Capitalism Lab Version 12.5
Highlighted New Features
- 🖼️Your Own Photo & LogoPersonalization — Use a photo of yourself as your character’s portrait and your own image as the corporate logo — carried inside the save file.
- 📊Cash Flow StatementReporting — A full, self-balancing statement of Operating, Investing and Financing cash, alongside the Balance Sheet and Income Statement.
- 🔬Radical Technology R&DResearch — A new R&D team type that gambles on a huge leap in a global technology, not just a product’s tech.
- 🔬Fast-Track an InventionResearch — Bet on inventing a new product years early — and risk it arriving years late.
- 🤖AI Radical ResearchAI — AI companies can now gamble on Radical R&D for outsized tech leaps, just like you.
- 🏢Holdings PageCorporate group — A new Corporations tab showing your subsidiaries as an indented ownership tree, with effective-interest at every level.
- 🏝️Improved Survival ModeSurvival Mode — Start in your own town while the AI grows a separate one — neither side can build in the other’s town until the isolation period ends.
- 🏆Annual Score RankingsRankings — The year-end wealth and influence rankings are now part of the base game.
Additional New Features and Improvements
- 🗺️Pre-defined MapsRegional Maps — Ready-made maps of real countries come with the game, and a map now loads with its cities in one step.
- 🎓The Your Expertise WindowNew game — Your expertise, its rating and its benefits in numbers, shown once at the start of every new game.
- ⚙️IPO Requirement LevelsNew-game option — Choose how hard it is for any company to go public — five levels, from Very Loose to Very Strict.
- ⚙️AI Expansion LimitsNew-game option — Cap how many digital firms and product classes each AI company may take on — keep the AI out of a sector you want for yourself.
- 💰Venture Capitalist OverhaulEconomy — VCs now put real capital at risk, take profit, and recycle their winnings into the next wave of startups.
- 📊By-Product-Class ViewsReporting — Group the Products and E-commerce screens by product class — plus new sorting for E-commerce.
- 📊More CSV ExportsReporting — Export the Products list exactly as displayed, and a bank’s or insurer’s income statement and balance sheet together in one click.
- ✨Show Active Company’s TechQuality of life — Point the product guides at any company you control, not just your main one.
- ✨Reset Layout PlansQuality of life — Clear a firm’s saved layout plans and copy the defaults back in one step — handy for tidying up a mod’s plans.
- 🔔Obsolete Product AlertAlerts — When a managed store drops a product because it has gone obsolete, the game now says so instead of leaving the shelf quietly empty.
- 🔬COO’s R&D Expertise Unlocks Radical R&DResearch — The COO managing an R&D Center can now unlock Radical R&D there with their R&D skill — not only your CEO or CTO.
- 🔬Radical R&D with the Digital Age DLCResearch — All three kinds of radical research now come with the Digital Age DLC too, so you no longer need the Subsidiary DLC for them.
Corporate Cash Flow Statement
The Income Statement tells you whether you made a profit and the Balance Sheet tells you what you own. The new Cash Flow Statement tells you where the cash actually came from, and where it went. It follows the layout of real-world statements: cash from Operating, Investing and Financing activities, adding up to the year’s Net Change in Cash, with a Year-to-date and a Last Year column.
Operating starts from the same profit as the Income Statement and takes out what changed profit without moving cash: revaluation gains, write-offs, the profit of bank and insurance subsidiaries, and the change in inventory. The Investing and Financing lines then show only real purchases, sales, borrowing and repayments.
Where to find it: the Cash Flow Statement tab in the Financials report, or the Balance Sheet / Cash Flow Statement toggle on a company’s Corporate Details → Balance Sheet page. The statement can be exported to a CSV file, by hand or automatically from Data Export Options. It is part of the Banking & Finance DLC; the Income Tax Paid line also needs the City Economic Simulation DLC.
The “Your Expertise” Window
Every character starts the game as an expert in one industry, but until now the game never told you which one. On the first day of every new game, the Your Expertise window shows your expertise, your rating, the products of that industry, and each benefit worked out from your own rating, for example “Product research is 80% faster.” A tip suggests starting your business there.
The window appears after the other start-of-game windows, in custom, scenario and Survival Mode games. It does not appear in missions, in the tutorial, after loading a saved game, or when your character has no expertise.
Tip. The benefits apply to the firms you manage yourself. Once you hire a CTO, the CTO’s expertise counts in your R&D centers, so look for a CTO who is an expert in your industry.
Radical Technology R&D
Requires the Digital Age DLC. The global technologies this team type targets come with the Digital Age DLC, which also brings Radical R&D. You need it enabled — plus a CEO, CTO or managing COO with an R&D skill of at least 20 — for this team type to appear.
Radical R&D has always been able to gamble on a product’s technology. What it could never touch was the other half of the research tree: the individual global technologies that the Digital Age DLC introduces — the technologies your products depend on, researched by Technology R&D teams. Version 12.5 closes that gap with a fourth R&D team type: Radical Technology R&D.
When you set up a team in an R&D Center you now choose between four types:
| Team type | Researches | Style |
|---|---|---|
| Product R&D | A product’s own technology | Steady, guaranteed progress |
| Technology R&D | A global technology | Steady, guaranteed progress |
| Radical R&D | A product’s own technology | Gamble on a large multiple |
| Radical Technology R&D (new) | A global technology | Gamble on a large multiple |
How the gamble works
Setting up the team is a three-step choice: pick the technology, then the target multiple, then the research period. The multiple decides both your prize and your odds, and how high you may reach is capped by the R&D skill of your CEO, your CTO or the COO managing the R&D Center — whichever is highest:
| Target | Tech gain | Success chance | Needs R&D skill |
|---|---|---|---|
| 200% gain | 2× | 50% | 20 |
| 300% gain | 3× | 33% | 40 |
| 400% gain | 4× | 25% | 60 |
| 500% gain | 5× | 20% | 70 |
| 600% gain | 6× | 17% | 100 |
When the research period ends the gamble is settled. Success applies the whole multiplied gain to your company’s level in that technology. Failure applies nothing at all — the period’s work is lost, and the team simply starts the same project again. As with the existing Radical R&D, a run of bad luck doesn’t last forever: after enough consecutive failures the next attempt is guaranteed to succeed.
Why gamble on a technology rather than a product? Because a global technology sits underneath many products at once. A successful 4× leap doesn’t improve one item — it lifts every product in your line-up that depends on that technology, and can immediately unlock products you couldn’t invent before. The flip side is the same leverage in reverse: a failed period is a whole research cycle in which none of those products advanced.
Full guide: Radical Technology R&D — the four team types compared, the multiples and their odds, the guaranteed-success rule, how to read the unit, and when the gamble is worth taking.
Fast-Track an Invention — the Radical R&D Time Gamble
Requires the Subsidiary DLC or the Digital Age DLC. Available on any Radical R&D unit, so it needs the Subsidiary DLC or the Digital Age DLC, and a CEO, CTO or managing COO with an R&D skill of at least 20. (Below that skill floor, a Radical R&D unit invents at the normal pace, exactly as before.)
Inventing a new product has always taken a fixed number of years, and putting a Radical R&D unit on the job made no difference — its gamble applied only to advancing a product’s technology, never to invention. Now a radical unit can gamble on time itself: aim to invent a product years early, at the risk of it arriving years late.
Choosing how hard to push
Click R&D New Product on a Radical R&D unit, pick the product, and a new window asks how aggressively to fast-track it. Each risk level cuts the normal development time by a percentage; a failed gamble adds back twice what you tried to save — so you risk exactly as many years as you stand to gain:
| Risk level | Time cut | Success chance | Needs R&D skill |
|---|---|---|---|
| Cautious | −10% | 50% | 20 |
| Bold | −20% | 45% | 40 |
| Aggressive | −30% | 40% | 60 |
| Very Aggressive | −40% | 35% | 70 |
| Reckless | −50% | 30% | 100 |
The window spells the bet out for the product you picked — the target time, the success chance, and the total time if it fails — and only offers the levels your R&D leadership is skilled enough to attempt.
A worked example
Take a product that normally needs 10 years to invent, and choose Aggressive (a 30% cut):
| Outcome | Chance | Result |
|---|---|---|
| Success | 40% | The product is invented at 7 years — three years ahead of schedule. |
| Failure | 60% | The research is extended by 6 years and the product is invented at 13 years — three years behind schedule. |
The gamble is rolled once, at the target time. Either way an event-track alert tells you how it went — how many years early it arrived, or how far the project has slipped — and the extended completion is then certain. You never lose the invention itself; you only ever win or lose time.
Full guide: Radical R&D & Product Invention — the two bets a radical unit can now place, the risk levels and their true expected cost in years, what a failed gamble does, and how your competitors use it.
When is it worth it? Fast-tracking pays off most when being first to market matters — racing a rival to a product nobody has yet, or reaching a product you need as a prerequisite for the rest of your line-up. The odds are deliberately gentler than the technology gamble’s: the average cost is only a fifth of a year at Bold and about seven months at Aggressive, so a fast-tracked invention is a cheap bet for a two- or three-year head start. And note that the timeline you gamble against is your team’s development time, so a big, well-staffed R&D team shortens both the target and the penalty.
AI Companies Can Now Do Radical Research
Requires the Subsidiary DLC or the Digital Age DLC. Radical R&D is available when the Subsidiary DLC or the Digital Age DLC is enabled and a company’s R&D leadership is skilled enough to attempt it. The AI’s use of Radical Technology R&D needs the Digital Age DLC, since that is where global technologies come from.
Radical R&D lets a company gamble on an outsized technology leap — targeting a large multiple of the normal tech gain (up to several times over) against a success roll, rather than the slow, steady climb of ordinary research. Until now this was a player-only tool. In 12.5, AI companies use Radical R&D too, running it alongside their traditional research.
The upshot: AI competitors can now make the same kind of sudden technology jumps you can, so leaving a rival behind on tech is no longer a safe bet. The AI weighs the gamble itself and mixes radical projects in with normal ones, making the technology race across the whole economy more dynamic and less predictable.
The AI plays the new options too
Everything added to radical research in 12.5 is available to your competitors as well, so the two features above are not a player-only advantage:
| AI behavior | What it means for you | Needs |
|---|---|---|
| AI builds Radical Technology R&D teams | An AI R&D Center that would have staffed a Technology R&D team may instead gamble on a big leap in a global technology — which can lift a rival’s whole product range at once, or unlock a product they couldn’t build before. | Digital Age DLC |
| AI fast-tracks inventions | When an AI radical team has nothing to catch up on, it may bet on inventing a new product early instead of sitting on steady research — so a competitor’s product can appear on the market years sooner than its normal development time suggests. | Subsidiary or Digital Age DLC |
| AI chooses smarter targets | The AI now aims its gambles at the technologies it is furthest behind on, reaches for a bigger multiple the bigger the deficit, and sets a research period long enough to actually close the gap — so a trailing rival is more likely to claw its way back into the technology race. | Subsidiary or Digital Age DLC |
The AI stays at the safer end. It never picks the top two fast-track risk levels — an AI company can’t judge a decade-long setback the way you can, so it sticks to the safer end of the scale. The recklessly aggressive plays remain yours alone.
Corporations Report — Holdings Page
Requires the Subsidiary DLC. The Holdings tab appears on the Corporations report only when the Subsidiary DLC is enabled.
Own a company that owns a company that owns a company, and it gets hard to keep the picture straight. The new Holdings tab — the fifth tab on the Corporations report, after Firm Overview — draws your whole corporate family as a single indented ownership tree, rooted at your main company and branching down through every subsidiary, including nested holdings several levels deep.
What each row tells you
| Column | Meaning |
|---|---|
| Company (indented) | Each company’s logo and name, indented by how deep it sits in the ownership chain. |
| % | The stake its immediate parent holds in it — the shares held one level up. |
| Public / Private | Whether that company is publicly traded or privately held. |
| Stake value | The market value of the parent’s holding in that company. |
| Effective interest | Your economic stake through the whole chain — the product of the ownership percentages from your main company down to that node. A 62%-owned subsidiary that itself owns 51% of another company gives you an effective interest of about 32% in the grandchild. |
The distinction between control (a majority chain) and effective interest (your true economic slice) is something the game surfaced nowhere before — and it’s exactly what you need when you’re deciding whether it’s worth buying out the minority holders of a deep subsidiary.
Tip. Click any company in the tree to jump straight to its Corporate Detail report. Companies you control only through your personal shareholding (rather than through the corporate chain) don’t appear here — this page is your company’s holding structure.
IPO Requirement Levels
Going public used to be available to almost any company. Version 12.5 adds a new-game setting — IPO Requirement — that controls how large and profitable a company must be before it can hold an IPO. It applies equally to you and to the AI companies, so a stricter setting means a market where only genuinely substantial businesses reach the exchange.
The five levels
A company qualifies by meeting either the annual-revenue bar or the annual-net-profit bar, judged on its most recent completed fiscal year:
| Level | Annual revenue ≥ | or net profit ≥ |
|---|---|---|
| Very Loose | $10M | $1M |
| Loose | $50M | $5M |
| Moderate (default) | $100M | $10M |
| Strict | $300M | $30M |
| Very Strict | $500M | $50M |
How it plays
- Set it up front: choose the level when starting a new game (on the Subsidiary Settings page). The default is Moderate.
- Clear feedback: the IPO screen shows a requirement panel with the level name, the two thresholds, and your company’s actual figures — green when a bar is met, red when it isn’t, plus an overall Qualified / Not Qualified verdict.
- First year excepted: a company can’t IPO in the very first game year, since it has no completed fiscal year to judge.
- On top of the usual gates: the existing minimum market-cap and positive-equity requirements still apply — the new test is an additional bar, not a replacement.
Venture Capitalist Overhaul
Banking & Finance DLC. These changes apply when you play with Venture Capitalists enabled.
If you play with VCs turned on, they now behave far more like the real thing. Previously a VC was a one-and-done seed investor: it bought in at a company’s founding and then sat on those shares for the rest of the game — quietly locking a chunk of every AI company’s stock off the market and letting its money sit idle. Now VCs are an active, self-recycling part of the economy.
What’s changing
| Change | What it means for you |
|---|---|
| VCs take profit and exit | Once a company a VC seeded goes public and its share price has grown to a healthy multiple of what the VC paid, the VC gradually sells down its stake. Those shares return to the market — so you can finally buy them — and the VC’s freed-up cash goes back to funding the next wave of startups. |
| VC capital is finite again | VCs now actually pay for the shares they take when a company is founded, and their war chest rises and falls with their wins and exits. That makes the VC Capital Size game setting a real balance lever — it genuinely controls how much founding capital the AI economy can tap. |
| Correct gains and losses | A VC’s holdings now track a proper purchase cost, so their investment gains and losses read correctly. |
How it feels in-game
- A VC starts taking profit once a holding is worth roughly 3× its founding cost, and unwinds the position gradually — a slice each month — rather than dumping everything at once.
- Exits are staggered across the different VCs, so they don’t all rush for the door in the same month.
- VCs still hold private companies patiently — there’s simply no market to sell into until a company goes public or is bought out.
- A buyout pays VCs in full, whether someone buys up the company’s shares or acquires a private company outright — so an acquisition is a clean exit for them too.
Why it matters. The change frees up a large pool of AI-company stock that used to be permanently off the table, and turns VC funding into a living resource that ebbs and flows with the market — more startups when VCs are flush, fewer when they’ve overextended.
Show Active Company’s Tech
Requires the Subsidiary DLC. The checkbox appears when you’re playing with subsidiaries and control at least one company — that’s when there’s an “active company” to switch to.
The three product guides — the Manufacturer’s Guide, the Software Guide, and the Internet Guide — can now show the technology figures for any company you control, not just your main one. A new Show active company’s Tech checkbox appears on all three.
How to use it
- On the bottom info bar, point the cash/profit display at one of your subsidiaries — the same company selector you already use down there.
- Open the Manufacturer’s, Software, or Internet Guide and tick Show active company’s Tech.
- The company-specific figures — Your Tech, Overall Product Tech, and the Missing Required Tech check — now reflect that company. Untick it to return to your main company at any time.
Only the company-specific numbers change. A product’s input material qualities and the “Quality is determined by” split between Production Tech and Raw Material Quality are properties of the production method itself, not of your company — so they stay the same regardless of the checkbox. Hover the checkbox for an in-game reminder of what it does.
Until now these guides always reported your main company’s technology. If you owned several companies, there was no quick way to ask “does my electronics subsidiary actually have the tech to make this product yet?” — you’d have had to shuffle which company was your main one first. Now you can line up any company you control against any product, right from the guide, and compare at a glance.
Improved Survival Mode
Requires the City Economic Simulation DLC · Survival Mode. Town isolation is an option on the Survival Mode page, part of the City Economic Simulation DLC. It is optional and on by default; turn it off for the classic single-town Survival Mode start.
Survival Mode now begins with a town-isolation period. The game starts you in your own town and puts the AI companies in a separate town. For a number of years that you choose, neither side can build in the other’s town: the AI stays out of your city and you cannot expand into theirs. When the period ends, every company can build in every town.
The result is a game in two acts. Phase 1 gives you room to establish supply chains, build cash and claim the best land without a rival undercutting you on day one. Phase 2 opens the borders — the companies that were growing in the AI town can now move into yours, and you into theirs.
| Setting | What it does | Default |
|---|---|---|
| Town Isolation at the Beginning | Master on/off switch. When No, Survival Mode plays as before: one town, no restrictions. | Yes |
| Isolation Period (Years) | How long the two towns stay closed to each other. Shown to the right of the toggle, only when isolation is on. | 10 years |
During isolation, trying to build in a town that isn’t yours turns the placement marker red and shows how many years remain until the towns open. The rule applies only to companies — your public and government building as the town’s mayor is never restricted. The AI, meanwhile, spends the period developing its own town, so it emerges as a real competitor when the market opens.
A gentler, more shaped start. If Survival Mode’s day-one pressure has felt overwhelming, isolation gives you a foothold before the competition arrives — and a deadline to prepare for. Play Phase 1 to get strong, not just comfortable, because the end of isolation is the start of real competition.
Full guide: Improved Survival Mode — the two phases, how to turn it on and set the length, exactly what you can and can’t build during isolation, and how to use the protected early game well.
Pre-defined Regional Maps & One-Click Loading
Requires the City Economic Simulation DLC. Choose a map when you set up a new game: Regional Map page → Load Regional Map.
The game now comes with pre-defined regional maps of real countries. They are made from real-world elevation data, so mountains, plains, lakes and coasts sit where they do in the real country, and each map places the country’s largest cities at their real locations. City populations are scaled to the game (100,000 to 500,000 people), and wages, growth and seaports follow the real cities.
Loading any regional map is also simpler:
- Two tabs. The map window has a Pre-defined Maps tab for the maps that come with the game and a User-created Maps tab for your own. It opens on the tab you used last.
- One click. When you load a map, its script (the
.TXTfile of the same name in the same folder, which places its cities) is loaded with it. The separate Load Regional Map Script button is gone. - Readable names. Maps are listed by their title instead of only their file name. Your own maps also show how many cities their script places. The file date column and the Sort by buttons are gone.
Map makers: give a map’s script the same name as the map (for example Bavaria.MAP and Bavaria.TXT) so the game finds it, and add a Title= line to its [HEADER] section to name the map in the list.
Full guide: Regional Maps: Easier Loading and Pre-defined Maps — loading a map step by step, the two tabs, how each map is listed, what the pre-defined maps contain, and how to pair a map with its script.
By-Product-Class Views & E-commerce Sorting
Two screens that list products can now organize that list by product class, making a long roster far easier to scan when you deal in many different goods.
Corporate Detail → Products
The Products screen gains a new view mode that lists by product class. Instead of one flat list, products are grouped under their product class heading, with the individual product types shown beneath each class — so you can take in your whole product line-up class by class at a glance.
E-commerce
The E-commerce screen gets the same treatment: a new by-product-class view mode that groups product types under their class. On top of that, the E-commerce screen now supports sorting, so you can order the list to bring the entries you care about to the top.
More CSV Exports — Products, Banks & Insurers
Requires the Banking & Finance DLC. CSV export is part of the Banking & Finance DLC, so the Export to File icons described here appear only when it is enabled.
Version 12.5 extends spreadsheet export. The Products list export now follows the new by-class view, and a bank or insurance company can hand you its income statement and balance sheet together. Both write plain CSV files that Excel and other spreadsheet programs open directly, into the game’s Export folder under My Games\Capitalism Lab.
Corporate Detail → Products
The Export to File icon on the Products page writes the list exactly as you are looking at it, with no dialog in between. It now follows both of the page’s selectors:
- The Production & Retail / Production / Retail buttons decide which firms’ figures are counted.
- The Show Product Type / Show Product Class + Product Type toggle (see By-Product-Class Views) decides whether you get a flat list or a grouped one.
Rows come out in the same order and sort direction as the screen, so sorting by Annual Gross Profit before you export gives you a file already ranked that way. Grouped exports gain a leading Product Class column: each class heading carries its own totals, and every product row repeats its class name, so the file stays easy to sort, filter and pivot once it is in a spreadsheet.
The file name records which view produced it — for example Beam Products (Production) 1990-06-19.CSV, with by Class added for the grouped view. Export the same day from different views and you get separate files rather than one overwriting the other.
Bank & Insurance Headquarters → Financial
The Financial page of a Bank Headquarters or an Insurance Headquarters gains a pair of icons at the left of the column header row:
| Icon | What it does |
|---|---|
| Export to File | Writes both the income statement and the balance sheet as two CSV files in a single click, and names both in one confirmation message. You do not have to switch tabs to get the pair — either tab exports both. |
| Data Export Options | Opens the same options window the Corporations list uses, for setting up recurring exports. |
Exporting them automatically
The two financial statements can also be exported on a schedule. Open Data Export Options and set:
| Setting | Choices | Default |
|---|---|---|
| Export Bank & Insurance Statements Scope | Player Company · Player Company and Subsidiaries · All Companies | Player Company |
| Export Bank & Insurance Statements Frequency | Disabled · Every Year · Every Quarter · Every Month | Disabled |
One setting drives both statements, for both kinds of company: switch it on and each company in scope contributes its bank’s pair, its insurer’s pair, or both. A company that owns neither is simply skipped. Files land in a sub-folder named after the game, at the start of each period, with no message box interrupting play.
The row names only what your game actually has. With banks and insurers both enabled it reads Bank & Insurance Statements; with only one of them, Bank Statements or Insurance Statements; with neither, the row does not appear at all.
Trade secrets are respected. When Show Competitor Trade Secrets is off — as it is by default from difficulty level 4 upward — you cannot open a rival’s Financial page, so no export icon appears there. The All Companies choice is likewise removed from the scheduled export, so the CSV files can never show you figures the game itself will not.
Exporting to a file that is already open in Excel will not fail: the game writes to … (2).CSV instead, so a scheduled export keeps running even if you left last month’s file open.
Your Own Photo & Corporate Logo
Your character has always had to be one of the game’s built-in portraits, and your company one of its built-in logos. In version 12.5 you can bring your own: a photo of yourself as your character’s portrait, and your own image as the corporate logo. Both are picked from your computer during new-game setup, and both are stored inside the saved game — send the save to a friend and they see your face and your logo, with no extra files to pass along.
Click the YOUR PORTRAIT or CORPORATE LOGO box on the PROFILE tab of the new-game setup, then Import Photo… or Import Logo… and pick a PNG file. The image is cropped and scaled for you, and appears everywhere the game shows your portrait or logo.
Reset the Layout Plan Library to Default
The Layout Plan Library — the window where you save, load and manage a firm’s interior layout plans — now has a Reset to Default button in its header, to the right of the product filter. It clears out the saved plans and copies a fresh set from the game’s standard plans, so you can undo a messy library in a single step instead of deleting plans one at a time.
This is especially handy when working on a mod: a mod’s layout plans can drift into a broken or cluttered state during testing, and one reset restores them to a clean baseline.
What it does
Clicking Reset to Default asks how much to reset:
| Choice | Effect |
|---|---|
| Current firm type | Clears and rebuilds the layout plans for just the firm type you’re viewing (for example, only Factories). |
| All firm types | Does the same for every firm type at once. |
| Cancel | Leaves everything as it is. |
Either choice clears both the pre-defined and user-defined plans in scope and copies the default set back in. Auto-generated wildcard plans are left untouched, and the change is saved automatically.
Playing a mod that ships its own plans? If the active mod includes its own layout plan file, the reset first asks which defaults to copy from — the mod’s own plans or the game’s standard plans. When only one set of defaults exists, it uses that and skips the question.
Alert When a Store Drops an Obsolete Product
Open one of your stores, find an empty shelf where a product used to be, and wonder what happened — this release answers that question. When a store run by a manager stops selling a product because the product has gone obsolete, you now get an alert message saying exactly that:
Your Retail Store has stopped selling Motorcycle because the product has become obsolete.
The behavior behind it is not new. When a newer product supersedes an older one, demand drains away from the old product year after year; once almost all of it has moved across, a managed store gives up on the old product — it drops the supply link and its sales unit clears the shelf. That is the right call, since nobody wants a store full of goods that no longer sell. What was missing was any word of it: the store simply went quiet, and working out why meant digging through the product guides.
Where it appears
It arrives as an ordinary alert message. The alert indicator on the info bar lights up; press F5 or click the indicator to open Alert Messages. Go jumps straight to the store, and Ignore / Ignore All dismisses it like any other alert.
When it fires
| Condition | Detail |
|---|---|
| Which firms | Retail outlets belonging to your company. |
| Which stores | Only ones with a manager in charge. A store you run yourself never drops a product on its own, so there is nothing to report — this is about what your COO or store manager decides while you are looking elsewhere. |
| At what point | When the product’s demand shift reaches 90% — the same mark that puts the Obsolete label on it in the Manufacturer’s Guide. |
| How often | Once per store, at the moment it happens. It does not keep nagging afterwards. |
Seeing it coming. Open a product in the Manufacturer’s Guide and its page names the newer product phasing it out, alongside a Demand Shifted percentage climbing toward 100%. That figure turns red past the halfway mark — an early warning that a product line is on its way out, long before a manager pulls the plug on it.
Annual Score Rankings in the Base Game
At the end of each year, the Wealth and Business Score Rankings show where everyone in the game stands — personal wealth, the value of the companies they control, and the industries and products they dominate — with each person’s score last year and the change since. The Influential People rankings follow, ranking political power and philanthropy. Until now both needed the Billionaire Life DLC; in version 12.5 the wealth rankings are part of the base game, and the influence rankings appear whenever the City Economic Simulation or the Billionaire Life DLC is enabled.
Don’t want them every year? Press O for the Options menu and untick Show Annual Score Rankings. The ? button at the bottom-right of the rankings window reminds you how.
AI Expansion Limits
Digital limits: Digital Age DLC · product class limit: Subsidiary DLC. The two digital-firm limits are on the new Game Rule Modifiers tab of the Digital Age DLC page; the product class limit is on the Game Rule Modifiers page of the Subsidiary DLC. Scenario scripts can set all three.
A successful AI company keeps branching out — into software, the Internet and telecom, and into one product class after another. Three new-game options now set a ceiling on that growth:
| Option | Range | Limits |
|---|---|---|
| Max Digital Firms per Diversified AI | 0–20 | Software, Internet and telecom firms (and packaged-software factories) each diversified AI company may own. 0 keeps them out of the digital sector. |
| Max Digital Firms per Digital-Focused AI | 1–30 | The same, for the AI companies built around an operating system, software, smartphones, the Internet or telecom. |
| Max Product Classes per AI Company | 1–30 | The consumer-goods product classes each AI company may produce. The supply chain behind them is not limited. |
Each is a slider whose far-right end means Unlimited — the default, so nothing changes until you move it. The limits only stop new expansion: an AI company never closes or sells a firm because of them. Tighter limits make the game easier, so they lower the difficulty rating.
COO’s R&D Expertise Unlocks Radical R&D
Radical R&D, Radical Technology R&D and fast-tracked inventions need someone with an R&D skill of at least 20. Until now that had to be your company’s CEO or CTO. In version 12.5 the COO who manages the R&D Center counts too. A COO with strong R&D expertise can now unlock radical research in the R&D Centers they run, even when your CEO and CTO could not.
The highest R&D skill of the three — CEO, CTO or the managing COO — also sets how high a target multiple (or invention risk level) you can choose: 20 for 200%, 40 for 300%, 60 for 400%, 70 for 500% and 100 for 600%.
Tip. The COO’s skill only counts in the R&D Centers the COO manages. AI companies follow the same rule.
Radical R&D with the Digital Age DLC
Radical R&D used to come only with the Subsidiary DLC. It now also comes with the Digital Age DLC, so either DLC is enough. This covers all three kinds of radical research: Radical R&D, Radical Technology R&D and fast-tracked inventions. Radical Technology R&D still needs the Digital Age DLC, since that is where global technologies come from. You still need a CEO, CTO or managing COO with an R&D skill of at least 20, and AI companies follow the same rule.
At a glance: where to find each feature
| Feature | Where | Needs |
|---|---|---|
| Cash Flow Statement (guide) | Financials → Cash Flow Statement tab, or Corporate Details → Balance Sheet → toggle | Banking & Finance DLC |
| Your Expertise window (guide) | Automatic, on the first day of a new game | Base game (software expertise needs the Digital Age DLC) |
| Radical Technology R&D (guide) | R&D Center → add a team → Radical Technology R&D (4th team type) | Digital Age DLC, CEO/CTO/managing COO R&D skill ≥ 20 |
| Fast-track an invention (guide) | Radical R&D unit → R&D New Product → pick a risk level | Subsidiary or Digital Age DLC, CEO/CTO/managing COO R&D skill ≥ 20 |
| AI Radical Research | Automatic — AI companies run it alongside normal R&D, including radical technology projects and fast-tracked inventions | Subsidiary or Digital Age DLC (technology projects: Digital Age DLC) |
| Holdings page | Corporations report → Holdings tab (after Firm Overview) | Subsidiary DLC |
| IPO Requirement | New game → Subsidiary Settings (default: Moderate) | Base game |
| AI Expansion Limits (guide) | New game → DLC → Digital Age DLC → Game Rule Modifiers tab (digital firms); Subsidiary DLC → Game Rule Modifiers (product classes) | Digital Age DLC (digital firms), Subsidiary DLC (product classes); scripts: any |
| Venture Capitalist overhaul | Automatic when VCs are enabled; tune with VC Capital Size | Banking & Finance DLC |
| Improved Survival Mode (guide) | New game → Survival Mode page → Town Isolation at the Beginning + Isolation Period (Years) | City Economic Simulation DLC, Survival Mode on |
| Pre-defined regional maps & one-click loading (guide) | New game → Regional Map page → Load Regional Map | City Economic Simulation DLC |
| Products by product class | Corporate Detail → Products — new view mode | Base game |
| E-commerce by class + sorting | The E-commerce screen — new view mode & sorting | Base game |
| Export the Products list | Corporate Detail → Products → Export to File icon | Banking & Finance DLC |
| Export bank / insurer statements | Bank or Insurance HQ → Financial → the two icons before the column header; schedule them in Data Export Options | Banking & Finance DLC |
| Show active company’s Tech | Checkbox on the Manufacturer’s, Software & Internet Guides | Subsidiary DLC + control ≥1 company |
| Your own photo & logo (guide) | New game → PROFILE tab → click the YOUR PORTRAIT or CORPORATE LOGO box → Import Photo… / Import Logo… | Base game (PNG files) |
| Reset layout plans to default | Layout Plan Library → Reset to Default button (header) | Base game |
| Obsolete product alert | Automatic — read it in Alert Messages (F5 or the info-bar alert indicator) | Base game, store run by a manager |
| COO’s R&D expertise unlocks Radical R&D | Automatic — put a COO with R&D skill ≥ 20 in charge of an R&D Center | Subsidiary or Digital Age DLC |
| Radical R&D with the Digital Age DLC | R&D Center → add a team → Radical R&D / Radical Technology R&D | Subsidiary or Digital Age DLC |
| Annual Score Rankings (guide) | Automatic at the end of each year; turn off in Options (O) → Show Annual Score Rankings | Base game (influence rankings: City Economic Simulation or Billionaire Life DLC) |