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Imagic Beta tester Tip

Capitalism Game Series

Here are Capitalism Plus Hints and Strategies straight from the I-Magic playtesters:
1. Own the entire system. Be a Carnegie, don't buy imported rubber to make shoes if you can find a good farm location and grow rubber trees.
2. Plan your farms in conjunciton with your stores and factories. You can negate your profit greatly by paying the long range transportation costs.
3. I don't like heart of downtown malls. The edge of the city offers MUCH cheaper building costs and the profit you turn is almost identical.
4. Look for a diversified company with an aggressive CEO and buy stock in it..over time, it should pay nice dividends.
5. Keep an eye on the stock market, especially looking for a corp. buying a large stake in a rival...it's probably a prelude to a takeover. Buy some stock in the target corp yourself. You'll not only benefit from the rising stock price as the takeover move along, but when it's complete and the two merge, you'll now own stock in the parent.
6. Get away from using imported products and material as soon as possible. When the supplier moves, it creates havoc with your supply lines and costs $$ when you're just relabelling an import because that import ain't there no more.
7. Beds are a great and cheap first product line to start. They have a nice margin of profit and only require a timber camp for raw materials.
8. When you first move a new product into a city, it'll not do well (as a rule) against the local competition for quite some time. If you lower the price, often taking a small loss on the product, you'll snag market share in a hurry and can then raise the price. The customers normally keep buying your now-pricier product.
9. If you can get a gold mine running, it's a profit-making machine.
10. Oil is a great income-producer. The problem is that you only make the big $$ by selling it to your competitors, who use it to make other products that compete with yours.


I like the downtown areas or as close as I can get to the city centers. Generally the sales are just that much better. Have any of you noticed that when you group stores together, they generally do better than if your stores are not grouped near your own or even competitors' stores? It seems the game simulates this idea of shopping centers and how these groupings tend to draw people because generally many people will want some convenience, especially when it comes to buying life's necessities.

Following suggestions one and two are maxims for me. Number 4 applies to my own company, though initially I tend to focus on a few products using the same raw materials. number 6 is generally true, and unless their product(s) is/are a lot cheaper, I don't bother or stock up on inventory if I am able to until I can obtain my own supply line.

Beds are simple to make, they may or may not be a good starting product depending on where the timber is and if the city it's in will support a store for that product. This is often a key concept as some raw materials or semifinished goods are not too expensive to ship (of course depending on the final retail price you can afford to sell it at). I often start off shipping some things until I can gradually get all my supply-maufacturing-retail chains within their own cities, thus decreasing shipping costs and building profits margins which in turn over the long run will maximize my total profits.

Number 8 is difficult to do sometimes, as I might be near bankruptcy and need to start making a profit soon. Thus, I might not be able sustain carrying a product if it is losing money for too long in the beginning of the game. In the later stages of the game, this of course is a method to ruin things for an opponent, and possibly force the other company to take out other loans or sell more stock (which you can often pick up) especially if you are cutting profits on their main source of income.

Oil and gold can be useful, but as noted, you may be helping your competitors so it might be better to limit your sales to your competitors until you can start producing something yourself. Sometimes these resources are not wanted by anyone as the city may have its own cheaper products available through the seaports.

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Capitalism Game Series









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Re: advertising strategy
« Reply #4 on: Apr 30th, 2005, 06:54am »

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R&D is cash hungry activities. Sometime you could not wait for so long a gestation period (min 2 years if 9 units as it will make you about at least close to 100 technology rating). Trying to sell something that you have 30 point in production technology is just a waste of money. I think a good ad strategy which is what we call clustering effect. Like you have 3 drug stores (specialises store prefer) selling 10 items from bath supplies, cosmetics and drugs will make the same dollar of advertising go further. Or 4 hardware stores selling 14 different products all in the same city. This is the so called mass differentiatio.

The other one is matching the necessity index with the salary level (spending level dun affect much since a high salary level with low spending level is always better than low salary level with high spending level). In rich city (both spending and salary above 80) after you got just one good product with very good brand rating and very good quality, you could raise the price to insanely high level without reducing the demand much. I will called that niched/focused differentiation by Michael Porters term. For example you have a gold mine at 95% quality, u invest in one R&D with 9 units to raise the level to 200 and you choose to sell in just one city opening 3 (that is the max I try for a rich city and minimum 3 million population ) jewellery stores selling just Gold Ring. You can possibly net a few hundred million profit a year. You will noticed when you brand rating is 80 and above, you could raise the prices several times without reducing the demand.

And firstly developed new product such as palm computer or handheld game device where you are the only supplier and you can open many stores to sell in same rich city has a "bug". You can literally raise your price so high for the first year at least that you make a few hundred millions at least. I considered it a bug since not much effort is needed compared to previous 2 brand strategy.

For economies of scale and cost leadership (both broad and focused), it only works in mines. Capiatalism game engine seem to have a bias against cost leader (unless you initially lower to ridiculously low level for 3 to 6 months to raise the brand awareness) and you can never defend yourself against a high quailty and good brand competitor no matter how cheap (that is way beyond your break even point). So milohaze observation quality and brand is more important generally speaking fits my own experience.

Now come the macro part. Like at the middle stage of the game of 15 years you dominate all categories at 200% difficulty level and control all media outlet. Here you are like Walmart plus China and you max out all factor of production. Here my interesting observation is once the profit hit a magical 15 billion on sales of 50 to 80 billions, you will run out of raw materials such as oil, timber, gold and chemical minerals. If you hire a good COO, the AI is quite intelligent in allocating the scarse timber for dyestuff and bed. The COO will choose dyestuff and cut down on bed if your cosmetic is making alot of money and the COO will raise the cosmetic to very high price. But if your bed is superior relative to cosmetics, the COO will mac the bed and raise price. But overall you will suffer a long term profit decline from year 15 at 15 billion and seldom recovered due to the raw materials constraint. To make the demand, I will set the newspaper ad rate at 1.50, radio at 2.50 and TV at 3.50. You will find that your media firms max out automatically. I call this ad market segmentation where expensive product will choose to advertise at TV and cheap product at newspaper by the CMO. Many people find COO and CMO clumsy at managing less than 10 stores, but if you have more than 300 factories, retail store, farm and mine for my case, the COO and CMO has a very good sense how to max the overall profitabilty of the 4 cities GDP/GNP.

One last thing, media firms doi go bnakrupt. My estimate is the general cost you buy from the government is the media firm paid up capital so 300m for TV for example. Since you control all the media, about 1/3 of the media will go banrupt no matter how yoiu finetune your ad strategy. So for a TV station which is inferior to other media firm in the same city, the TV station say lose 3 million a month. About 100 month later or 8 years your TV station will backrupt and the government will have a new one for sale. I call this the government anti-trust media rule lol.

Happy experimenting,
FG

Warehouse tip

Capitalism Game Series

Cap2 has no warehouse facility but you can create a semi- warehouse by building a factory and opening purchase, inventory and sales units

Example: you have 3 beef farms but want to supply and buy from one location.

Key:
P= Purchase unit
I= Inventory unit
S= Sales unit

warehouse set-up


PPP
I I I
SSS



Disable auto purchase and link each purchase unit to a different frozen beef farm.

Connect all the purchase units to the Inventory units. Connect the Inventory units to the Sales units.

A new sales price will be set which you can change +/-

If you have bottle necks forming in the sales use training, if your still having bottle necks with a 9 rating try:

PPP
ISI
SSS.

Its an interesting concept I have just tested this linking 2 sugar farms to 4 cola factories producing in total 17m cans. I used a large factory as the warehouse. My set-up was:

P I P
I I I
S S S

No bottle necks formed in the sales units (sales rating was 4) and the extra inventory helped to keeps the factories supplied with sugar after the farms had harvested.

The major downside was I duplicated the freight cost as I was shipping the same product twice (sugar from farm to factory/warehouse then onwards to the cola factory - all in different cities).

This cost an additional $38m per year also the large factory on my set-up had annual costs of:

$2.16m Factory overhead
$1.40m Training
$0.722 Salary

This caused the unit cost of my cola to increase from 60 cents to 95 cents.

Overall the costs were offset by profits I made in the warehouse by increasing the sugar price this made $30m but doing the math I was down $12m by warehousing such a low cost product like sugar.

May work better with higher value goods like wallets or CPUs but freight costs for sugar often exceed its value, better to have the farm located within the same city as the factory in my experience.

milo

Fireball Tip

Game:Captitalism II, by Trevor ChanPublisher:Ubi SoftDesigner:Enlight SoftwareRelease Date: December (Insert Day here), 2001I copied the 'find' thing off of other FAQs, as it was an awesome idea.Highlight the name of the section you want to go to and hit Ctrl-CHit Ctrl-F, then Ctrl-V, then hit Enter. Voila.Table of Contents:1. Version History2. Overview of Capitalism II3. Firm Guide3.1 Retail Firms3.2 Non-retail Firms4. Unit Guide5. Product Guide5.1 Input5.2 Output6. Running Your Corporation6.1 Retailing6.2 Farming6.3 Manufacturing6.4 R&Ding6.5 The Stock Market7. Scenarios7.1 The World in Your Hands7.2 Just Desserts7.3 Boomtown7.4 Drug Czar7.5 Riding the Bull7.6 Overhead Down7.7 Merger Mania7.8 Retirement Plan7.9 Real Problems Developing8. Contact Me9. Addendum9.1 ContributorsBefore the Version History, I have this to say. Ryan Leonard is apseudonym for my real name, as my real name is somewhat unusual in theUnited States and thus makes me easy to track down.<>This FAQ/Guide is copyrighted by me, and solely me, "Ryan Leonard" aka<><>FireballX301. Any attempt to steal this guide and claim it as your own<><>will prompt me to unleash my unholy demons (lawyers) and rain burning <><>fires (lawsuits) onto your ass (you).<> www.gamefaqs.com (duh)<> www.angelfire.com/ga4/fireballx301/ (personal site)<>If you see any other site besides the ones shown above displaying this<><>FAQ, email me at fabriceh25@hotmail.com (I get enough spam already, so<><>10 to 20 more doesnt matter) and I will rain death and destruction<><>upon said site though cease and desist emails and lawsuits under the <><>banner of the ACLU. Booyah his guide assumes you've read the user manual and have a semi-basicunderstanding of what to do, how to access lists, and errata like that. Italso helps if you've done the tutorial (entrepeneurs campaign). Unlikeother games, this game is so unique that doing both is essentially arequirement. Of course, if you dont have the manual (you have a piratedversion, your kid brother ate it, tsunami, etc), you have this. Matterof fact, I'm probably writing this FAQ for people like that.Pop Quiz: What is the object of the game?1. Earn a profit and dominate all industries2. There is none3. Have an annual loss and declare bankruptcyIf you answered 2 or 3, close this guide and sell your copy of Capitalism,as you are too much of an idiot to play. As a matter of fact, dont botherand just shoot yourself. It'll save us all trouble.1. Version History<><><><><><><><><><><><><><><><><><><><>-Version 0.6 October 28, 2003School and the recent San Diego Fires interfered badly. Lucky for me,some kind souls volunteered contributor information. Lucky me . R&Dsection is done, Unit Guide is going to be worked on, and Scenarios whenI feel like it. Again, I need Scenario contributions, and anything ingeneral. See the Contact Me section.-Version 0.5 September 19, 2003I completely forgot about this thing because of school. In any case, thisis THE first version out on gamefaqs. If anyone wants to help write scenariosor guides, be my guest and email me.-Version 0.4 August 28, 2003 1230 Hours Pacific TimeAunt and her baby came down to visit. I had to take care of the baby, soI got no time for this FAQ. Sorta hard to write when the baby is trying torip off your glasses and eat them. Completed first two sections of the FAQ,and I will release it onto the net ASAP. I feel like I really need inputfrom people, as I've sorta hit a writers block on the running thecorporation part.-Version 0.3 August 15, 2003, 2000 Hours Pacific TimeCompleted the Firms Section. Gonna go home for the day, sleep, and thenwrite up the Running the corporation part. The Unit Guide and ProductGuides are gonna take a while, so I'm writing them last. Besides, themanual covers both, so I can afford to wait. Heheh.-Version 0.2 August 15, 2003, 1211 Hours Pacific Time.The reason I'm on Military Time is because its easier to describe thanPM/AM. And yes, I've increased the version number a mere 45 minutes afterI originated it. I've finished the overview and am writing the firm guidenow.-Version 0.1 August 15, 2003, 1130 Hours Pacific TimeWell, I tried to go to gamefaqs to find a FAQ on Capitalism. Apparentlynobody's written one. I have tons of time to kill, so I began writing one.Not much here, is there? Oh well, nobodys gonna read this, because I aintsendin it out yet.2. Overview of Capitalism II<><><><><><><><><><><><><><><><><><><><>I played Capitalism I, so I already had knowledge of how to play the game.Its simple, really. You begin with so and so millions of dollars, and youmust use that cash to establish businesses, earn a profit, and eventuallydominate all industries and take over the world. Semi-simple concept,incredibly hard to implement, as Trevor Chan has created what is basicallythe most comprehensive business simulation in the world. Theres a stockmarket (unfortunately, with shamefully few corporations), very intelligentAI competitors, and a massive range of products to market and sell to thesaps/consumers.Now I assume you've read the manual, but the first time I read it I didntretain much either, so here goes.All firms have what is called a 'layout', or the 9 squares thing that yousee within firms. You establish 'units' that do a specific purpose andlink them to get your desired output. For example:A Purchase-Sales linkup is widely used in all retail stores, as what itdoes is simple: purchases 'Socks' from a supplier (usually a seaport or afactory) and sells it to the consumer.Another common linkup:------- ------------- -------------A purchase-manufacturing-sales linkup is used in factories. Note that mostitems require more than one purchase unit, as most items are made up ofmore than one semi-product.Playing through the game will get you used to the multiple linkups. Therewas no learning curve for me because I had played Capitalism I a loooongtime ago and knew all of this.The specific things that firms do will be covered in more detail in myFirm Guide, but heres a short version.All Retail stores: Sell goods to consumers to earn money.All Factories: Refine one product into another and sells to other firms.Farms: Creates products, usually cannot be sold to consumers.Mines/Logging Camps/Oil Wells: Creates products, cannot be sold toconsumers, only firms.Seaports: Imports products, sometimes for consumers, sometimes to otherfirms.Apartments and Commercial Buildings: Earns money, but is very fickle, asprofit depends on the economic status of the city, which you cannotinfluence.Radio/TV/Newspaper Station: Used for advertising.R&D Center: Used to improve the production tech (and thus quality) ofyour products.Mansion: No purpose. Dont bother with em, as they waste time and money.Headquarters: Multiple purposes, but does not make money directly.You, being intelligent (I hope), know the basics of supply and demand andalso how to make a profit. Its simple. If supply exceeds demand, decreasethe price until either demand picks up or you get near the real cost ofthe product. If demand exceeds supply by a large margin, increase the costa bit. Quality, Brand, and Price determine the rating of a product.You want your product to have either a higher rating than your competitors,both city and corporate, or to far exceed them in one rating, usuallyprice or quality.The training bar allows units to get more experienced in their work. Itboosts the amount of goods the unit can handle. (manufacture, stock, etc.)Always build in areas of high land value. More people live in those areasand revenue grows higher.More on this stuff in the Tips section. That does it for my overview.
« Last Edit: Feb 13th, 2005, 10:42am by forrestgump2000 »
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Re: Very Good Strategy Guide from Fireballx301« Reply #1 on: Feb 13th, 2005, 10:34am »

3. Firm Guide<><><><><><><><><><><><><><><><><><><><>Actually, the Manual does a real good job of describing firms. But sincegames are pirated a lot nowadays, you have ME! Shame on you, receiver ofpirated goods! Now that my public service announcement is over, here goes.Firms are the business. Without firms, you dont have a corporation, youhave a bunch of money lying around doing nothing. Each firm has its ownspecifications and purpose. These are described below.Land value is automatically added on to the cost of the building when youbuild it. Also, I group electronic and electrical products into onecategory, as the manual does it because of a typo and neither one can besold without the other being a choice. There is no store with only one orthe other.The type of firm determines where to build your structure. Retail storesshould be built in areas of high land value. Factories and Farms shouldbe placed in optimal areas (low land value but close enough to city tominimize shipping costs).Costs of buying supplies and placing units is automatically added onto yourmonthly upkeep costs. Both Cost and Upkeep Cost are baseline, i.e. built asif land value is zero (landfill? toxic waste site?) and no units are placed.DO NOT use the specialist stores in the beginning, as you wont have the itemsneeded to make use of the unit space. Build Supermarkets and Department Storesuntil you begin manufacturing products. Then, use the products you manufactureand sell them in a specialist store, as most products of the same type use thesame ingredients.All Retail stores can support these units:PurchaseSalesAdvertisingPrivate LabellingInventoryTo use a retail store, just click on the 'add a product' and choose a product. Whenyou can't add any more, stick a unit in the middle (usually advertising) and link itto whatever thing you're selling. What the units do is explained later.After adding products, you should see something like this in the layout.This would be a decent layout for a convenience store.3.1 Retail Firms1. Discount MegastoreCost: $1.8 milsUpkeep Costs: $180000Size: 4x4Products: AllNotes: This is the store that sells anything. Think Costco or WalMart.The problem is, it is still bound by the rules and can only sell 4 items.The excessive cost and the availability of cheaper alternatives makes thisbuilding pointless. Also, since people will go to specialist stores tofind specific goods, that decreases the profitability of this firm evenmore.The only redeeming factor is that this is the only retail firm that can bebuilt in 'one' retail games.2. Department StoreCost: $1 millionUpkeep Costs: $100000Size: 3x3Products: Apparel, Bath SUpply, Computer, Cosmetic, Electronic Product,Footware, Furniture, Jewelry, Leather, Photography Product, Sport Equipment,Toys, WatchesNotes: This is one of the 2 splits from the Discount Megastore. Roughly, itsells anything that isnt food or disposable products. Highly recommended inthe beginning, as it can still make a tidy profit despite the semi-highcosts and can stock almost as much as the megastore.3. SupermarketCost: $1 millionUpkeep Costs: $100000Size: 3x3Products: Bath Supply, Beverage, Chemical Products, Drugs, Desserts, Food,Snacks, Tobacco Product, Photography Product, Livestock ProductNotes: This is the other of the 2 splits. Sells foods, household cleaners,and other stuff. Makes more money than the convenience store because units inthe supermarket have a naturally higher capacity. (The difference between7-11 and your local grocer, for example)4. Convenience Store:Cost: $500000Upkeep Costs: $50000Size: 2x2Products: Bath Supply, Beverage, Drugs, Desserts, Food, Snacks,Tobacco Product, Photography Product, Livestock ProductNotes: Smaller version of the Supermarket. This is an awesome choice, as itoffers almost the same products as the Supermarket. However, it should not beplaced in a city center, as a Supermarket will be better able to fulfill thedemand. Place them in peripheral areas of land value, like suburbs and whatnot.5. Drug StoreCost: $500000Upkeep Costs: $50000Size: 2x2Products: Bath Supply, Cosmetic, DrugsNotes: In one of the scenarios this will be your primary store. Its a specialiststore, which means that it stocks a very limited range of goods. However, betweena supermarket and a drug store that stock the EXACT same products, the drug storewill get more. Use it if you're shooting for dominance of the pharmacuticalindustry.6. Apparel StoreCost: $500000Upkeep Costs: $50000Size: 2x2Products: ApparelNotes: There are only 3 apparel items, which means you'll have a few units empty.Use the space either for inventory or added capacity if demand is really high.Use only if you're going for dominance of the Apparel industry.7. Automobile OutletCost: $1 millionUpkeep Costs: $100000Size: 3x3Products: AutomobileNotes: Theres only two automobile items, and this store costs a bit much. However,cars are VERY profitable, and you'll definitely need the extra capacity if yourcars are particularly good. Its also the only store that can stock cars too, sotheres no alternative if you're already manufacturing cars. Use only if you'reusing cars at all.8. Hardware StoreCost: $1 millionUpkeep Costs: $100000Size: 3x3Products: Computer, Electronic Product, Photography ProductNotes: Use if you want a more specific store than the department store. Can bevery profitable if you're manufacturing electronic products. If you're doingcomputers, build the computer store, as computers in a hardware store dont sellas well.9. Footware StoreCost: $500000Upkeep Costs: $50000Size: 2x2Products: FootwearNotes: There are 4 footwear items, so you're ok if you're making all of them.Stocking em all here will quickly turn a profit. Use only if you're going forfootwear dominance.10. Jewelry and Watch StoreCost: $500000Upkeep Costs: $50000Size: 2x2Products: Jewelry, Watch (duh)Notes: Exactly 4 items that can be stocked. See above, but replace 'footwear'with 'jewelry and/or watch'.11. Leather StoreCost: $500000Upkeep Costs: $50000Size: 2x2Products: LeatherNotes: Leather Jackets can't be sold here. I dont know why. Otherwise, there are4 leather items to be stocked and all can turn a semi-hefty profit. Use forleather dominance (Ok, that sounds wrong.)12. Computer StoreCost: $500000Upkeep Costs: $50000Size: 2x2Products: ComputerNotes: Again, 4 'computer' items. Use for computer industry dominance. Turns aHUGE profit if your computers are high quality.13. Cosmetic StoreCost: $500000Upkeep Costs: $50000Size: 2x2Products: Cosmetics, Bath SupplyNotes: A smaller-range version of the Drug Store. Apparently, if you take thedrugs out of a drug store you get a cosmetic store. Weird.14. Furniture StoreCost: $1000000Upkeep Costs: $100000Size: 3x3Products: FurnitureNotes: Beds, Chairs, and Sofas can be sold here. 3 items only. Demand will be highif your products are good though. Use for furniture industry dominance.15. Sports StoreCost: $500000Upkeep Costs: $50000Size: 2x2Products: Sports EquipementNotes: What the hell? What happened to baseball bats and footballs? Oh well,golf clubs, in-line skates, and backpacks (WTF is that doing in a sportsstore?) can be sold in this very strange store. As always, demand will be highso you can put the extra unit space to work. Use for sports equipment dominance.16. Toy StoreCost: $500000Upkeep Costs: $50000Size: 2x2Products: ToysNotes: They lump in toy dolls with video game consoles. Bah. Oh well, see abovecomments, I'm getting tired of repetetitive typing.
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Re: Very Good Strategy Guide from Fireballx301« Reply #2 on: Feb 13th, 2005, 10:37am »

3.2 Non-retail FirmsIf you want to have any control over the products you sell, sooner or later you'llwant to manufacture your own products. Thats when you need these firms.1. Factory<><><><><><><><><><><><><><><><><><><><>CostUpkeep SizeSmall$750k50k2x2Medium$1.5 mil 100k3x3Large$2.5 mil 180k4x4The Factory supports these units:PurchaseSalesAdvertisingPrivate LabellingInventoryManufacturingObviously, Manufacturing will be the key unit. Heres how the factory works. Use themanufacturers guide or my own product guide to figure out how to make a specificitem. Example: Car Body, Wheel and Tire, and Engine are used to make a Car. Afteryou've located a source for them all, you can set up a factory like so:In this layout, the 3 ingredients are put together in 2 manufacturing units tocreate cars. However, lets say you cant locate Engines, but you can locate steel.Since Steel can be made into engines, we modify the layout thus so.Factories can potentially make ANYTHING, given the right ingredients.The size of a factory is highly relevant to the item. If you have asmall factory, not as much quantity of the item is manufactured andprofit is lost if the factory cannot fulfill demand. However, if youhave a large factory but your product sucks, profit is lost due toyour factory not selling jacksquat. It all depends. Hey, I'm gettina bit better with ASCII art!Increasing the training of factory workers increasesproduction and capacity. Itdoes not, however, increase quality of the product.Training is a viable optioif your factory cannot handle the demand.2. R&D Center<><><><><><><><><><><><><><><><><><><><>Cost: 1.5 millionUpkeep: $100000Size: 2x2The R&D Center is a must if you want to have a quality advantage over youropponents.Only one unit can be placed, the R&D unit. To reasearch, create an amount of R&Dunits, link them together, and select the one that connects to all of the others.Choose R&D Tech if you wish to improve a product. Choose R&D New Product toresearcha wholly new product. Choose the duration of the project, then you can leave thecenteralone until it finishes its research.The more units connected, the greater the technological advancement over anamount oftime. However, the law of diminishing returns comes in. The more units are added,theless percentage increase is gained. A table is already in the manual, so I wont use ithere. I personally use 3 units for any research project.Training increases the amount of technological advancement possible.R&D Centers eat about 600 grand a month or so if used to full capacity. If yourprofits are slim, dont bother with these and try to increase your profits another way.3. Farm<><><><><><><><><><><><><><><><><><><><>CostUpkeepSizeMedium1 million $1000003x3Large1.8 mils $1800004x4Strangely enough, the 'small' farm was taken out in a beta. Go figure.Farms are like mines in that they 'create' raw material. You can either growcrops or use livestock to create the items of your choice. If you're going fordomination of food industries or clothing, this will be your key firm.Non-organic products like computers and stuff instead rely on mines.Farms can support these units:Livestock GrowingLivestock ProcessingCrop GrowingInventoryAdvertisingSalesTraining in Farms increases productivity, capacity, and quality of the products.Thus, whenever you use a farm, quickly max out your training bar. Also, notethat, even when crops are 'waiting' for the sowing season, the unit is stillat 100 percent utilization and thus can level up. Higher quality goods fromthe farm can help prevent negative brand loyalty. More on this later.4. Mines/Oil Wells/Logging Camps<><><><><><><><><><><><><><><><><><><><>Mine/Oil Well cost: $5 millionMine/Oil well upkeep: $300000Logging Camp Cost: $1.5 millionLogging Camp upkeep: $100000Size: 3x3Like farms, this firm produces raw material. Much of this material is required fordominance of industries such as automobile, computer, electronic product, etc.Units supported:MiningInventorySalesAdvertisingTraining increases capacity and productivity. However, mines have a finite limit ofmaterial that can be dug out of the ground. Forgo training. Quality is determinedby the ore deposit in the ground and cannot be influenced by you.5. Apartment/Commercial Buildings<><><><><><><><><><><><><><><><><><><><>Costs: $5 million to $18 millionUpkeep: $100000 to $360000Size: 2x2, 3x3Unlike other firms, this firm does not retail goods nor create them. This buildingcreates revenue based on the occupancy rate and rental price. Lower prices attractmore tenants. Occupancy rates are influenced highly by the state of the economy.I don't use these because they suck. Unlike firms, you have very little controlover the profitability of these buildings.6. Headquarters<><><><><><><><><><><><><><><><><><><><>Costs: $3 millionUpkeep: $100000Size: 4x4Here it is, your center of business. From here, you can do many specialized actionswith the units that can be placed. However, this structure should NOT be built untilyou are making a profit of at least 10 million, as it eats up a hell of a lot morecash that 100 grand a month if you bother to use it.Since the units are not normal, I will go over them here instead of the units section.Financial DepartmentSets the dividend. Dividend is a set amount of cash paid out for every shareoutstanding. If I owned 1 million shares of X Corp and they paid out 3 centsa share, I would instantly earn 30 thousand dollars. Dividend is a good wayto increase your personal wealth.Human Resource DepartmentHighly useful department. Company-wide training can jack up your unit levels by bigamounts. Dont do em too often as they eat a ton of cash per training.Public Relations DepartmentInfluences brand awareness and ratings if you're using the Corporate Brand.I dont use it because I hate the corporate brand.Investor Relations DepartmentIncreases the stock's value and performance. I dont give a **** about my stock inmost instances, so I dont use this.CEO's OfficeAllows you to set your pay and acquire technology. I use it to acquire technologyusually, as I dont bother with my wealth. I usually set my salary around 5 grand.COO's officeIf you hate micromanaging, hire a COO. I hate them though, because they're bleedingidiots and sometimes set prices below total cost.CMO's officeMakes your advertisement units more effective. I dont use it.CTO's officeLets them run your R&D and also lets you acquire technology. I dont use it.7. Mansions<><><><><><><><><><><><><><><><><><><><>Dont use em. Waste of corporate money and time. They're so cheap that theres nottoo much point in listing price. Apparently the CEO can live on the streets.8. Media Outlet (Radio, TV, Newspaper)<><><><><><><><><><><><><><><><><><><><>Buying one of these guys is a pain in the ass, but it's worth it. Competitors areforced to pay you to advertise and these guys rack up a hefty profit if run right.Max out the bar on new programming and set the ad prices a bit lower than thecompetition. Note that these cannot be built, but must be bought when they're onsale. If you can, snap one up immediately.That does it for firms.4. Unit Guide<><><><><><><><><><><><><><><><><><><><>Look for this in a new version later on.5. Product Guide<><><><><><><><><><><><><><><><><><><><>Look for this in a new version later on.
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Re: Very Good Strategy Guide from Fireballx301« Reply #3 on: Feb 13th, 2005, 10:40am »

6. Running your Corporation<><><><><><><><><><><><><><><><><><><><>Ah, time for the meat of this guide. Of course, one could say that the productguide would be the meat, but I essentially cut-and-pasted from the manualand/or the game itself.6.1 Retailing<><><><><><><><><><><><><><><><><><><><>To begin with, retailing is usually the main way to get a profit. The conceptof retailing is simple. Link to a supplier to get a good, resell that good ata somewhat higher price than the cost of that good, and gain enough cash to coverthe firm's expenses and gain a profit. Of course, theres tons of stuff Chanput in to influence how things work in the game.Retailing should be the first thing you do when you start out in the game. Althoughyou cannot influence the quality of seaport products and you have limited controlover the price, most of the time they are high quality enough to help you establisha profit. Try not to retail other company's products unless the seaport productssuck badly.After you add all your products and fill in the last unit space, information aboutthe products you are retailing are shown in the row where you saw the add-a-productsign. Clicking on one of the products brings up a list showing the market share ofthe product, price, and a comparison between your products and the overall cityaverage (you, competitors, local businesses that you can't see).The 3 bars that are used to determine a product's rating (and thus its comparativevalue) are shown. Here they are:Brand (Orange): Shows the overall brand rating of an item. Compiled from twofactors, brand awareness (does the consumer know about your product), and brandloyalty (does the consumer like your product and will he/she come back to buythe product based on the brand name). Advertising units are used to increase brandawareness. Brand loyalty increases quickly if there is high brand awareness and theproduct is high quality/low price. Brand loyalty increases slowly if there islow brand awareness. Low quality (benchmark: below 30) breeds negative brandloyalty. If one of your products is low quality, do not advertise it.Quality (Green): Shows the overall comparative quality of a product. Quality isdetermined based on the individual product. All products have their qualitydetermined by the quality of the raw material used to manufacture the productand the technological prowess of your company. CPU quality is based mostly ontech ratings, while the rating of bottled milk is based mostly on rmq (rawmaterial quality). Items that do not go through factories (frozen meats) arenot influenced by technological skill and also cannot be researched at R&D.There are 2 ways to increase quality ratings. One way is to locate a source ofhigher quality raw materials (finding a better mine, switching sources toanother company) or increase training at farms if you are getting your rawmaterials from them. The other way is to research better technology using R&Dcenters.Price (Yellow): Shows the price of the product. Compare it to the total cost andthe city average price to figure out what to do. Since you can influence pricedirectly, there is no need to do anything else. If you have low demand, lower pricesuntil you go below the city average or hit 110 percent of the total cost (in otherwords, if total cost is 10 dollars, your minimum price should be 11 dollars). Ifdemand is far outstripping supply, increase your prices to increase profit.The vertical bar with the semi-large number under it is your overall rating. Usually,you want your overall rating to be larger than the city average. The color that ismost prominent represents the reason why consumers are buying your product(cheap,high quality, or has a good brand).What to do if you cannot get your overall rating above the city overall? You mustmake one of your 3 factors far outstrip the others. Consumers will buy your productif:You have an insanely low price compared to other products, even though theirproductis high quality.You have an insanely high quality compared to other products, although theirs mayhavea very low price.Your brand loyalty is high, even though your competitors offer cheaper or higherquality products.If you get caught in one of those situations, you will still make money, but yourposition will be shaky. Invest money in R&D and lower prices at factories or farmsin order to make your products competative again.The supply and Demand bars shown on the item picture are KEY. Ignore them at yourperil.They are the main factors in determining your prices.Other than that, make sure your price is above your cost, and you should make aprofit.Finally, build your stores in areas of high land value to sell more goods.6.2 Farming<><><><><><><><><><><><><><><><><><><><>Farming is the slightly cheaper way to get raw materials if you are beginning tomanufacture. If you farm, you should focus on building supermarkets andconveniencestores.Unlike mines, where the quality is set, you run out of ores eventually, and theinitial price tag is a painful 5 million, farms are cheaper to use. However, using farmsrequires patience and enough of a profit so you dont eat it 6 months later waiting foryour farms to harvest crops.In a farm, you can do 2 things. Grow Crops, or raise and process Livestock. Cropgrowingtakes the longer of the two, and you must plan ahead, as the crops can only be sownandharvested at a certain date. Livestock raising, on the other hand, is immediate.However,the products that a farm produces initially SUCK. Because product quality on a farm isbased on unit level (and thus training), in the beginning you'll get crops with only 20quality. Thus, investing in training is a must.Here are the crops that can be grown on a farm, and the type of products theyproduce.CropSowingHarvestingUse----------------------------------------------------------------------------------------CocoaAprilOctoberFoods (such as Chocolate Bar)CoconutAugustAprilFlour for FoodsNow for Livestock.Livestock Products---------------------------------------------------------------------------------------CattleLeather, Milk, Frozen BeefChickenFrozen Chicken, EggsPigsLeather, Frozen PorkSheepLeather, Wool, Frozen LambWith farms, your focus is on clothing and food, nothing more.When you design a layout for your farm, take this into account. All crops areseasonal,and if demand is high, you're likely to run out of crops to sell. Make sure to useinventory with all crops and also Wool. Also, note that Livestock quality is fixed at 30until unit levels are increased.BUild your farms in areas of low land value but close to your factories. In the oldCapitalism, fertility would determine where to build, but now, look for spaces or inletswithin the city where you can build a farm most cheaply.6.3 Manufacturing<><><><><><><><><><><><><><><><><><><><>Manufacturing allows you to create products of your own and is the main way tocreateyour own products. The 'Factory' part goes over the how-to aspects, so here are somepointers.1. Before you build your factory, scout out sources of raw material. Dont build afactory and wait for a source of ores to show up.2. Choose which category of product you wish to manufacture. Usually, items withinthe same category take the same ingredients and thus allows you to use your factoryto its fullest potential.3. If you are just introducing a newly made product with low quality, use a smallerfactory. If your product has already been manufactured in another city and is highquality, use a large factory.4. Upsizing a factory takes lots of time and effort into destroying the factory andcreating a larger copy. Usually, investing in training can help negate the need forupsizing.5. Finally, build them the same way you build farms.
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Re: Very Good Strategy Guide from Fireballx301« Reply #4 on: Feb 13th, 2005, 10:41am »

Thats about it. The Manufacturing Guide will tell you what products can be made.6.4 R&Ding<><><><><><><><><><><><><><><><><><><><>R&D is essential after you've stabilized your corporation. Quality ratings aredeterminedin relation to other companies, so if your competitors initiate R&D projects before youdo, your quality rating will actually go down. R&D is vital to a long term strategy;however, R&D centers eat quite a bit of cash to set up and maintain.R&D centers are effective wherever you place them, so place em wherever you want,butoutside the city.6.5 The Stock Market<><><><><><><><><><><><><><><><><><><><>I personally haven't used the stock market too much, but here goes.The stock market functions almost exactly like a real-life stock market, albeit withoutthe number of corporations you would expect. The value of a company's stockdepends ona few variables.Shares outstanding: The amount of shares that the company has issued. The lowerthis valueis, the higher the individual price.7. Scenarios<><><><><><><><><><><><><><><><><><><><>Look for this in a new version later on.8. Contact Me<><><><><><><><><><><><><><><><><><><><>Questions/Comments/Contributions? Email me at fabriceh25@hotmail.com.Flames? Email me at president@whitehouse.gov.9. Addendum<><><><><><><><><><><><><><><><><><><><>9.1 Contributors<><><><><><><><><><><><><><><><><><><><>Orlanth emailed me with this VERY useful general tip on how to beat the game.--------------------Stock Market:The stock market can be quite useful. When playing at extremely difficultlevels, it's often impossible to survive in any business without funding anextensive R&D program first; and to afford that, you'll need to generate fundsfrom trading. Experience is the best guide, but in general buying stockssignificantly below equity per share or with low P/E ratios and rising earningswill work well. By looking at the firms and products of the corporation and theaptitudes of its CEO you can often tell which stocks have a bright future andwhich have none. Take advantage of your own stock price, having the company buyback shares when it is cheap and issue new shares when it seems overvalued. Ifyou want to accumulate really serious amounts of personal wealth & maximize yourscore, you'll have to own most or all of your own company before it gets big. Along period of losses or no revenues will often cause your stock price to fallfar below its actual equity value, letting your company buy back large blocks of shares on the cheap. Of course you can take overrival corporations and merge them into your own, or just take a controllingstake (50% I think).Officers:The corporate officers also can be extremely helpful. The Technical Officer willeffectively upgrade your R&D units for free, and the Marketing Officer canreally enhance the effectiveness of your advertising; choose candidates withhigh Research and Marketing aptitudes respectively. The Operating Officer canimprove all your Farming, Manufacturing, Retailing, and Raw Materials operationsthrough the appropriate aptitudes, but requires a much higher salary. Employingpeople will gradually improve their relationship with you, though I don't knowwhat effect this has.R&D:Can get you a big permanent advantage in product quality. Important: focus yourR&D efforts on products where a high % of the product quality comes fromproduction technology (e.g. cola) rather than raw materials (corn syrup).Sure-fire product combo for Cap 2:Construct a single R&D center, then hire a Chief Technology Officer with a highaptitude for Research. For 5 years, set the 9 units on: Cold Tablets, CoughSyrup, Headache Pills, Shampoo, Toilet Cleaner, Toothpaste, Eye Shadow, BathLotion, and Plastic. If another company has high technology in these items, buyit from them first. While you are waiting, generate as much cash as possiblethrough department stores selling imported goods, stock trading, and buying realestate below its fair value; and if at all possible make your company fullyowned through share buybacks.Locate an area close to deposits of Oil and Chemical Minerals, preferably alsonear a city. The deposits can be of very low quality but should have highreserves. Set up a mine and oil well, and between them two large factories, eachproducing three of the researched products: Purchase Oil in the upper rightlinked to Manufacture Plastic in the right center; Purchase Chemicals in theleft center; three Manufacture Products down the middle column and three Salesunits in the remaining corners. You can add a third factory for the last twoproducts later. Hire a Chief Marketing Officer, build several drugstores andsupermarkets in the cal area and advertise your products heavily. If you are lowon capital, build only the drugstores and one factory first, and issue debt ifnecessary. You will soon generate huge amounts of cash. Continue to raise retailprices, expand to other cities and find new product groups to dominate.--------------------Again, thanks to Orlanth for this info.There *was* a tip on the board, but I waited too long and the topic disappeared,so I dont know the contributor. Nevertheless, I remembered his info, and here itis.--------------------In the general layout for a retail store, you can also link the purchaseunits to the advertising to double maximum capacity.(Note: This is *very* costly, so I don't use it. However, if you have the cash,go for it, it'll jack up your brand rating really quickly.)When you buy a media station (radio, newspaper), set your advertising unitsto link to your station and max out the bar.(Note: I can't believe I missed this either. You lose no money overall, as itsmerely a transfer from one firm to another. Excellent tip.)Items Wish List<><><><><><><><><><><><><><><><><><><><>Pistol 2 units, manufactured from Steel, 5 pound, and must be researched80 percent raw material quality, 20 percent techBrand is top concernApples, Oranges, other fruits, for sale from Supermarkets100 percent raw material qualityQuality is top concernVR Helmet 1 unit, manufactured from CPU, 2 units, Electronic Components, 1.5pounds, and Plastic, 3 pounds, and must be researched20 percent raw material quality, 80 percent techQuality top concernPotatoes, grown on farm100 percent raw material qualityQuality top concernPotato chips 10 units, manufactured from Potato, 1 pound, and sugar, 1 pound50 percent rmq, 50 percent techBrand top concernWater, mined from the ground or harvested from a river100 percent rmqCannot be sold to consumersBottled Water 30 units, manufactured from Plastic, 1 pound, and Water,40 pounds98 percent rmq, 2 percent techPrice top concernVideo Games for Video Game console 5 units, manufactured from ElectronicComponent 1 pound3 percent rmq, 97 percent techQuality top concernBatteries 10 units, manufactured from Electronic Component 5 pound andAluminum 8 pound60 percent rmq, 40 percent techBrand and Price equal top concernTable 1 unit, manufactured from Timber 25 pound65 percent rmq, 35 percent techQuality top concernTruck Body 1 unit, manufactured from Steel 700 pounds, Plastic 50 pounds,Glass 60 pounds80 percent rmq, 20 percent techCannot be sold to consumersTruck 1 unit, manufactured from Truck Body 1 unit, Engine 1 unit,Wheel&Tire 8 unit75 percent rmq, 25 percent techQUality top concernT-Shirt 20 unit, manufactured from Textiles 1.5 pound, Polyester 1 poundBrand top concernComputer SOftware 15 unit, manufactured from Electronic Component 1 pound1 percent rmq, 99 percent techQuality top concernContributions? See 'Contact Me'.Thanks to:CJayC for makin GameFAQsTrevor Chan for making CapitalismPepsi for keeping me awake at nightSony for making the laptop I'm writing this onTyping Tutor 5 for teaching me to typeUbi Soft for publishing this gameAlvarado Hospital for patching up my wrist when it exploded while writing thisThe real Ryan Leonard for letting me borrow his nameThank you, and goodnight.Copyright "Ryan Leonard", 2003

Leather and Wallet Tip

I think to level the playing field and bring the newcomers up to speed fast, we need a detailed explaination with layout plan what are the few usual tactics to overcome the default settting low starting capital of 20m . This will reduce their incentive to try the enron and monopoly tricks since they can make substantial amount.How to make a leather walletStep 1: Find the city with the lowest salary level (e.g. 60 or less) and open a medium sized farm on the cheapest land, (usually dark brown on the city map).In the farm open 1 Livestock Raising Unit and raise some cattle.Step 2: Next door to your farm open a Headquarters, inside your HQ open a Human Resources Dept click on the HR unit and open the Training window (you will see you have 16 employees) set training to $100,000 per employee, cost $1.6m and click OK..... Open the training window again but lower training to $70,000 per employee and click OK.Leave the HQ and go back to your farm, your Cattle in the Livestock Raising Unit should be at level 9, if its still at level 8 $5000 more training bucks should get you to level 9.Step 3: In the farm open a Livestock Processing Unit and connect to your level 9 Livestock Raising Unit - Set the Livestock Processing Unit to make leather, then connect a Sales Unit.When Leather goes on sale, click Internal Sale and raise the price to the highest level, usually $30+ bucks.At this point you should have $10/11m cash leftStep 4: Goto the Product Summary Report and find the product report for Leather Wallet - This will tell you all about the demand, price etc for the product.Have a look at all the cities - what your looking for is a city with no competitor (AI or Human) and were the price is high $110 or more and the overall local rating is less than 50.When you find your perfect city go there using the map, then.......Step 5: Open your first factory - Open a large factory on cheap land but near the city center.Set the factory up to make Leather Wallets.Example:PPP MMMSSSP= Purchase unitM= Mfr unitS= Sales unitSet the Purchase Units to buy your leather. When the Wallets become available for sale click Internal Sale and set the price to $100 per wallet.Set the Training Bar to Max.Step 6: Open a Leather Goods Store (cost $500,000) in the Center of the city (orange on the map). Open all available Purchase/Sale Units to sell your wallets. Open an Advertising Unit in the Center of the store.When your wallets go on sale, alter the price to 10 points above the City's overall local rating. example: If the Local Overall Rating is 50, your overall rating needs to be 60 so adjust the price up/down to hit this target.Connect the Advertising Unit to one of the Sales Units in the store and connect the Highest rated media to advertise your product, Raise advertising spend to $500,000 per month.Finally set the Training Bar to Max.As Advertising spend increases your brand, your wallets overall rating will increase, as it moves up, maintain the 10 point difference by raising the price $5 a point.Note: After you have opened the store it should be around April/May - you should have around $2m left in the bank - as your wallets sell and advert spend clocks-up your cash will reduce to around $600,000 at this point your company will breakeven and around August your company will become profitable, subject to competition...If you have kept raising the price, keeping a 10 point difference you will be able to borrow around $14/15m from the bank to fund Wallet Factories/Stores in other cities.Follow-up I have kept the layouts basic allowing the flexibility to test your own ideas but if you have followed these steps you should have 1 medium farm making level 9 leather - 1 HQ with a Human Resources Dept - 1 Large factory selling wallets @$100 & one store selling wallets with $500,000 advert spend and wallets priced 10 points better than the Overall Local Rating. Milo

Stock Market Trading Tip

I think to level the playing field and bring the newcomers up to speed fast, we need a detailed explaination with layout plan what are the few usual tactics to overcome the default settting low starting capital of 20m . This will reduce their incentive to try the enron and monopoly tricks since they can make substantial amount.1. Sure money making stock trading2. High quality leather for wallet 3. Farm products4. OthersI will cover the first one and see any regulars wiling to reveal the others to newcomers. When you got the 20m startup capital, go to the stock market screen. Take note ok the number call equity per share. Since all stock start with equity of $10, the fair price is $10. But sometime the stock value will drop to $7 to $8, you just buy it and wait for a while at speed three (the default setting) the stock will revert back to 10 and you make some sure gain. This principle applies anytime in the game, as long as the equity per share value is 20 to 30% difference from the actual share price.This is even better than enron since what you make is pure profit, enron money is just borrowed money from the bank and you eventually need to pay it. Although the money you make is small since you got only 20m, compounding it several time until you have enough capital to start something.

Capalive Official Strategy Guide

This will a collaborative effort to write our very own strategy guide. Those invited to write here are recognised expert in their own way and we hope everyone could share their skills to make the guide a better one. Cheers.