As mentioned in my previous post, I wanted to make a mod for Capitalism 2 to rebalance it and fix various bugs. I did that today.
Main features
- Rebalances profit margins: In the original game, the average profit margin for a product was over 14000% and went up to a million percent. At the same time, most semifinished products had negative profit margins (including citric acid, coconut oil, corn syrup, dyestuff, flour, linen, polyester, textiles, and wheat germ oil). I've rebalanced them somewhat so that you can make a profit selling any product, but the average profit margin is much lower -- "only" about 150%, with a median of about 67%. I would like to eventually get it down to 30-40%, but that requires more extensive changes.
- Rebalances demand: The original game balanced the demand for products so that every product or product group had roughly the same revenue ceiling. This resulted in people buying ridiculously large or small numbers of some products, and overall people bought too little. I tried to make the demand a bit more realistic. Overall, people buy a lot more things, which helps counteract the reduced profit margins, and some fields are now much more lucrative than others.
- Reduces freight costs: One of the main complaints about the original game was that freight costs were so high that it was pointless to try to ship products between cities, and even within the same city you may not be able to make much of a profit unless you placed your production buildings close to your retail stores. On average I cut freight costs in half, but I also made them somewhat more realistic by basing them on the approximate weight and size of the objects, so the freight costs for a few items are actually higher than before. But overall, it's now worthwhile to ship some finished products to other cities.
- Warehouses: I converted one of the factory types into a warehouse. Now there are 1 small, 2 medium, and 2 large factories, and the warehouse. Essentially, it's a building with a large amount of internal space and low monthly overhead. You can use it to merge product flow from multiple sources or buffer goods from unreliable manufacturers. However, it's not possible to prevent you from manufacturing things there, so only the honor system prevents you from using it as a large, cheap factory; the AI has no honor and uses warehouses for manufacturing, but I figure it's not a problem because the AI is so weak that it needs all the help it can get. :-P
- Increased costs for extractive industries: I've greatly increased the setup and monthly costs for logging camps, mines, and oil wells. Nonetheless, those industries are still overpowered. In fact, they may be even more profitable now due to the reduced freight costs, but you'd better make sure you have some demand lined up before setting up shop now.
- Increased competition and activity: This wasn't exactly planned, but due to the changes I made, the AI seems to be a lot more active. There's a lot more competition and a lot more products available from the AI. The AI also seems to buy products that you produce more often. Perhaps it's due to the fact that semifinished products are now profitable, so the AI produces them and is then able to produce the finished products that they enable. Additionally, the reduced freight costs probably allow the AI to be more flexible in its operations.
- Executives are cheaper to hire: In the original game, executives often demanded a salary higher than the company's entire annual profit! They were worse than useless. I've decreased their salary demands by about 80%, and now it may actually be worthwhile to hire some executives.
Minor features / miscellaneous changes
- R&D buildings and advertising cost a bit more. $5,000 is really too cheap to set up an advertising unit, so I raised it to $50,000.
- I made the AI value oil and chemical minerals a bit more, because they enable the creation of many other products even if they're not that profitable in their own right.
- On a few products, such as computers, I made people care more about the quality of the product than about the brand. I guess that's just my personal bias. :-)
Known problems
- The game is still too easy. I need to reduce profit margins more and find a way to make extractive industries more expensive without discouraging the AI from entering the market.
- The mod hasn't been extensively tested. I've played a couple games, and it seems like a real improvement, but I certainly haven't tried out all the industries and products.
Download and installation instructions
You can download the mod (version 0.91) here. The mod was built with version 1.03 of Capitalism 2 but should work with 1.05 as well. (I tested it.)Method 1 (quick and easy):
- Navigate to the "gameset" directory within your Capitalism 2 installation directory.
- Make a backup of the 1STD.SET file.
- Replace the 1STD.SET file with the one from the archive.
- Enjoy!
Method 2 (more flexible, requires Microsoft Excel):
- Navigate to the "gameset" directory within your Capitalism 2 installation directory.
- Make a backup of the 1STD.SET file.
- Download the Capitalism 2 mod kit from here.
- Use the mod kit to import BalanceMod.xlsx into the game database.
To uninstall (after using either method)
- Restore your backup of the original 1STD.SET file.
Comments
Great blog but there is an issue with it, i am hungry now :-( (after checking the Baking section) keep it up!
It would be possible to develop an editor for CapLab but because of the schema/data mismatch it would have to work completely differently, and would be fragile. The main reason I can't (easily) do it, though, is that I don't have a copy of CapLab. :-P
I already use your rebalance mod, its a great works, and makes AI more hard to conquer, very challanging.
How to use dbmod,always shows 'encounter problem and needs to close' on my XP.
I already install .NET 3.5 SP1. And my excel 2007, I'm using XP Pro 2002 service pack 2.
Thanks for your help
I using windows 7, ms. excel from ms. office 2010, and activated .Net framework 3.5 from windows feature..
Hmm, sorry if my english bad, and thanks for your help.. :)
If you just want to use the mod, you can simply overwrite the 1STD.SET file with the one from the mod package.
Running the mod tool is only for the case that you want to change the way the mod works or create your own mod. In that case you'd need to use the command prompt. You'd need to change to the gameset directory and run either dbmod import 1std.set yourdata.xlsx or dbmod export 1std.set yourdata.xlsx depending on whether you want to apply new values to the game database or extract the current values from the game database, respectively.
If you're unfamiliar with the command prompt, I recommend searching online for some tutorials on using the command prompt to do those things.
Good luck!
If the game crashed, try changing the freight values to 1 instead of 0. This will set freight charges to be very low. If the freight charges remained unchanged, then you probably didn't import the new values into the database correctly.
i play with friends but it doesnt make sense as the AI floods the market with products and its more a WE against the KI and not we play against us :-(
One possibility that's easier than disabling the AI is editing the file that contains your game settings. It might be possible to manually edit that file to set the number of AI companies below what the UI will allow. For instance, you might be able to reduce it to 1 AI company, or possibly even zero. That possibility would only take a couple of hours to test. But I haven't tried it.
I have this little problem that I have to manually adjust from which factory I want my finished products to be bought, instead of just stockpile-merging all equal products inside the warehouse, and then selling to stores from a single point of sales.
Is there any way to change which products we can buy at the warehouse(or all factories if that is a must)?
You can't buy inside the warehouse, because they are already a finished product, and in this case you can't merge them.
The mod kit is not working can you help me ?
Many thanks
Why R&D center in the window of new technologies can fit up to 6 lines?
I also looked through your biography - interesting!
Estonia has in Europe the most advanced e-govermantal system! I love Tallin.
Greetings from Switzerland and all the best.
Nick
Is your question related to my balance mod in some way? I don't really understand your question, but I think that's just how the game is...
Hi Nick,
Thank you for your greetings. :-) I'm back in the USA now, but I do wish I could visit Estonia sometimes (when it's not winter)! Too bad we don't have teleportation yet... Anyway, I hope you're well. Take care,
-- Adam
I'm selling citric acid for ~$9, is it normal ? Seaport sells it for ~$0.5.
I don't remember exactly what the prices should be like, but it doesn't sound like the patch was fully applied to your game. Did you start a new game after applying it? Some things only take effect after starting a new game...
Is it possible to increase the reserve of mines?
Thank you :-)
I guess if you halve the mining speed and double the resource value, you could effectively double the time until a mine is exhaused, but it's not quite the same because it would also double the resource cost to make products from it.