Vote for your favorite DLC ideas (2019 update)

Suggestions for new DLC projects.
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Which of the following DLC ideas do you like the most?

Transportation DLC (**please read the notes in the post before voting as it will NOT have animated vehicles**)
54
24%
Real Estate DLC
54
24%
Urbanization and Regional Differences DLC
18
8%
Central Government and Space Project DLC
19
8%
Tourism and Shopping Plaza DLC
20
9%
Energy DLC
55
25%
I'm not interested in any of them.
4
2%
 
Total votes: 224

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David
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Vote for your favorite DLC ideas (2019 update)

Post by David »

Vote for the DLC ideas that you like the most.

Note: each person can vote for a maximum of 3 DLCs on the list.

More details about each DLC idea:

Transportation DLC:
**Notes:

-There will be no animated vehicles moving on the city map in this DLC. It also will not have any animated cargo ships nor airplanes.

-Trains are not part of the simulation. For landlocked cities, vehicles are the only means of transportation.

-Time in transporting goods will not be simulated. Goods are still delivered instantly from one location to another.

-The simulation is focused on the financial aspect of the transportation business and is minimal in new graphics. So it will be different from other transportation games that you have played.

The key gameplay elements include:

>Research and development, and production of transport vehicles, cargo ships, airplanes.

>Since time is not simulated, in all cases, cargo ships are used for transporting between coastal cities. (There is no reason for using the expensive option of airplane when time is not part of the equation.) Airplanes are only used for courier companies (see below for more about courier companies).

>Setting up of depots and procurement of transport vehicles.

>The mechanics of depots are described in this post: viewtopic.php?f=35&t=5547

>Acquisitions of seaports and airports

>Building a large transport fleet to achieve economy of scale and strategically placing depots to maximize efficiency.

>With proper expansions and optimization, all your transportation expenses will go back to your transportation business as revenues.

>Other companies may also pay to use your transportation services if their prices are competitive enough.

>To achieve really competitive prices, research and development of more advanced and fuel efficient vehicles, cargo ships and airplanes is the key.

--------------------------------------------

If you play the game without the City Economic Simulation DLC, you will see the real world map (The CES DLC has a fictional world map) and the following additional gameplay options will be available:

>there will be options for acquiring seaports and airports in non-playable cities on the real world map, purely for the purpose of earning incomes with your transportation business.

>You can sell airplanes built by your factories to passenger airlines.

>You may set up your own passenger airlines. The simulation of a passenger airline will be somewhat simplistic, along the lines of telecoms and media companies in terms of complexity. But there will be possibilities of introducing a new DLC focused on passenger airlines in the future if there are enough interests from the community.

>You may set up your courier company (e.g. DHL and FedEx), The simulation of a courier company will be somewhat simplistic, along the lines of telecoms and media companies in terms of complexity.

>>If you are playing the game with Digital Age DLC enabled, there will be great demands from e-commerce web sites for courier services.

>>The size of your fleet of land vehicles, cargo ships and airplanes, and the logistics technologies will determine the economy of scale and how competitive you will be in the business of courier services.

>>There will be research options for better logistics and package tracking technologies in R&D centers.

>>There will be possibilities of introducing a new DLC focused on courier companies in the future if there are enough interests from the community.

--------------------------------------------

All in all, this DLC will be heavily financially and statistically based with very little eye candy. Please only vote for it if you think it is your cup of tea.

You may check out the forum dedicated to the Transportation DLC suggestions for more details:
viewforum.php?f=35

-------------------------------------------------------------

Real Estate DLC:
viewtopic.php?f=49&t=5754

Urbanization and Regional Differences DLC
<details will be posted later>

Central Government and Space Project DLC
<details will be posted later>

-Tourism and Shopping Plaza DLC:
viewtopic.php?f=49&t=4167

Energy DLC:
viewtopic.php?f=49&t=5656

----------------------------------------------

Update about the previous DLC ideas polled in the original post: viewtopic.php?f=49&t=4166

The Service DLC is on hold at the moment as we are still waiting for user inputs to resolve some of the key game design issues and there is a lack of responses to the testing function of setting up Prepare Units (viewtopic.php?f=49&t=2861&start=20#p24149). We may resume it if we receive new feedback capable of revitalizing this DLC in the future.

Other DLC ideas including the following have not received sufficient interests and are dropped from the list:
-Realistic Farming DLC
-Realistic Mining DLC
-Movie studio and TV network DLC
-Sports Management DLC

----------------------------------------------

New entries added the list include:
-Real Estate DLC
-Urbanization and Regional Differences DLC
-Central Government and Space Project DLC
-Tourism and Shopping Plaza DLC
-Energy DLC
standardplayer
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Re: Vote for your favorite DLC ideas (2019 update)

Post by standardplayer »

standardplayer
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Re: Vote for your favorite DLC ideas (2019 update)

Post by standardplayer »

Service Industry DLC Ideas:

• Professional Services
http://www.enlight.com/forum/viewtopic.php?f=49&t=5763

• Consumer Services
http://www.enlight.com/forum/viewtopic.php?f=49&t=5764
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cantdownloadit
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Re: Vote for your favorite DLC ideas (2019 update)

Post by cantdownloadit »

For an energy DLC, i think it should be an off map thing (to avoid power stations being spammed anywhere), and given the costs and time involved im not sure it would be that realistic.

E.G Hinckley Point C Nuclear Power station has a predicted cost of £23 Billion and times to build are something like 4-5 years, so it seems to me well outside most corporations reach.

Perhaps allowing wind & tidal farms in the currently unused water areas of the map would be worth it though.

This is also supported by many large energy companies being state or partly state owned

EG. top 5 power generators

EDF is 84.5% owned by french government
State Grid Corp of China - State Co
Enel - former state owned company, largest owner is still Italian Government with 23%
TEPCO - substantially nationalised following Fukushima disaster
KEPCO - 58% owned by Korean govt and pension service.
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Re: Vote for your favorite DLC ideas (2019 update)

Post by Kristo »

The Energy in CapLab can be made a little different from reality, albeit with some realistic features. For example:

1. Energy producer building must be build close to the energy source (i.e. outside the city). For example - hydro plant must be upstream on a river (if present), far from any residental buildings. Coal Plant must be right next to working coal mine. Nuclear Plant must be both - far from city, and close to water. Solar and Wind can follow such rules too.
2. Since it will be unrealistic to start a new game and no energy company to exist in the game, while electricity will be needed at that point, each game can start with Gov-owned companies and corporations can enter the market at the start or later.
3. How huge will the market be? Every household and every business entity will need electricity- game can calculate both of these numbers. By the way - those are 2 markets - electricity for people, and electricity for industry.
4. How to build the sector? I suggest with several possible firms:

- Energy generation building - those are power plants, like Nuclear, Wind, Thermal, Solar, Hydro, Coal, etc. The can be limited in numbers (for example - only 1 nuclear per city), or geography (no hydro in cities without a river)
- Energy Transmiting building - a plant (build halfway between the power plant and the city) that can import energy from 1 or more sources (energy generation buildings) and distributes it to possible clients - the next 2 buildings...
- Enegry substation - first, these buildings must be build close to factories/industrial zones, as they can sell energy directly and only to them, or - at the edge of the map, in order to export energy for clients off-map, for small profit.
- Energy provider building - build close to residental buildings/zone, shops, etc. They transform the energy in public-grade one and sell only to the mass population.

The player thus can engage in the whole sector, or parts of it, if he wants. When the game starts, the Gov owns at least 1 of each type, but corporations can buy in, or build their own grids or parts of a grid. As the city grows, more substations and more providers are needed (as every building has a capacity to make/export/sell energy to some degree). If player unlock some greener/cheaper energy, he can build his business around it. Additionally, the player can supply its own firms with his own energy.
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