Poll: Starting the game in 1900. Under this backdrop, more products would need to be invented.

Discussions about modding and share your mods with other players in this forum.

Do you like the idea of starting the game in 1900? Should the dev team work on improving it?

Yes
29
97%
No
1
3%
I have other ideas.
0
No votes
 
Total votes: 30

saffgee
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Re: Poll: Starting the game in 1900. Under this backdrop, more products would need to be invented.

Post by saffgee »

Brutus wrote: Mon Aug 10, 2020 4:46 pm Except that profits were at an all time high because the government allowed price fixing, crushed unions and gave lucrative profitable contracts during the 2nd world war.
At the time the government could also freeze agricultural prices for example and that wouldn't be good for most CapLabbers businesses if inflation is switched on. I never said anything about you as the player being the sole beneficiary from all of this, the idea is that these are meant to be challenges and life can be unfair, so maybe the government just targets your company for example. It will also very much depend under which regime you choose to operate or make your money - don't forget CapLab is an international game and if you put your headquarters in London, with New York, Shanghai, Tokyo, Berlin and Rome as the other cities, then quite likely one way or the other that's half your sales down the drain straight away during any such war and each may have a different approach to you as an entity.
eg. Maybe Berlin will commandeer all your local factories for as long as the war is on. Or Shanghai is under trade blockade and won't be able to export for the entirety of the war. Or raw material imports into Tokyo are impossible for as long as the war is raging. Or indeed all of the above....and all of these may or may not happen, and certainly not at the same time. It's not impossible to navigate a war and make a lot of money, but its not easy either, considering any infrastructure you may already have in place, what products you make and where you sell them. Before, during and after a major war are three very different periods of business, each with their own challenges.
Brutus wrote: Mon Aug 10, 2020 4:46 pm Also if oil goes up 250% I'll just make sure to get oil before hand ...
This will of course be variable - war may just as easily not happen and then you are stuck with all your oil. With a script that could bump raw material costs up for any number of goods (ie assign a percentage chance of each to occur, eg Oil, Bauxite, Iron, Coal, etc), but also lower those prices if war doesn't happen (ie we can set a variable percentage chance of it happening each year and if it doesn't, or war abruptly ends, then prices will crash immediately), with a number of different possibilities of who the sides are in that war and the wars outcome, well then you have the makings of a true historical challenge game with some tasty variable outcomes.
Brutus wrote: Mon Aug 10, 2020 4:46 pmFinally a 20% import duty on textiles matters 0% when you have a monopoly. The only person paying is the customer :mrgreen:
It matters a LOT when you are under investigation. In any event, in the US the Sherman Act of 1890 precipitated the break up of Rockefellers Standard Oil company in 1911, which is pretty early from a CapLab perspective, so now imagine a game world where you implemented your "make the customer pay" strategy when they did that to you and then because of your behaviour the government decides its time to break up your company into pieces. Oh how you cried that evening :( :o

These are some of the things that we can look at from a customisable game logic perspective; essentially the player is then free to set his script parameters to high or low for each possible scriptable event. The idea is that certain events will need to be scripted in terms of their outcomes, but they do not have to be set in stone in terms of the likelihood of their happening, when they happen and how often they happen in each game - this is what drives a truly customisable game experience.
Brutus
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Re: Poll: Starting the game in 1900. Under this backdrop, more products would need to be invented.

Post by Brutus »

While I definitely think all your ideas are cool to see in-game.

They go way beyond even a DLC focused on a 1900 start and I don't think they have that much time/money to shake up the gameplay and balance. :(
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