The mod hasn't been extensively tested.
I need to reduce profit margins more and find a way to make extractive industries more expensive without discouraging the AI from entering the market. On a few products, such as computers, I made people care more about the quality of the product than about the brand.I made the AI value oil and chemical minerals a bit more, because they enable the creation of many other products even if they're not that profitable in their own right.$5,000 is really too cheap to set up an advertising unit, so I raised it to $50,000. R&D buildings and advertising cost a bit more.I've decreased their salary demands by about 80%, and now it may actually be worthwhile to hire some executives. Executives are cheaper to hire: In the original game, executives often demanded a salary higher than the company's entire annual profit! They were worse than useless.Additionally, the reduced freight costs probably allow the AI to be more flexible in its operations. Perhaps it's due to the fact that semifinished products are now profitable, so the AI produces them and is then able to produce the finished products that they enable. The AI also seems to buy products that you produce more often. There's a lot more competition and a lot more products available from the AI. Increased competition and activity: This wasn't exactly planned, but due to the changes I made, the AI seems to be a lot more active.In fact, they may be even more profitable now due to the reduced freight costs, but you'd better make sure you have some demand lined up before setting up shop now. Nonetheless, those industries are still overpowered. Increased costs for extractive industries: I've greatly increased the setup and monthly costs for logging camps, mines, and oil wells.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.