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Capitalism Lab Taking Business Simulation to a New Frontier
Capitalism Lab

Improved Gameplay Balance

Several parts of the game have been revised for better overall balance.

Freight costs

Buying from another city now costs three components, added together:

  1. Freight between the supplier firm and its nearest seaport.
  2. Freight for shipping between the two cities.
  3. Freight between the nearest seaport and the buyer firm.

Seeing the breakdown

Select a Purchasing Unit and hover over the cost+freight display.

The popup breakdown of freight costs on a purchasing unit

Maximum capacity of functional units

Adjusted to a more realistic level. The change is most noticeable on units trained to high levels.

R&D progress

Technology values now increase more per project once the market’s Top Technology exceeds 100.

The problem this fixes: at very high Top Technology levels, R&D improvements had almost no effect on product quality — so continuing to research stopped being worth doing.

Training

Functional units at level 9 incur no training cost at all, in both normal and intensive training, whatever the training slider says.

Random events

When the Technology Breakthrough event fires, the research in progress completes instantly and the resulting tech lands 20–60 points above the original target.

Merger mechanism

A target company’s brands can now survive a merger, which they previously could not.

If both the acquiring company (parent) and the target (child) use the unique brand strategy, and both conditions below hold, the child’s brand ratings are retained:

Condition Test
1 The child’s brand rating is greater than the parent’s. Brand rating is brand awareness plus brand loyalty.
2 The child’s brand loyalty is ≥ 0, or is at least 10 points greater than the parent’s brand loyalty.