Suggestion: Intro of new markets during game
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Suggestion: Intro of new markets during game
One of the things you began to notice is that like IRL real estate is not infinite after 100 or so years prime retail space is taken up and you're acquiring companies to buy spots and or take over their operations. I think it would be interesting that new cities can open up after say every 100 years a new market/city opens that the companies can expand and grow into since the game can now support up to 10 cities.
This would change the game play for those of us who play a game for multiple Real Life years on end.
This would change the game play for those of us who play a game for multiple Real Life years on end.
- David
- Community and Marketing Manager at Enlight
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Re: Suggestion: Intro of new markets during game
Currently the script system supports the following:
http://www.capitalismlab.com/script---cities.html
LOCKING A CITY
Locked=yes
If the above line is defined, the city will be locked and the player will not be able to build any business in the city until the city is unlocked. This happens when the player has achieved a goal with a reward that unlocks the city.
(To see the script syntax about unlocking a locked city as a goal reward, click here)
To define additional customized cities for the game, simply add another city definition block, starting with the City=<city name> line.
Alternatively, do you think that we should add a new option on the "Environment" page of the New Game Settings menu, for those users who do not like to deal with scripting?
If so, how would you like the new option to function exactly?
1) After how many years a new city should emerge? Or under what conditions a new city should emerge?
2) What should be the population size of a new city ?
3) Should we provide an additional option to increase the challenge, banning the player from investing in the new city until certain criteria are met, whereas the AI companies are free to invest from the outset?
http://www.capitalismlab.com/script---cities.html
LOCKING A CITY
Locked=yes
If the above line is defined, the city will be locked and the player will not be able to build any business in the city until the city is unlocked. This happens when the player has achieved a goal with a reward that unlocks the city.
(To see the script syntax about unlocking a locked city as a goal reward, click here)
To define additional customized cities for the game, simply add another city definition block, starting with the City=<city name> line.
Alternatively, do you think that we should add a new option on the "Environment" page of the New Game Settings menu, for those users who do not like to deal with scripting?
If so, how would you like the new option to function exactly?
1) After how many years a new city should emerge? Or under what conditions a new city should emerge?
2) What should be the population size of a new city ?
3) Should we provide an additional option to increase the challenge, banning the player from investing in the new city until certain criteria are met, whereas the AI companies are free to invest from the outset?
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- Level 9 user
- Posts: 1052
- Joined: Mon Nov 12, 2012 8:00 pm
Re: Suggestion: Intro of new markets during game
I have never played with the scripting system, I think the Customize Game system should be replaced with a GUI for the script system. Of course I don't know what this would involved but I think that would be ideal. It wouldn't need to include all the advance features but the basics.David wrote:Currently the script system supports the following:
http://www.capitalismlab.com/script---cities.html
LOCKING A CITY
Locked=yes
If the above line is defined, the city will be locked and the player will not be able to build any business in the city until the city is unlocked. This happens when the player has achieved a goal with a reward that unlocks the city.
(To see the script syntax about unlocking a locked city as a goal reward, click here)
To define additional customized cities for the game, simply add another city definition block, starting with the City=<city name> line.
Alternatively, do you think that we should add a new option on the "Environment" page of the New Game Settings menu, for those users who do not like to deal with scripting?
If so, how would you like the new option to function exactly?
1) After how many years a new city should emerge? Or under what conditions a new city should emerge?
2) What should be the population size of a new city ?
3) Should we provide an additional option to increase the challenge, banning the player from investing in the new city until certain criteria are met, whereas the AI companies are free to invest from the outset?
In case the above is not possible adding to the environment page this ability would be sufficient.
Options should be like unlock the city after X years. The population should be random like current cities and then based on conditions it will grow or shrink. For the Customize game I don't think overloading the GUI with the various criteria would be necessary, if they want to do that they need to use the script system
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Re: Suggestion: Intro of new markets during game
SOAP Box on Customize Game incorporating some of the Scripting System Features:
I think the Customize Game if it incorporated some of the scripting system features and presented the configurable options in a newbie/user friendly way would really increase awareness of the capability of the game. The scripting feature is great but not everyone (talking about myself) is going to want to set aside time to learn the scripting system and plug in values.
I think as new capabilities are added to the game and hence the scripting system the ones that make sense and can be simplified should be added to the customize game feature to make those easily accessible to all players.
I think the Customize Game if it incorporated some of the scripting system features and presented the configurable options in a newbie/user friendly way would really increase awareness of the capability of the game. The scripting feature is great but not everyone (talking about myself) is going to want to set aside time to learn the scripting system and plug in values.
I think as new capabilities are added to the game and hence the scripting system the ones that make sense and can be simplified should be added to the customize game feature to make those easily accessible to all players.
- David
- Community and Marketing Manager at Enlight
- Posts: 9356
- Joined: Sat Jul 03, 2010 1:42 pm
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Re: Suggestion: Intro of new markets during game
I don't think this is likely to happen as the dev team's task schedule is already extremely lengthy. I think it is better realized via user created support tools if someone in the future decides to implement it.I have never played with the scripting system, I think the Customize Game system should be replaced with a GUI for the script system. Of course I don't know what this would involved but I think that would be ideal. It wouldn't need to include all the advance features but the basics.
In case the above is not possible adding to the environment page this ability would be sufficient.
e.g. unlocking a new city after 100 years?Options should be like unlock the city after X years.
Assuming the game starts in 2000. With this setting, a new city should emerge in 2100 and the second one should emerge in 2200?
Should there be another option for setting the maximum number of new cities that will emerge? Or just one new city will emerge, for simplicity?
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Re: Suggestion: Intro of new markets during game
Allow the player to specify the number (X) of years before a new city is unlocked as well as how many new cities there should be.David wrote:I don't think this is likely to happen as the dev team's task schedule is already extremely lengthy. I think it is better realized via user created support tools if someone in the future decides to implement it.I have never played with the scripting system, I think the Customize Game system should be replaced with a GUI for the script system. Of course I don't know what this would involved but I think that would be ideal. It wouldn't need to include all the advance features but the basics.
In case the above is not possible adding to the environment page this ability would be sufficient.e.g. unlocking a new city after 100 years?Options should be like unlock the city after X years.
Assuming the game starts in 2000. With this setting, a new city should emerge in 2100 and the second one should emerge in 2200?
Should there be another option for setting the maximum number of new cities that will emerge? Or just one new city will emerge, for simplicity?
- David
- Community and Marketing Manager at Enlight
- Posts: 9356
- Joined: Sat Jul 03, 2010 1:42 pm
- Has thanked: 18 times
- Been thanked: 48 times
Re: Suggestion: Intro of new markets during game
The screen real estate has limited space left (see attached.) How would you suggest naming these 2 new options on the interface, in the shortest number of characters possible?Allow the player to specify the number (X) of years before a new city is unlocked as well as how many new cities there should be.
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Re: Suggestion: Intro of new markets during game
Locked Cities: <number dial>David wrote:The screen real estate has limited space left (see attached.) How would you suggest naming these 2 new options on the interface, in the shortest number of characters possible?Allow the player to specify the number (X) of years before a new city is unlocked as well as how many new cities there should be.
Unlock After: <number dial> years
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Re: Suggestion: Intro of new markets during game
I think that it is an idea for scenarios and scripted games. No need to search for space on main start screen.
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Re: Suggestion: Intro of new markets during game
I think the customize game screen would give it exposure to a larger number of players.megapolis wrote:I think that it is an idea for scenarios and scripted games. No need to search for space on main start screen.