global large quantity raw materials exchange, so we have familiar crude oil price, gold price, etc. And it builds a firewall for for buyer/seller to eliminate risk for both parties months/years before the production is finished. Although in the game, the risk is a lot smaller, since production rate is more or less constant, even for farms. However AIs unlike human players, rarely able to stabilize the fluctuation over seasons and periodic demand cycles. It's even difficult for humans to balance it out without the use of centralized warehouse complex.

Hence ideally, the most simple solution for this unstable source is to introduce a mechanism that has similar function to commodity futures exchange in real world. Think about it, futures market essentially accomplish it's job by creating "virtual" centralized giant warehouses, where commodity that has uncertainty of delivery in the future are "collected", and "redistributed" amount buyers and sellers via a third party - futures traders, that seek the balancing price. Obviously commodities themselves don't physically travel to the futures market, but only their "contracts" (hence virtually). It's a brilliant mechanism evolved from centuries of large scale and long distance trading that brought producers and buyers together, a natural shadow of the real commodity market. Hence conceptually if we have a commodity futures market, we will have a cross-city "virtual" global "warehouses" that producers for every raw materials put their source materials "inside" and aggregated together into a giant pool, and buyers take the quantity they needed out of it, with a price mechanism via futures contract trading (or math equation, automatically calculated by system). Human players can already simulated the effect in game by physically buying and moving every producer's source into their giant warehouse complex, relabel materials into unified brand and quality, and then redistributed to different buyers who need them. However in the process, this operation required huge freight cost and overhead, and unless player charge the raw materials with inflated price, it aim't worth doing.

A futures market mechanism should be different, where commodities don't have to physically travel, but only their contracts, hence the "virtual"" warehouse won't have a throughput bottleneck. And since there's just so many AIs in game, we will need a futures margin simulation mechanism to generate an analog of thousands anonymous futures traders's combine effect. Hence players or AI wish to play the futures exchange game, they can join the game at their own risk of gaining or losing money. Resource buyers can get their goods by finding the current price and get the volume they need without the need of paying huge freight cost, and resource seller can be sure their production are being used and production facilities don't just sit idle with huge expenses every month. The trouble of the implementation is that the futures simulator may not be accurate enough with automatic calculation involving inaccurate demand. Since the in game AI is more or less quite neutral about the raw material price, it will buy raw ore at $0.01 a tone, or $10.00 a tone. When buys are put behind the futures exchange firewall, it should essentially eliminate the risk or getting overcharged, at the same time the opportunity of directly exploit huge profit from buyers is gone, if we manage to define a proper demand function for AIs requesting raw material behaviors. It could be good thing for overall economy simulation and get a constant flow of goods by unclog the source, but in the mean time, bad for players who can make a killing when they are middlemen. Still, it essentially transfers the power of manipulate global price from players (AIs are not smart enough to do this, they just sell it as cheap as possible), to a relative neutral medium. And making the current raw material price manipulators change their playground from physical goods using warehouse complex to "virtual commodity contract" in a defined " futures exchange", if manipulator want to make a killing, they will have to take risk. (Right now it's essentially risk free when you are the manipulator of the raw materials, see my strategy and tactics collection - Mining Cartel and Hijacker's Guild. If you can pull off both of them and become monopoly with raw materials, it essentially becomes money printing machine)

Re: Fc capitalism from Thailand Suggest

Posted: Sat Aug 02, 2014 2:18 pm
by counting
So your idea of real estate market will be treated "buildings" even more like products? Currently the supply and demand for "buildings" are defined by 2 separate sets of supply and demand indexes for residential buildings and commercial buildings. You can find this information when you click cities view tab in info screen or just click on a building, however it mostly effects the rent income, not their exchange price, since first they don't change hand as of right now (unless some real estate AIs are nearly broke, which is extremely unlikely), and their value depend on current plot proximity to CBD, traffic, stores nearby, and surrounding utilities. But if we somehow link "anonymous" buyers, not just AIs and human players, this mechanism should stabilize when they apply the same algorithm of retail customers to anonymous building buyers and those goes to anonymous will "disappear" by adding up current land value, thus in the mean time clean up and free up space for more constructions by humans or real estate focus AIs.

There has been suggestion for construction industries in the past, that essentially will provide the "manufacturer" of "buildings", and let the system work by supply and demand, still we are left with a dilemma of where to place buildings. Depend too much on automatic algorithm, we will have uniformed problem, depend too much on players isn't going to work, since not everyone wants to play the real estate game every game. The mixture of both required AI has the basic ability to organize it's building placement collectively. Remember it's different for a system as a whole to plan ahead with a unified algorithm (like the predefined city initial layout), another matter when 30 AIs have different sets of personality and goals, not cooperating together, and generate the mess if every AI is doing it. It stands for a reason why current real estate focus AIs only consist a few of the all AIs opponents, and they only build in faraway location avoid current city center, while other AIs don't even bother building real estates. The less they interfering with each other, the less likely they collide.

Hence ideally, the first logic step is for Human-AI interaction only limited to Human-and-real-estate-AI at the grand housing market, while other AIs only sell or buy from human when they are subsidiaries where they don't have "free will" of exchanging with real estate AIs. Others just stay neutral as it is now. The only problem will be, since real estate AIs usually don't have much cash, since they spend all their money on building, and the rent income is low, the collective buying and selling of real estates might not be a lucrative business, since if players want to get profit from real estate buying/selling, some AIs have to pay. And most cash are in the hand of retailers and manufacturers (and initially the tech-focus AIs, since they don't spend much, only slowly losing money). That's why local "anonymous" buyers mechanism I mentioned above could provide the needed "income source" like retail customers for normal products.

Re: Fc capitalism from Thailand Suggest

Posted: Sat Aug 02, 2014 4:01 pm
by dimond
Of all the derivatives : futures, forwards, swaps, options, etc. Probably commodities futures more closely link to current manufacturing mechanism simulation = Nice OK I understand . In the next Patch Will you add? I think that interest

so i read your intro it look like complex :)

Ok I get understand Warehouse Thank you very much . I understand like this

Warehouse
we can storage in warehouse example you make farm. in one farm we can do more 1 product and get storage to warehouse = save money Wage workers

so warehouse can storage relate product for Reduce costs

warehouse can private label from other product for own product

all of this so I understand correctly?