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Capitalism II: Capitalism Lab - ModWorld (Modern World Complex) v.2.0 - Game mod - Download

The file ModWorld (Modern World Complex) v.2.0 is a modification for Capitalism II: Capitalism Lab, a(n) strategy game. Download for free.

file typeGame mod

file size47.4 MB

downloads2347

(last 7 days)46

last updateTuesday, July 7, 2020

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ModWorld (also known as Modern World Complex) is a mod for Capitalism Lab, created by saffgee.

Description (in author’s own words):

MW is a version of the game that adds staple manufacturing and retail industries beyond what vanilla has and does so in a way that not only increases the complexity of the game, but allows players to really flex their specialisation muscles and delve deep down into the rabbit hole of any of those particular industry segments. Simply put, MW adds an unbelievable amount of product depth, manufacturing chains and retail specialisation and tries to replicate how a modern, modular corporation may need to go about its business, whilst still using some of the games conventions to find creative problem work-around's.

Ok, sounds good, but I'm still struggling to visualise this - examples please ?

There are companies (and quite a few actually) that are making more than decent money in many of the industry sectors outside of the normal ones you know from the Vanilla game. For example the global cosmetics market is about $200 Billion a year and is serviced by an untold number of pharmaceutical, chemical and industrial companies.

MW introduces not only additional consumer products in the sectors you love, like Cosmetics, Body care and Electronics, but also literally 100's of semi products, all grouped into additional industry segments like Packaging, Chemicals and Plastics. The ABS plastic found in Auto parts, baby products, Shoes & bodycare products has to come from somewhere; Polyethylene and Polypropylene feature prominently in packaging materials, as well as Bottle tops and Auto batteries; and Polyester and Nylon - well I think we all know how much of those we use nowadays.

My point here is: Silicon = CPU just simply won't cut it in MW. If you want the same in MW, you'll need to get hold of semiconductor wafers and find some copper and silver to put on it. Once you've done that, multiples of those will need to be embedded in a microprocessor before its useful and then those themselves onto a motherboard and well needless to say...so on and so on. MW will make you constantly evaluate where you can best source an input and what products to make next, all the while wondering when to actually branch into another industry, because now that really is a challenge. Suddenly, buying from another player may make the difference between getting a product made or not and being an "industrial semi" conglomerate will now be a viable strategy for both player and AI. Selling what others need is a very profitable business in MW.

Ok, so when and where can I get this mod then ?

The latest version is available now over at Moddb - https://www.moddb.com/games/capitalism- ... dworldv104

Disclaimer and comments

I'm doing this for me first and foremost because I love this game and this level of detail, but I am willing to put it out there to share with anyone else who likes what they hear/see - what I absolutely encourage is constructive feedback. Tweaks, improvements, corrections are always easily done.

Overall, my work on MW encompasses something in the region of 1800+ products at last count and over 1500 manufacturing processes. I am fully aware that this not only exceeds the current data limits (700 + 20 software products), but actually finds new meaning for the word "exceed" in the process. My hope is to eventually petition David and the Enlight team for a trial run of a few games (on a separate build) with a much higher data limit and see what happens. I think with a few restrictive competitor tweaks and the like it would probably run quite smoothly. Anyway, for now I release it as a mod with the max number of products possible (700) and look forward to perfecting that first before pioneering new limits.

Known issues:

- As building computers is now a much more complex task, there can be some strange behaviour when running digital age. There will be bankruptcies for some early internet adopters as computers will simply not get enough users in the initial stages. It does work though, just sort of delayed. Eventually the internet comes good ;) I start my games in 1980 and so in a strange way maybe that's pretty accurate behaviour....

- Graphics are terrible, I know. The new buildings do not have unique icons or sprites, I have used some of the existing to get it to run. Optically challenging, but it does all work. I'm also part way through a project to turn the build icons into pictures as I think that's more elegant.

- No people, companies or customised products are defined yet (like for instance in Piermarios mod), but I will get that done eventually. For now the mod is stable and (I think) fun, the detail can follow later.

Compatible with Capitalism Lab version 5.1.30 or later only ***IMPORTANT: Set "Competitor Startup Capital" to "Massive" for a better game experience2.com/forum/viewtopic.php?f=39&t=4235

Mod offers an installer.

  • Last update: Tuesday, July 7, 2020
  • Genre: Strategy
  • File size: 47.4 MB
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