


However, it's not possible to prevent you from manufacturing things there, so only the honor system prevents you from using it as a large, cheap factory the AI has no honor and uses warehouses for manufacturing, but I figure it's not a problem because the AI is so weak that it needs all the help it can get. You can use it to merge product flow from multiple sources or buffer goods from unreliable manufacturers. Essentially, it's a building with a large amount of internal space and low monthly overhead. Now there are 1 small, 2 medium, and 2 large factories, and the warehouse. Warehouses: I converted one of the factory types into a warehouse.But overall, it's now worthwhile to ship some finished products to other cities. On average I cut freight costs in half, but I also made them somewhat more realistic by basing them on the approximate weight and size of the objects, so the freight costs for a few items are actually higher than before. Reduces freight costs: One of the main complaints about the original game was that freight costs were so high that it was pointless to try to ship products between cities, and even within the same city you may not be able to make much of a profit unless you placed your production buildings close to your retail stores.Overall, people buy a lot more things, which helps counteract the reduced profit margins, and some fields are now much more lucrative than others. I tried to make the demand a bit more realistic. This resulted in people buying ridiculously large or small numbers of some products, and overall people bought too little. Rebalances demand: The original game balanced the demand for products so that every product or product group had roughly the same revenue ceiling.I would like to eventually get it down to 30-40%, but that requires more extensive changes. I've rebalanced them somewhat so that you can make a profit selling any product, but the average profit margin is much lower - "only" about 150%, with a median of about 67%.

At the same time, most semifinished products had negative profit margins (including citric acid, coconut oil, corn syrup, dyestuff, flour, linen, polyester, textiles, and wheat germ oil). Rebalances profit margins: In the original game, the average profit margin for a product was over 14000% and went up to a million percent.As mentioned in my previous post, I wanted to make a mod for Capitalism 2 to rebalance it and fix various bugs.
