Global Capitalism Mod
The idea of disabling expertise for characters belongs to saffgee
The idea for alternative recipes started here
viewtopic.php?f=39&t=8280
Profitability adjustment was carried out using tables from here
viewtopic.php?f=39&t=8260
Also thanks to saffgee and piermario for posting their mod sources on the forum, comparing the settings of the two mods gave some insight into the mechanics of the game
Also thanks to David and the development team for making changes to the AI behavior and fixing bugs that arise
Also special thanks to paulwoman for early feedback and help with some bug fixes
The graphics in the mod are partly taken from one large stock and are free, and partly made by me in Blender 3D
What's included in the mod:
Added apartments 1*1, 3*3, and offices 1*1, 4*4, giga factory, giga farm and giga warehouse
Added new stores (reused graphics of office buildings). Added the ability to sell almost all products in the game, including semi-finished products, etc.
The number of products in the mod has been expanded, mainly in farm and more in semi-finished products, where the AI has shown itself to be more active
Mining has been reworked, mines allow access to ore. Different ore contains different amounts of certain minerals.
For example, the content of diamonds in precious ore 3 carats for 2000 lbs
Whereas in sea sand the diamond content 1 carats for 7500 lbs
To compare the two mines:
The PRECIOUS mine is the main mine for the extraction and production of precious metals (gold, silver, platinum, precious stones and diamonds). It also makes it possible to produce some other metals, but at a lower margin.
The MIX_ORE mine is the main mine for obtaining metals (vanadium, cobalt, molybdenum, etc.), but also gives access to obtaining precious metals, etc. But the content of precious metals in it is lower than in PRECIOUS ore. Accordingly, the production speed, margin and output per cycle are lower.
Alternative recipes have different margins, production speeds, as well as the amount of finished product in one production run.
By default, the higher the yield of the product, the more profitable the production using this particular recipe and vice versa, the lower the yield of the product, the slower the production speed and the lower the margin
The use of catalysts in some recipes adds the ability to end up with more product than is invested. This is a game mechanic to increase AI interest in certain products.
Added Mega Class: Ores. Which includes classes (Raw Semi, Semi Products, Gas, Precious Metals, Platinum Group Metals etc). You can choose a corporate brand and sell these products under the same brand.
Also extended Mega Class:: Food. It includes all products from farms.
The mod has been tested on a clean game using the Global Capitalism script.txt. The script contains the basic game difficulty settings (you can configure them here without the game options menu), as well as important starting AI behavior settings that are not available in the game options menu. Also contains basic settings for DLCs. If you run the game without a script it will spawn corporations that are less of a focus for the mod. AI can be passive.
By default, the import of ores through seaports is disabled. For the production of products, you need to buy a mine or buy semi-products from other corporations. This creates a certain interest in the AI to own the mines. If the Experimental DLC makes it possible to purchase ore through import companies, this may lead to an imbalance in the game.
If you encounter any errors while using the DLCs, please let me know.
Links:
Archive version:
https://drive.google.com/file/d/1yhdtJf ... sp=sharing
Standard installation:
files from the archive
GLOBCAP.png
GLOBCAP.RES
GLOBCAP.txt.
Put in directory:
C:\Users\your computer name\AppData\Local\Capitalism Lab\MOD
file
Global Capitalism script.txt
Put in directory:
C:\Users\your computer name\AppData\Local\Capitalism Lab\script
Activate (configure as desired) the script before starting the game
{MOD} Global Capitalism
-
- Mod Expert
- Posts: 355
- Joined: Sun Oct 31, 2010 6:12 am
- Has thanked: 2 times
- Been thanked: 4 times
Re: {MOD} Global Capitalism
Congratulations for the study and the work done, I will definitely try your mod - thank you!
Piermario
Piermario
-
- Mod Expert
- Posts: 301
- Joined: Sat Jan 28, 2017 2:28 pm
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- Level 4 user
- Posts: 134
- Joined: Wed Jan 23, 2019 3:56 pm
- Has thanked: 5 times
- Been thanked: 4 times
Re: {MOD} Global Capitalism
3dmodel wrote: ↑Sun Sep 11, 2022 9:27 am Global Capitalism Mod
The idea of disabling expertise for characters belongs to saffgee
The idea for alternative recipes started here
viewtopic.php?f=39&t=8280
Profitability adjustment was carried out using tables from here
viewtopic.php?f=39&t=8260
Also thanks to saffgee and piermario for posting their mod sources on the forum, comparing the settings of the two mods gave some insight into the mechanics of the game
Also thanks to David and the development team for making changes to the AI behavior and fixing bugs that arise
Also special thanks to paulwoman for early feedback and help with some bug fixes
The graphics in the mod are partly taken from one large stock and are free, and partly made by me in Blender 3D
What's included in the mod:
Added apartments 1*1, 3*3, and offices 1*1, 4*4, giga factory, giga farm and giga warehouse
Added new stores (reused graphics of office buildings). Added the ability to sell almost all products in the game, including semi-finished products, etc.
Screenshot_3.png
The number of products in the mod has been expanded, mainly in farm and more in semi-finished products, where the AI has shown itself to be more active
Screenshot_8.png
Screenshot_5.png
Screenshot_6.png
Screenshot_7.png
Mining has been reworked, mines allow access to ore. Different ore contains different amounts of certain minerals.
For example, the content of diamonds in precious ore 3 carats for 2000 lbs
Screenshot_10.png
Whereas in sea sand the diamond content 1 carats for 7500 lbs
Screenshot_11.png
To compare the two mines:
The PRECIOUS mine is the main mine for the extraction and production of precious metals (gold, silver, platinum, precious stones and diamonds). It also makes it possible to produce some other metals, but at a lower margin.
The MIX_ORE mine is the main mine for obtaining metals (vanadium, cobalt, molybdenum, etc.), but also gives access to obtaining precious metals, etc. But the content of precious metals in it is lower than in PRECIOUS ore. Accordingly, the production speed, margin and output per cycle are lower.
Alternative recipes have different margins, production speeds, as well as the amount of finished product in one production run.
By default, the higher the yield of the product, the more profitable the production using this particular recipe and vice versa, the lower the yield of the product, the slower the production speed and the lower the margin
The use of catalysts in some recipes adds the ability to end up with more product than is invested. This is a game mechanic to increase AI interest in certain products.
Screenshot_14.png
Added Mega Class: Ores. Which includes classes (Raw Semi, Semi Products, Gas, Precious Metals, Platinum Group Metals etc). You can choose a corporate brand and sell these products under the same brand.
Also extended Mega Class:: Food. It includes all products from farms.
The mod has been tested on a clean game using the Global Capitalism script.txt. The script contains the basic game difficulty settings (you can configure them here without the game options menu), as well as important starting AI behavior settings that are not available in the game options menu. Also contains basic settings for DLCs. If you run the game without a script it will spawn corporations that are less of a focus for the mod. AI can be passive.
By default, the import of ores through seaports is disabled. For the production of products, you need to buy a mine or buy semi-products from other corporations. This creates a certain interest in the AI to own the mines. If the Experimental DLC makes it possible to purchase ore through import companies, this may lead to an imbalance in the game.
If you encounter any errors while using the DLCs, please let me know.
Links:
Archive version:
https://drive.google.com/file/d/1yhdtJf ... sp=sharing
Standard installation:
files from the archive
GLOBCAP.png
GLOBCAP.RES
GLOBCAP.txt.
Put in directory:
C:\Users\your computer name\AppData\Local\Capitalism Lab\MOD
file
Global Capitalism script.txt
Put in directory:
C:\Users\your computer name\AppData\Local\Capitalism Lab\script
Activate (configure as desired) the script before starting the game
Looks very good - congrats !