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Re: Real Estate DLC features summary (2020 Update)

Posted: Mon Jun 29, 2020 2:07 am
by frozenflame
I have one idea that might work well with this (and give it a bit of flavour). International property investments for really expensive buildings (Imagine buying parts of Empire State building, Burj Khalifa, etc.) similar to how global stocks work in the banking DLC, and get an annual return of X percent tied to the health of the economy?

It would work similar to how the global stock market works, but at a lower price point for investing, and would fit somewhere between bonds < buildings < global stocks. You can have a similar randomised list that the game picks out, and can be for a whole bunch of properties, ranging from commercial, residential, industrial and agricultural.

Things like average length of tenancy might be a bit of flavour to add in as well.

Re: Real Estate DLC features summary (2020 Update)

Posted: Tue Jun 30, 2020 3:35 pm
by cantdownloadit
Buildings should have a working life too, you cant just build it and it be there for ever, they need refurbishment every 10 years and replacing every 50 years (hypothetical numbers).

Also instead of buying existing buildings, the option to lease them for XX years, once the lease expires you may be offered chance to extend, or it may revert to original owner.

The only concern i would have is the map is pretty crowded already, this could lead to even more crowded maps.

Re: Real Estate DLC features summary (2020 Update)

Posted: Tue Jun 30, 2020 9:53 pm
by saferain
cantdownloadit wrote: Tue Jun 30, 2020 3:35 pm Buildings should have a working life too, you cant just build it and it be there for ever, they need refurbishment every 10 years and replacing every 50 years
This setting is very good, we can not build a building that will always exist. Adding a service life can increase the difficulty of the game.

Re: Real Estate DLC features summary (2020 Update)

Posted: Wed Jul 01, 2020 1:23 am
by frozenflame
cantdownloadit wrote: Tue Jun 30, 2020 3:35 pm Buildings should have a working life too, you cant just build it and it be there for ever, they need refurbishment every 10 years and replacing every 50 years (hypothetical numbers).

Also instead of buying existing buildings, the option to lease them for XX years, once the lease expires you may be offered chance to extend, or it may revert to original owner.

The only concern i would have is the map is pretty crowded already, this could lead to even more crowded maps.
I think leasing (at least on the in game map) is tricky because the land costs are so low. There isn't really any incentive to lease land for a factory which would cost you $10m for a large on.

Maybe it is a sliding scale where the longer it has been since a refurbish, the lower annual rent is, with the refurbish being an capital investment? Replacing it is harder, because iconic buildings aren't really demolished, just refurbished constantly, so it wouldn't be realistic to "replace" an Empire State building.

Re: Real Estate DLC features summary (2020 Update)

Posted: Fri Jul 03, 2020 12:21 am
by standardplayer
Event Venues:
*Amphitheater (Concerts, etc.)
*Multi use Professional Sports Arena (Sports Events, Concerts, etc.)

Media/Celebrity DLC: viewtopic.php?f=49&t=7151

Re: Real Estate DLC features summary (2020 Update)

Posted: Fri Jul 03, 2020 12:26 am
by standardplayer
Can you add total Square footage to the Building construction and operating UI?

Re: Real Estate DLC features summary (2020 Update)

Posted: Fri Jul 17, 2020 1:16 pm
by cantdownloadit
would also like to see industrial estate/technology park type feature which encourages AI to build factories/farms in clusters and on edges/outside town. (in the same way the AI builds those residential areas that are cool)

and possibly realistic buildings linked to city names. eg if you play with

London as a city you can build the Shard special building
New York empire state building
Hong Kong International commerce centre

etc etc

Re: Real Estate DLC features summary (2020 Update)

Posted: Fri Jul 17, 2020 1:30 pm
by David
dark3214 wrote: Wed Jun 24, 2020 9:40 am I believe (Construction and maintenance) should be a single entity. Branches can be used just like (bank branches) to cover an area for maintenance with market share determined by $ per Sq/ft or $ per Man/Hr.As for construction a slider just like telecoms for construction capacity (Higher value means more Man/Hr of work can be done but at the expense of more overhead) and the cost of construction can be shown as $ per Man/Hr.

Example of how this will work

When a player wants to build an apartment or a factory he/she will see a list of contractors with the price per Man/Hr.

Once he/she clicks on the contractor they can select the speed of construction faster means more Man/Hr thus more expensive.

After that the player can place the building on the map or multiple buildings by holding shift (keeps the same setting of construction speed and contractor)

A dotted line in the housing and commercial index can show units under construction with solid line showing current demand in order to avoid over expansion.

I really hope real construction makes it to the game It will make the game more realistic.
These are interesting ideas. I've discussed your ideas with the dev team. In general, there are many things to be liked in your concept, but there are also a few game design concerns listed below that need to be further discussed.

Will there be any other income sources for the construction companies in the late game when there are few new firms being set up?

I also suppose that AI companies will set up their own construction companies provided that they are not cash-strapped, to ensure that they will not have to depend on competitors which can raise construction prices without warnings. From the point of view of gameplay, what kind of new gameplay elements do you think construction companies will bring to the table? Are they going to merely add a new mundane process that the player must go through to set up new firms? Will they bring any new kinds of strategy to the game?

In addition, if the players are going to secure a reliable and low-cost supply of building materials, the players will need to set up mines and factory production chains on their own. When the demand for construction projects can fluctuate throughout the time, some players may find it a financial burden having to maintain all the supply side operations.

What are your thoughts?

Re: Real Estate DLC features summary (2020 Update)

Posted: Fri Jul 17, 2020 1:46 pm
by cantdownloadit
i would like to see a constant supply of external building materials.. at a premium to ensure construction can happen. -

or maybe city owned resource firms that will provide all basic construction materials - since logically a city would need these anyway ? but with the option to set up your own full construction chain which may be better quality etc but more expensive to set up.

i feel personally that getting enough resources in game for all the crafting is currently a struggle as is, and even more resources required could stretch this further.

Re: Real Estate DLC features summary (2020 Update)

Posted: Sat Jul 18, 2020 2:23 pm
by dark3214
David wrote: Fri Jul 17, 2020 1:30 pm
These are interesting ideas. I've discussed your ideas with the dev team. In general, there are many things to be liked in your concept, but there are also a few game design concerns listed below that need to be further discussed.

Will there be any other income sources for the construction companies in the late game when there are few new firms being set up?

I also suppose that AI companies will set up their own construction companies provided that they are not cash-strapped, to ensure that they will not have to depend on competitors which can raise construction prices without warnings. From the point of view of gameplay, what kind of new gameplay elements do you think construction companies will bring to the table? Are they going to merely add a new mundane process that the player must go through to set up new firms? Will they bring any new kinds of strategy to the game?

In addition, if the players are going to secure a reliable and low-cost supply of building materials, the players will need to set up mines and factory production chains on their own. When the demand for construction projects can fluctuate throughout the time, some players may find it a financial burden having to maintain all the supply side operations.

What are your thoughts?
1. Will there be any other income sources for the construction companies in the late game when there are few new firms being set up?

Yes from maintenance.As more buildings get constructed the overall market for maintenance should grow thus partially offsetting the natural decline in construction activity moreover maintenance costs should increase as buildings age.

2. Also suppose that AI companies will set up their own construction companies provided that they are not cash-strapped, to ensure that they will not have to depend on competitors which can raise construction prices without warnings?

To avoid many companies setting up construction companies there should be a very huge barrier to entry and economies of scale should have overwhelming influence(lower construction cost).Their should be a maximum of 4 or 5 construction companies per city.Maybe also one owned by the government to avoid price fixing.

3. From the point of view of gameplay, what kind of new gameplay elements do you think construction companies will bring to the table? Are they going to merely add a new mundane process that the player must go through to set up new firms? Will they bring any new kinds of strategy to the game?

The main gameplay and strategic element that construction companies bring is time delay and it also allows for fully vertically integrated real estate companies.Time delay(how fast building is constructed) makes the game more challenging as the player needs to decide when this building needs to finished example(The market is booming should I take the extra cost and capture the current booming demand or should I take slower construction time thus lower cost and miss out on the boom).

4 if the players are going to secure a reliable and low-cost supply of building materials, the players will need to set up mines and factory production chains on their own. When the demand for construction projects can fluctuate throughout the time, some players may find it a financial burden having to maintain all the supply side operations.

I don't think this will be a major problem because construction mostly uses steel and wood.Construction companies can tap into existing timber and steel factories and once the building is finished their should be a small bump in furniture demand.The biggest cost should be labor.

Please feel free to jump in!