Joe is very knowledgeable about "Capitalism 2," a business simulation PC game.
Here is how to beat the last "Capitalist" campaign. This is a long scenario, so I will try to give you the bare minimum here so as not to overwhelm you. To keep up with me, keep the game mostly on pause (keyboard "0") or slow (keyboard "1"). Our given objective is to dominate all industries, which are made up of every single product.
In Options, ENABLE "Default Internal Sale." We are only going to sell to ourselves.
In Options, DISABLE "Auto Link Supplier." When/if we lose one of our firms to fire, we want to re-set our suppliers manually.
In "Financial Actions," issue maximum number of new shares. Our cash goes from $110,600,000 to $455,800,000. We will collect the cash now, let our stock price fall, and buy it back later cheaply.
Sell all buildings. I'd rather start from scratch. This will also help drive our stock price down so that we can repurchase our shares cheaply. My cash total after selling all firms is approx. $464,400,000.
Now let's get to work. First, we will produce drugs and build drug stores. We will start in Warsaw, where there is oil. Build a chemical minerals mine, an oil well, a small plastic factory, and a large factory for cold tablets, cough syrup, headache pills, and eye shadow. Match my layouts and training levels.
Below is the placement of our eleven drug stores in all of the cities. From now on, when I set up my other retail stores, they will be as close as possible to these dots. We will be placing many stores, though, so don't worry too much if they stray away from these locations.
I've rounded the prices below, so they do not have to be exact.
It's April 21, so I looked for crops sowing in May. Rubber does, which makes sandals. And wool, which is used in socks, is available in June. So the footwear industry will be our next target. Set up these seven fields below. This may seem like overkill, but we're also setting up fields now for other products.
While we're waiting for harvest, onto some hardware store products. Make a coal mine, iron mine, silica mine, medium steel factory, small glass factory, small silicon factory, large electronics components factory, large air conditioner factory, large television factory, large microwave factory, and large video recorder factory.
In each city, open a hardware store as close as you can to each of our drug stores and fill them with the products we just produced. Set the prices close to mine. Also, set the training levels in the hardware stores up about a quarter of the way.
Let's dominate some livestock products now. Livestock products are not that profitable when exporting, so let's create two large farms in each city. Locate them where you'd like. Below is where I put mine as well as their layouts and prices.
Sell them in convenience stores, located as close to our original drug stores as possible. We don't use supermarkets because they take up too much real estate.
To avoid giving you exact prices from now on (and because our games will slowly diverge anyway) here is my retail store pricing strategy.
Generally speaking, when I first open a store with a new low-quality product, I usually set its price low enough to get my Overall Rating between 30–40. Unless my competitors' Overall Averages are much higher, that's usually good enough to start making sales. I then focus all of my time on raising the Quality and Brand scores until the "Overall Rating" gets to 100. Only then do I come back and start raising prices. Unlike most players, I spend very little of my game time changing prices.
Moving on. I underestimated how quickly our stock price would rise, so start buying back our company shares now. Buy all available public shares with your personal wealth as shown below (1. and 2. repeatedly until you're out of money), and then buy the rest with company cash (3. and 4.). I now own 58.39% of the company so that scenario goal is completed. Feel free to continue buying more of our stock as other players sell them. I will do the same.
I'm making $5 million operating profit/month so I want to start researching new products. One R&D Center being fully trained costs approx. $300,000/month. Create four R&D Centers. I'm putting mine out of the way in Warsaw, up near the airport. Wherever you put them, leave room for a few dozen.
Below is my layout. Research the first four on the list: notebook computer, in-line skates, hand-held game device, and video game console.
Next we'll dominate watches. Build these two watch factories and then build all eleven Jewelry & Watch shops as nearest to our usual retail clusters as you can. Sell the elegant and sports watches from our stores and price them like we've been pricing other products.
We will now buy one gold mine and one silver mine and produce gold rings and silver necklaces. If we mine the highest quality minerals available (both in Berlin) this will cost a lot of money. The mines and land will cost over $130 million. It may not be the wisest investment but with our growth rate cash will not be an issue for long. Build those mines and build the ring and gold factories as cash allows. Build the factories right next to each mine and export the finished jewelry to all of our Jewelry & Watch shops.
It's July 1996 in my game and our wool, rubber, and cotton farms have all produced. Now we'll dominate footwear. First, set each farm product at a different price (scroll above in this tutorial to the farm images for mine). Build a large leather farm, large textile factory, medium polyester factory, large sandal factory, large sock factory, large shoe factory, and large sports shoe factory. Once complete, build eleven footwear stores in the usual retail cluster groups and sell each product.
Note: With certain products such as sweaters, textiles, socks, sandals, citric acid, and others, the demand for raw materials usually exceeds the supply of just one farm. With these products link each Purchase Unit to a separate farm as shown below.
Link the three cotton farms to the textiles factory, the two wool farms to the sock factory, and the two rubber farms to the sandal factory. Our large textiles factory will also be used to supply our jeans and leather jackets.
We're now earning approx. $20 million/month operating profit. Let's set up ten more R&D centers, each on full training and each researching one product. Research new products DVD player and video camera. For three years each, I will also research sandals, shoes, socks, sports shoes, textiles, steel, plastic, and electronic components.
My game time is Dec. 1996. I will now make farms for three different industries: apparel, bath supplies, and cosmetics. Before June, build three large wool farms for our sweaters. Before August, build three large wheat farms for our cosmetics. Also before August build three large lemon farms and three large coconut farms for bath supplies. When research finishes on in-line skates, switch to dyestuff for 3 years.
When the new wool farms are ready in June, build out your logging camp, leather farm, dyestuff, and apparel factories. Build eleven apparel stores near the usual retail clusters and sell your new products.
In your large sweater factory, remember to link each wool Purchase Unit to a different wool farm. If not, you will run out of wool often.
When looking for new retail locations, it's helpful to buy competitors' mansions for demolition. You'll need some personal cash for that. Set up a headquarters building. I placed mine near the R&D centers. Max out your annual salary in the Chief Executive Officer's block and set a 10% dividend in the Financial Department.
While we're here build ten more fully trained R&D centers. Research a new mobile phone. I researched 3 years each in citric acid, CPU, silicon, air conditioner, cold tablets, cough syrup, headache pills, eye shadow, and elegant watch. It doesn't matter much what you choose. We'll eventually research everything (if we don't beat the scenario first).
When the wheat fields finish, set up your cosmetics factories, build your cosmetic stores, and sell your products.
Do the same for bath supplies, but sell them in new convenience stores. In the convenience stores you will have a fourth open sales slot. Build a large farm in each city and sell frozen beef from each, fully trained. Sell beef in the fourth sales slots.
You should be familiar now with how I lay out buildings and retail stores, research products, and set initial prices. Through scale of production and smart retail store placement, we have already dominated most of our industries without doing any check-ups on our buildings, changing any prices, or advertising.
There are over 70 products and we've made about 30 now. It's not practical for me to continue this tutorial step-by-step as our games diverge further apart. Just keep building new products and keep researching them so that competitors cannot keep up. When/if you decide to advertise, buy one media firm in each city and blast your Overall Ratings over 100. Only when they go that high do I come back and raise my prices to maintain 100. The A.I. cannot buy media firms to get free advertising like we can, so they really can't win.
We finally beat the last scenario. It took me ten years. I didn't advertise a single product or change any initial sales prices. I ended the scenario making just over $190 million/month in operating profit. I ended with 217 retail stores and 32 R&D centers.
Here's some screenshots.
I compiled that last image of Berlin from a bunch of screenshots. Too bad it didn't enlarge more.
One last thing. To show you the huge profit potential still left, I paused the game and bought one television station in each city. I maxed out advertising on all my products in every retail store. I ran the game and raised my prices so that no product exceeded 105 Overall Rating. After only six months look at how much more monthly income was being generated versus $190 million.
And look at the competition. We've got every market so dominated they can't even turn a profit.
There is still plenty of consumer demand for our products as well, so if you want to make even more money, just duplicate factories that are at full capacity but still have demand, such as cars, computers, and many others. That's it for me though.
Thanks for reading and feel free to ask questions or share your own strategies.
© 2017 Joe
Joe (author) from Pennsylvania, USA on April 15, 2020:
Dwight, I think you have to beat levels to unlock further ones.
Dwight on April 15, 2020:
I only have upto Riding the bull
I dont have 6-20. Why is that?
Joe (author) from Pennsylvania, USA on December 13, 2017:
Here's I page I made with experiments and results.
Joe (author) from Pennsylvania, USA on November 14, 2017:
Thomas, I've tested two of our examples. First I've tested desktop computer layouts:
P - M - S ------ P - M - S
P -__- P ------- P - S - P
P- M - S ------- P -M - S
...the second produced approx. 6% more computers/month so my intuition was wrong. I then tested my generic bed layout vs. your suggestion :
P - M - S ------- M - S - M
P - M - S ------- M - P - M
P - M - S ------- M - S - M
...and yours (the second layout) produced almost double the number of beds! Good call. I took some screenshots and may make another post after I conduct a few more experiments. Thanks and take care.
Joe (author) from Pennsylvania, USA on November 13, 2017:
Hi Thomas. I don't know for sure, but I thought I've noticed that adding more S than M (or vice-versa) winds up not actually increasing sales. For example with desktop computers, this...
P - M - S
P x S x P
P - M - S
seems to sell the same amount of computers than this...
P - M - S
P x M x P
P - M - S
...even though the bottleneck is in sales. So lately when setting up desktop computers I just save the salary expense of extra workers and set up the factory like so...
P - M - S
P x __ x P
P - M - S
I do the same for cars. If anyone can confirm either way for sure, please let us know.
Thomasjtx on November 13, 2017:
Thanks for the walk through. I have not attempted this campaign yet, but have played a number of custom games that are similar. One suggestion...
Have you consider the following factory layout for 2 input products?
S - M - S
P - M - P
S - M - S
It gives you one more sales unit.
And for a one input product (ie: Bed, Plastic, etc)
M - M - M
S - P - S
M - M - M
Many more manufacturing units but one less sales unit. But the bottlenecks usually are in the manufacturing units.
Purchasing units are usually under utilized compared to the other units.