GIGAFACTORIES

Suggestions for new DLC projects.
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David
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Re: GIGAFACTORIES

Post by David »

There is a thread discussing TV shows already.

I have quoted and replied your post on the thread. Please see:
http://www.capitalismlab.com/forum/view ... 232#p19232
saffgee
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Re: GIGAFACTORIES

Post by saffgee »

I'm already exploring a much more modular approach to manufacturing in my mod (which is tentatively named "Modern World") - the simple premise being that (and this is where I wholeheartedly disagree with Megapolis) there is a happy medium between complexity and his "macroeconomy". Even working with the constraints of only 3 inputs it is possible to significantly alter the pattern of play by introducing additional specialisation. I have yet to test the mod in a game as its still very much in the programming stage, but I'd be happy to post my work on defining inputs for a whole host of other products (my last count was somewhere around 1800 products I think, about a quarter of which is already in an excel format), as this may be something others wish to use/build on. My theory on complexity is that some people like it, others don't - personally I'm a big fan, which is why I have spent the last 2 months learning about every product I could get my hands on to see how the manufacturing process could be altered with a 3 input constraint. Its a mod though, so if you hate some more complexity in cap lab and like factorio instead, then don't download it.

I guess what I'd like to say most on inputs is this - the addition of 1 more line is enough. A 4x4 factory (in this case I mean the plan-able area that units can be bought onto, not the footprint of the building) would allow for an incredible amount of additional flexibility in planning and executing factory lines - in fact, now that I write it, I'd like that now please !

In regards to Gigafactories, I really like that idea, as it is modern and makes for an interesting strategy nuance - if you want to dominate a sector, a gigafactory is the way foward to reduce per unit cost.

On that note (cost), I also have a suggestion. How about factory machine and technology degradation (most simple way to implement is with sliders). Effectively, the owner must either a) ratchet up his sliders to continuously make payments (like with training) to keep his machines up to date, failure to do so results in manufacturing inefficiencies (aka additional per unit cost maybe ?) whilst going higher on the slider provides manufacturing efficiencies. For technology this would more or less replace the current system of disruption. Basically failure to pay your technology cost in the factory will result in technology loss, whereas paying over the minimum will slowly provide gains to your technology capabilities. Obviously this would need to be carefully managed versus R&D centres so as not to make it an exploit.
Last but not least, I think it would be good to be able to "link" factories together to further reduce cost. This link will only work if the factory is immediately adjacent to the other one its linked to. Kind of like organically growing a group of factories. This would make a lot of sense in say the automobile industry where there could be multiple, stages of intermediate products being produced, or putting your oil distillation factory (a creation of mine) next to your source of oil and the plastics factory, resulting in location efficiency.
Obviously for all this cost-cutting to make sense, the cost structure should be reviewed and updated to generate lower profits and a much harder game.
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David
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Re: GIGAFACTORIES

Post by David »

My theory on complexity is that some people like it, others don't - personally I'm a big fan, which is why I have spent the last 2 months learning about every product I could get my hands on to see how the manufacturing process could be altered with a 3 input constraint. Its a mod though, so if you hate some more complexity in cap lab and like factorio instead, then don't download it.
Look forward to your MOD. It sounds very interesting.
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Re: GIGAFACTORIES

Post by Rusty Gamer »

Each level of a gigafactory should have to at least be unlocked by technology, 4x4, then 5x5 etc. It would become increasingly difficult and take many more long years to go up each level. A 10x10 might only be theoretical in most games. You could break it down further, 3x4 (or 4x3) before 4x4, then 5x4 etc The overheads would be exponential.
player_rxb
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Re: GIGAFACTORIES

Post by player_rxb »

Hello David, everyone, I have loved Capitalism for years now starting with the very first one. What I would find most helpful would be a button to let you upgrade your existing factory capacity. Right now I feel I waste a lot of time having to copy the same factory over and over again when I wished I could just increase throughput with a click.
I would imagine I could click the upgrade button and it would increase capacity of all units by from 100% to 200% and then 300%. This could be capped somewhere. I would imagine, they add more advanced machines or a second floor. There should be some trade off that the upgrade costs are quite high. Therefore I don't need new land in per unit OPEX (operating expenses) could be smaller.

I feel this would eliminate a huge part of the repetitiveness and encourage to revisit an existing factory again to rethink optimizing it once the game has progressed a bit.
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Re: GIGAFACTORIES

Post by jeffreywong092610 »

David wrote: Wed Feb 22, 2017 3:38 pm This is an interesting idea and is worth exploring further.
I totally agree on Gigafactory idea. I have spent quite a few of time in the game on Supply Chain Management.
The COO is not doing great jobs on selecting the right factory to take products from and there are often happens excess capacity and over over capacity at same time.

I would like to see a multi floor factory to fix this :)
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