Google Groups no longer supports new Usenet posts or subscriptions. Historical content remains viewable.
Dismiss

Capitalism 2 is a pretty good game

56 views
Skip to first unread message

Human Bean

unread,
May 2, 2003, 11:31:37 AM5/2/03
to
After getting bored with all the RTS lately, I've decided to try this
game out. It's a great game. I think people get turned off from this
game because they think it's some sort of educational tool or a very
complicated game. The game is really not that difficult. It has a
tutorial that pretty much teaches you everything you need to know
about the game. Unlike all the RTS crap out there, you'll actually
learn something with this game.

With that said, I need help on this game ;p The "inventory" option
you find on the function menu, what does it do? Neither the manual
nor the tutorial touch on this issue, and I couldn't find anything on
googles. I'm assuming it hooks up right before the "sale" function:

Purchase -> mfg -> inventory -> sales

But what does "inventory" do?

Derek

unread,
May 2, 2003, 11:49:14 AM5/2/03
to
> After getting bored with all the RTS lately, I've decided to try this
> game out. It's a great game. I think people get turned off from this
> game because they think it's some sort of educational tool or a very
> complicated game. The game is really not that difficult. It has a
> tutorial that pretty much teaches you everything you need to know
> about the game. Unlike all the RTS crap out there, you'll actually
> learn something with this game.

Very true indeed...Cap2 is good. There are some early difficulties, but most
of it functions just like a real economy would, if I recall (been awhile to
remember the details of the game).

Derek
Stormcloud Creations
http://www.stormcloudcreations.com


GamePlayer No. 1058

unread,
May 2, 2003, 1:10:17 PM5/2/03
to
If I remember correctly the inventory block stores just that, inventory. In
this way you have a ready supply of inventory of a product to be sold, else
you are getting it straight from the mfg unit, and thus there could be
shortfalls if your mfg can't keep up with sales during peak sales times.
Inventory also helps (it's been a while since I've played) if you place it
before the mfg unit so that for raw materials that have seasons, you'll be
able to run a long mfg run since the inventory of the raw material will have
somewhere to be stored.


"Human Bean" <humanb...@yahoo.com> wrote in message
news:2be6ce69.03050...@posting.google.com...
: After getting bored with all the RTS lately, I've decided to try this

Chris Woods

unread,
May 2, 2003, 4:20:12 PM5/2/03
to

"Human Bean" <humanb...@yahoo.com> wrote in message
news:2be6ce69.03050...@posting.google.com...

Inventory is a node that uses one worker and stores a ton of resources. For
some purposes it's a waste of space and manpower, but in a few cases it's
very important.

1- Erratic/Unreliable supply. If you're importing something that you use in
manufacturing (say gold to make jewlery) you need to setup a warehouse large
enough to be able to cope with the supply getting cut off. In the event
that your supplier goes belly-up you don't want to have a lull in the market
while you try to establish a mine or another source of supply (market lulls
will reduce your brand recognition, which is hard to build in the first
place.)

With one or more inventory units, you can keep making and selling the
jewlery while you either create a gold mine or hunt for a new supply of
gold.

2- Crops. Since crops produce seasonally, you'll want several inventory
units so that you can make ciggarettes/bread/whatever year around instead of
having a large stock every so often and then being forced to pull the
product off the market while you wait for new crops to grow. In these cases
you want enough farmland that you produce enough of a crop to supply the
consumer until the next harvest is ready. The only reliable way to do this
is to setup an inventory unit, or several.

The easiest way to go about either of these is to setup a site in the
country that has a purchasing node connected to seven inventory nodes
connected to a sales node. Use the purchasing node to "buy" whatever you
need to store (even from yourself if necessary. In these cases I sell to
myself at cost.) and then your manufacturing plants will purchase from the
warehouse instead of the origional distribution point. This makes the
bookkeeping MUCH easier, but be sure that you set the warehouse to internal
sales only else greedy opponents will buy out your warehouse at cost.

Hope this helps.

Chris Woods


Ben Sisson

unread,
May 2, 2003, 3:33:02 PM5/2/03
to
From the shadows, the mysterious humanb...@yahoo.com (Human Bean)
(if that IS his real name) conspiratorially whispered:

>After getting bored with all the RTS lately, I've decided to try this
>game out. It's a great game. I think people get turned off from this
>game because they think it's some sort of educational tool or a very
>complicated game. The game is really not that difficult. It has a
>tutorial that pretty much teaches you everything you need to know
>about the game. Unlike all the RTS crap out there, you'll actually
>learn something with this game.

My problem with it is its awfully easy once you learn how to play.

--

Ben Sisson

"Blood is red, bruises are blue
When strangers come here, we run them through!
HARG! HARG! HARG!"

-The Thraddash, Star Control 2

Maddog

unread,
May 2, 2003, 9:41:22 PM5/2/03
to

I've not played Cap II but in real business you must *purchase* raw
material, *manufacture* it into *inventory* so you can *sell* it.

Inventory is what you have on hand available for sale. In a perfect
world you'd build to order and go straight from manufacture to sale but
the world isn't perfect - it takes time to make things and buy the
material to make them and more often than not when a customer orders
something he wants it now not 3 weeks from now - thus factories keep
inventory on hand in order to act as a buffer and supply customer orders
as soon as possible.

--
Maddog
======
Sometimes the best solution to morale problems is just to fire all of
the unhappy people.

Human Bean

unread,
May 3, 2003, 6:55:08 AM5/3/03
to
> I've not played Cap II but in real business you must *purchase* raw
> material, *manufacture* it into *inventory* so you can *sell* it.
>
> Inventory is what you have on hand available for sale. In a perfect
> world you'd build to order and go straight from manufacture to sale but
> the world isn't perfect - it takes time to make things and buy the
> material to make them and more often than not when a customer orders
> something he wants it now not 3 weeks from now - thus factories keep
> inventory on hand in order to act as a buffer and supply customer orders
> as soon as possible.

In the game, you don't need to add "inventory" to sell the products.
I'm assuming, this means that the product goes out directly to the
customer. "inventory" can mean a bunch of things such as:

1) If you have perishable products, they can stay on longer because
you have a proper place to store them.

2) less products will be lost because you have people to audit them.

3) your product will be shipped to retailers on time.

It really could be anything, but I want to know which one that applies
in the game.

I have said it before, but this is one damn good game. It's like Civ
where you'll find yourself playing it even next year. It's the game
that has nothing to do with graphics nor special effects, just pure
strategy.

Reece Hasson

unread,
May 3, 2003, 7:07:49 PM5/3/03
to
Capitalism II and Seven Kindoms II were both designed by Trevor Chan who is in
my
opinion possibly one of the best or or at least the most original computer
game designer
today.

GamePlayer No. 1058

unread,
May 3, 2003, 8:02:05 PM5/3/03
to

"Reece Hasson" <rha...@adelphia.net> wrote in message
news:3EB44C57...@adelphia.net...
: Capitalism II and Seven Kindoms II were both designed by Trevor Chan who

is in
: my
: opinion possibly one of the best or or at least the most original computer
: game designer
: today.
:
Best, dont think so, I wont bother to metion the flaws in Cap2, though they
exist, and if you really want to know about them just search the net. As
far as "original", hardly, hes now following Willy Wright, just look at his
Hotel Giant, it totally stinks of "The Sims" influence.

Now Im not saying hes a piece of crap, because he designs games that I play,
and that I couldnt do myself, but hes far from the best, and far from
original with Hotel Giant and now Restraunt Empire. Damn my roof is
leaking, gotta go up on the roof to fix it.

Laterzx


Reece Hasson

unread,
May 3, 2003, 10:04:43 PM5/3/03
to

"GamePlayer No. 1058" wrote:

I agree with you at least about Restaurant Empire because I tried the demo and
would never buy it
but nobody can hit a home run every time and sometimes you must give people what
you
think they want. What about Sid Meirs Sim Golf ? I don't know if you ever played
Seven
Kindoms II but it is more unlike any other RTS game than 99% all the other RTS
games
are similar.
I'm not aware of exactly what flaws in Capitalism II your refering to
execept that all
game sims greatly simplify reality and besides this is the first business
simulation that I've
seen that is actually dynamic, fun and not dry and static.
I suppose the real game geniuses are still the writers of the old Commodore
64 games.


Reece Hasson


Human Bean

unread,
May 4, 2003, 4:56:50 AM5/4/03
to
> Best, dont think so, I wont bother to metion the flaws in Cap2, though they
> exist, and if you really want to know about them just search the net. As
> far as "original", hardly, hes now following Willy Wright, just look at his
> Hotel Giant, it totally stinks of "The Sims" influence.

I can't really judge his whole career on one game and I don't follow
his career. However, I like Capitalism 2. The game does have some
flaws, but the guy has to simplify the game somehow. The concept is
there. I would rather have my kids (if I have them) to play this game
than something like Command and Conquer. He could make the game more
complicated, but the game is not exactly selling like hotcakes as it
is. There's only a few reviews out there, much less a discussion.

It's also a refreshing change from AOE, AOK, EE, AOM, CC, and other
games I have played.

GamePlayer No. 1058

unread,
May 4, 2003, 12:49:05 PM5/4/03
to
I tried 7 kingdoms (it was sitting in the bargain bin one day), but I really
didnt like it, I can't pinpoint any one particular reason, just overall it
left me not feeling satisfied for some reason.

Now dont get me wrong, Im not trying to knock Chan or Cap2, I enjoyed it
very much and played it for quite some time, and the original was great, I
played that endlessly in my early computer gaming days, that and Star Bucks,
which I tried to play the other day, but it was way too antiquated to be any
fun anymore, so many other things have come out better than Star Bucks
(which is not a Chan game).

"Reece Hasson" <rha...@adelphia.net> wrote in message

news:3EB475BC...@adelphia.net...
:
:

:
:


Reece Hasson

unread,
May 4, 2003, 9:51:43 PM5/4/03
to
How did one of the best become the best ?

GamePlayer No. 1058

unread,
May 4, 2003, 10:57:34 PM5/4/03
to
You've lost me somewhere, was that question pointed at me? If so Im not sure
what your referencing for it. Sorry,

"Reece Hasson" <rha...@adelphia.net> wrote in message

news:3EB5D249...@adelphia.net...
: How did one of the best become the best ?

: > :
:


Reece Hasson

unread,
May 4, 2003, 11:06:48 PM5/4/03
to
How did one of the best designers become the best ? was referring to a
previous responder latter in this message not Game Player 1058.

Richard Hutnik

unread,
May 14, 2003, 12:30:00 PM5/14/03
to
Reece Hasson <rha...@adelphia.net> wrote in message news:<3EB475BC...@adelphia.net>...

> I agree with you at least about Restaurant Empire because I tried the demo and
> would never buy it
> but nobody can hit a home run every time and sometimes you must give people what
> you
> think they want. What about Sid Meirs Sim Golf ?

The problem with Sid's Sim Golf was that it was majorly buggy. Other
than that, I found it a very enjoyable sim game.

- Richard Hutnik

... rest of stuff snipped...

0 new messages