Having multiple e-commerce sites.

Digital Age DLC for Capitalism Lab
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chengtsai
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Joined: Tue Nov 20, 2012 8:04 pm

Having multiple e-commerce sites.

Post by chengtsai »

Hi David,

I just bought this Digital DLC, I noticed players can build 1 e-commerce site per each city (in fact, players can build unlimited e-commerce per each city).
gas products from New York and Shanghai got listed TWO times on both sites.
I only list 4 products (motor lubricant sold zero) and I was able to bring it $31 millions per e-commerce site per month.
Is this even right?
Could you image if I open 10 e-commerce sites per city!!
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Last edited by chengtsai on Mon Mar 05, 2018 8:37 am, edited 1 time in total.
chengtsai
Level 4 user
Posts: 129
Joined: Tue Nov 20, 2012 8:04 pm

Re: Having multiple e-commerce sites.

Post by chengtsai »

After I ran the game a little longer,
I set the price of motor lubricant to price $0.01, it just don't want to sell it. Please investigate.

What in the world, company are able to sell gas, diesel, bio fuel on an e-commerce site!!! So wrong.

Also, I set the farm with strawberries and sunflower to sell on e-commerce, strawberries did get sold on e-commerce site but sunflower is not even available to sell on e-commerce. Please investigate.

At this point, each e-commerce site brought me over $40 millions dollars/month, with 2 sites along it will bring me $80 millions/month and that close $1 billion in profit/annually. The profits are just so rich. I am running 383% difficulty level. Please investigate.

Thanks.
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David
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Re: Having multiple e-commerce sites.

Post by David »

The sales of products from each of your e-commerce sites depends on the site's web traffic (number of visitors).

For instance, if you have an e-commerce site with only 0.1% of the total web traffic, then its sales should be minimal.

The gas, diesel, and bio fuel products are from the user-created mod. We do not impose limitations on what a user might create in a mod, so any products are possible.
I set the price of motor lubricant to price $0.01, it just don't want to sell it. Please investigate.
When users buy from an e-commerce site, they have to pay for the freight charges themselves. So for products with high freight costs, people may prefer to buy them from physical retail stores instead. If this is not the reason in your game, you may provide me with your save game file and I will take a look at it.
chengtsai
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Posts: 129
Joined: Tue Nov 20, 2012 8:04 pm

Re: Having multiple e-commerce sites.

Post by chengtsai »

Q1: so why I can't sell sugar and sunflower through e-commerce then ?
Q2: With Digital Age DLC, what happen to radical R&D project? user no longer can choose 200%, 300%, or 400% gamble on R&D.
Q3: With this new talent system, what is the purpose for CEO having a special expertise? All CEO expertises become useless.
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David
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Re: Having multiple e-commerce sites.

Post by David »

Please try the latest post-release version v5.4.02: viewtopic.php?f=10&t=4768
The bugs in Q2 and Q3 should have been fixed in this version.

For Q1, please see my previous post about freight costs.
chengtsai
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Re: Having multiple e-commerce sites.

Post by chengtsai »

For Q1, it has nothing to do with freight costs.
If you compare three pictures from below, you will see I wasn't even given the POSSIBILITY to sell my sugar and sunflower product through e-commerce.
So why some farm products can be sold in e-commerce and some are restrict from doing it?
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sunflower.PNG
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sugar.PNG
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strawberries.PNG
strawberries.PNG (115.18 KiB) Viewed 2428 times
chengtsai
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Re: Having multiple e-commerce sites.

Post by chengtsai »

For Q2 and Q3, problem still occurred.
I was running 5.4.02 with 11.27 mod.
Thanks again David.
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David
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Re: Having multiple e-commerce sites.

Post by David »

Sunflowers are not consumer products, as defined in the mod. As you are probably aware, only consumer products can be sold via e-commerce.

I loaded your save game and hired a CTO. Then I was able to set up a Radical research without any problems - please see the attached screenshot.

For the other R&D issue, the next patch will address them.
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