Captain of Industry

Captain of Industry

Captain of Industry is a colony and factory simulation game. Alone with your loyal crew, expand a small colony of survivors into an industrial empire! From an abandoned island to vast factories, research labs, and space program. Build, mine, farm, shape terrain, explore, trade, and take care of your settlement!

Out now in Early Access on Steam!
store.steampowered.com/app/1594320/Captain_of_Industry/

Our Website
www.captain-of-industry.com/

Join our Discord!
discord.gg/XbrDtzEQss

Ideas and Suggestions
ideas.captain-of-industry.com/

Bug Reporting
github.com/MaFi-Games/Captain-of-Industry-issues/issues

Пікірлер

  • @theral056
    @theral0562 күн бұрын

    Your game is running quite well on an older i4790k and 1080TI. I haven't gone HUGE scale yet, maybe it'll start degrading a little later, but fairly big settlement with some 80 vehicles on armageddon runs fine. Can't really ask for more.

  • @theral056
    @theral0562 күн бұрын

    On 1440p, though I suspect the graphics wouldn't be the bottleneck anyway. It's really impressive what you've created

  • @tixarfuriaa
    @tixarfuriaa2 күн бұрын

    TRAINS <3 I think that we will need signaling and a system of railway blocks to prevent the trains from colliding, but the railway will be super cool :)

  • @ledhojhoj
    @ledhojhoj2 күн бұрын

    Thank you for the stream!

  • @ZakTheFallen
    @ZakTheFallen2 күн бұрын

    Personally, I find that Curland's insane start is harder than Armageddon. You have no oil that's reachable by truck, and the closest one needs digging a path, and it's all the way around the island... or build a bridge out to the huge oil patch in the deep ocean. it's the only map that's impossible to rely on the local oil patch for your first fuel production. The only way is to build out a dock in the right position for a cargo ship, and find an offshore oil platform. I ended up having to use my main ship just to bring in oil to keep things running, because none of the starting shoreline is suitable for cargo dock. You also have less clear land to start with, and coal is far away on the other end of a huge beach. All around it's a rough situation to start with, and you don't have much time to make it work... because your starting coastline doesn't have room for a trading dock. I don't know what masochist designed that start, but it really lives up to the "insane" difficulty rating. It feels like Armageddon's insane start is challenging, but fair. You can reach all the needed resources without having to build ramps or dig.

  • @mitasamodel
    @mitasamodel3 күн бұрын

    It is more resource and time efficient to make mechanical parts from steel instead of iron (;

  • @NahThisIsPatrick
    @NahThisIsPatrick7 күн бұрын

    'i dont know what the defaults are' i always end up rebinding everything 😅

  • @KammTheRam
    @KammTheRam9 күн бұрын

    Could you add a mining machine that works riding the rail line Bucket-wheel excavator. That has the bucket/60 capacity of 3 mega excavator for mid to late game mining.

  • @samuel_towle
    @samuel_towle10 күн бұрын

    I have mined out a coal deposit -22 deep, and an iron deposit -18 deep. I have reclaimed both to flat area +02 and built on them. One way to increase the difficulty could be to place deposits deeper with harder difficulties. Have you thought about shaft mining facilities instead of the strip mining? Facilities that require extra population per level like the remote mines Perhaps a facility building that acts like an elevator shaft where the deposit is mined. Maybe wood or even construction parts acould be supplied for the mining tunnels and additional pumps have to be built/attached to keep ground water from flooding the mine. Also requiring additional filtering to purify the pump water from the mine. What about additional power needed for ventilation for the workers? An Air Separator or similar for every 50 / 75 / or 100 workers

  • @drfranks1158
    @drfranks115810 күн бұрын

    Why are we getting notifications of new videos, but this is the LATEST one? This is 3 months old and for the last few days I get a notification that there is new content. YT sucks butthole.

  • @CaptainOfIndustryGame
    @CaptainOfIndustryGame4 күн бұрын

    You are probably getting notified for the new live stream videos that are being made every week, take look at the "Live" tab in our channel!

  • @drfranks1158
    @drfranks11584 күн бұрын

    @@CaptainOfIndustryGame I only subbed in the hopes there would be some sort of 'official' 5-15min tutorial type of information from the makers. I like that the option to watch other people play a game for 2h exists, but I'd much rather spend 2h playing your creation than watch someone play it. I am sure good info is shared, but 2h is 30m longer than most good movies. Give us some ideas, like a 5-15 min tutorial on how to hide pipes under ground and use sorters properly. When new players land on the chan that would be helpful. Thanks for making this game BTW, one of the best sandbox ME time available.

  • @6000Chipmunks
    @6000Chipmunks10 күн бұрын

    I don't want Semi-dynamic water. It's only a graphical thing, and very minimal gameplay value and/or usability. *Yes, but it looks so cool! *I don't care to wait till 2110 for this game. Shipping and barges sound do-able, and much more useful game-play wise. IMO. *PS: PLEASE, add some desalination soon, the water problems are starting to stress me out while I'm watching. :)

  • @miomiomm5397
    @miomiomm539710 күн бұрын

    it could be grat tro make more than water simulations make filters to output some liquids from pipes to try make sushi pipes with multiple fluids in it, now is usable with fertilizers i put all 3 together as they will be used for same but can put water and other mixing of fuilds could be great!, good job with this game is awesome, congratulations!

  • @ledhojhoj
    @ledhojhoj10 күн бұрын

    Thank you for the stream)

  • @marthinusmeyer1062
    @marthinusmeyer106212 күн бұрын

    Such a good game

  • @JaredCarter6625
    @JaredCarter662514 күн бұрын

    Great update, new maps as well

  • @6000Chipmunks
    @6000Chipmunks14 күн бұрын

    The red/green input/output scheme is very confusing. I'm not sure why exactly, but it seems to violate some internal brain code. I am forever getting them mixed up. It is one of the very few irritants in this game. I may need to talk with the developer about that and perhaps suggest a way to swap them or the color scheme. 😄😇 Keep up the great work.

  • @jacobhinger5039
    @jacobhinger503915 күн бұрын

    I see what you mean with the signals and like the idea that you explain however I also love the visuals of a red/green light.

  • @diegodesouza8984
    @diegodesouza898415 күн бұрын

    Queremos construcao de tubos na diagonal.

  • @FreestylerAlbert
    @FreestylerAlbert16 күн бұрын

    openTTD based trains are perfect. signals can be there. :)

  • @noname-lp3mu
    @noname-lp3mu16 күн бұрын

    I like the way Trains fit in with the logistics here, I've been loving this game since i saw it on steam, keep up the great work, I'll throw in a few ideas i had while watching that i either didn't see mentioned or such: Shunting yards: instead of the train returning to the depo itself to attach/ detach cars they could be done at shunting yards, these could also have newly built cars added to them and transported via a regular train passing by or set as a way point and the Trainyard could have a wagonyard upgrade that has its own train unit to transport, additionally shunting yards could be set to have an already loaded set of wagons so a train can detach the unloading ones and attach the loaded ones, maybe as an advanced logistics thing. Wagon Yard: either as a seperate building or attachable building to the Trainyard, so you can build wagons faster/ more wagons and have an attachable shunting yard to set them up, that way it would be both more realistic and a bit easier to set trains up. Upgradable switch: Could work much like a balencer, first stage has the non priority train come to a stop, when its upgraded it consumes power but has the non primary train slow down enough to let the priority train pass then speeds up. (this could take some tinkering with code to get right though). Merge/pass switches: Like above but lets trains pass if one is entering a station to unload and one behind isnt or allows 2 tracks to merge, would be similar to above (maybe an advanced train logistics tech thing). Level Crossing: I imagine this could be done like a balencer, you could even select if the train or vehicles have priority (though it makes more sense for the train to have priority) vehicles stop and calculate with the crossing if a train is due, if no train they can cross, if train coming then stop (maybe have a special track piece that detects the train and is linked to the crossing like how mine control towers have set vehicles/ or its assigned to the trains on that track with a calculation to its estimated time of arrival). Flatbed Wagon (Vehicle): Could work if you have them assignable and an animation like they line then sorta teleport onto the wagon and off again, or you could have a new cargo type like "Incomplete excavator" and its loaded/ unloaded at a "Vehicle Assembler" (this would be a good way of transporting Mega vehicles around the map, so it might just be a Mega Vehicle thing). Water tower: Steam train building to keep water in the boiler over long distance (could also be turned off on easy or just a realistic setting thing like ore sorting) could also have coal storage upgrade/ attachment. Vehicle bridge train: Could be small, medium and large to allow vehicles to bridge over train tracks like the others do for pipes and belts (could be done if it was made like a track piece? just with a bridge going over at the appropriate height). Nuclear trains: Could be an upgrade option and the water towers could have some nuclear fuel storage to keep it fueled and watered, Possible upgrade could be molten salt reactor ( so it can be refueld like the fast breeder reactor) but that would be about the same level of research. Steam trains: could also have a higher polution penalty and more workers but less and lower teir of maintenence (so it won't immediatly be skipped over and it would make sense that it is less complicated to work on due to already having coal boilers and lots of coal intensive industry already). Upgradable Tracks: Tracks having the ability to be upgraded like belts and pipes, i.e Light Rail: can handle tier 1 trains at full speed but teir 2 and 3 trains have to reduce speed, Medium Rail: Adds canterlevers for electric trains, Teir 2 trains and lower can travel at full speed but teir 3 trains need to slow down, Heavy Rail: all trains travel at full speed. Electric injector (not sure what its called) : Acts like the transformer in the settlements and adds electricity to medium and heavy rails. Train Service yard: comes in 3 teirs corrospnding to train and rail teir and can either act like the statues of maintenence or act like the maintenence buildings in game and have a similar system (this is where the Steam train would differ as it would only drain either teir 1 or 2 maintenence (i'd say same about the same as coal boiler, maybe with an extra 5 or such if teir 1 or maybe just over half of the diesel trains). anyway the above are just ideas i hope may help with getting over the hurdles when it comes to implementing new stuff. Cheers and as i said, keep up the great work.

  • @mitasamodel
    @mitasamodel17 күн бұрын

    Regarding the Steam Workshop and how versioning / updating could be done, I would suggest checking the Rimworld game and its Workshop. Basically there is main game's version and author of the mod should create "manifest" file, where he then writes with which version his mod will work. It is also automatically traced by Workshop and it can be filtered on the page. The mods there are different - from simple .xml path type to complete rewrite on C# of the combat system (Combat Extended as example). But I understand, that own mod portal will allow more flexible control.

  • @Ishaann9
    @Ishaann917 күн бұрын

    Could we get an update where the belts and pipes goes along the terrain slopes?

  • @Brandon-zu3tw
    @Brandon-zu3tw17 күн бұрын

    Some things I would really like to see in the game are bulldozers for landleveling and task grouping in advanced logistics for example have a team of trucks to empty Slag from multiple different locations

  • @ledhojhoj
    @ledhojhoj17 күн бұрын

    Thank you for the stream, GG!

  • @koppadasao
    @koppadasao17 күн бұрын

    12:00 As you want to credit the authors, from what I can figure out, the idea of designing modular blueprints for publication, was first used by me (aka ArmusQ) on Captain's Haven, based on a design by Nilaus on KZread.

  • @turionb1408
    @turionb140818 күн бұрын

    awesome

  • @an_asp
    @an_asp19 күн бұрын

    I love the talk about innovating on signal mechanics. Honestly, the idea of "non-blocking zones" is how I think about chain signals 90% of the time anyway, so it makes sense to just define those zones directly. Good luck!

  • @NuclearFury8
    @NuclearFury819 күн бұрын

    Critical sections instead of signals is a very interesting idea. Good luck implementing it!

  • @kaesden
    @kaesden20 күн бұрын

    i didnt get to ask live, but would love to know if trains can cross spans of water/ocean?

  • @CaptainOfIndustryGame
    @CaptainOfIndustryGame19 күн бұрын

    Bridges will come eventually, we are not sure if we'd be able to make them happen for Update 3.

  • @eugeneemerick4359
    @eugeneemerick435921 күн бұрын

    I suggested this back a few months ago.

  • @eugeneemerick4359
    @eugeneemerick435921 күн бұрын

    Awesome

  • @jantrnka1462
    @jantrnka146221 күн бұрын

    How do you plan to handle tracks construction? Currently, everything is constructed by trucks delivering materials. However, I think there will be situations that you want to build train tracks in areas unreachable by trucks.

  • @CaptainOfIndustryGame
    @CaptainOfIndustryGame19 күн бұрын

    We are not sure yet. However, unreachable segments can be always constructed by unity so truck construction might be working fine.

  • @showjaymayhem
    @showjaymayhem21 күн бұрын

    Can't wait for it! Great game

  • @jarquafelmu
    @jarquafelmu21 күн бұрын

    will rain affect train wheel slippage and therefore drag?

  • @CaptainOfIndustryGame
    @CaptainOfIndustryGame21 күн бұрын

    Interesting idea, perhaps on "realistic trains" difficulty, but not by default. Rain should probably lower the starting tractive effort and perhaps reduce rolling friction a little. Would that mean that on flat track trains would go faster due to less rolling friction? :)

  • @j_apollo1737
    @j_apollo173721 күн бұрын

    Cant wait to see the depiction of steam vs diesel locomotives if you decide to go forward with steam. Steam having higher raw power but needing much more infrastructure and maintenance vs the simple diesel that is relatively cheap and easy to use would be a great dynamic and portray the dilemma railroads went through during the transition era

  • @tedeby5351
    @tedeby535121 күн бұрын

    Amazing! Impressive how good it's looking so early

  • @Jean_Mi
    @Jean_Mi21 күн бұрын

    Promising... Why not use splines to trace the paths? I don't have the GOD and remove all trees functions in the console, is this only for developers? How can you have more workers (2059) than population (1140)?

  • @CaptainOfIndustryGame
    @CaptainOfIndustryGame21 күн бұрын

    This was discussed on the stream at 19:14, main reason is blueprinting and other grid-based mechanics. God mode is dev-only tool, sorry!

  • @Jean_Mi
    @Jean_Mi21 күн бұрын

    @@CaptainOfIndustryGame Thanks

  • @Jackthat1
    @Jackthat122 күн бұрын

    We ask for roads that make the trucks move faster, they give us trains…..👍

  • @eugeneemerick4359
    @eugeneemerick435921 күн бұрын

    That would bad idea, if you play captain of industry

  • @Jackthat1
    @Jackthat120 күн бұрын

    @@eugeneemerick4359 yes I play the game, why would that be a bad idea

  • @erglis4323
    @erglis432322 күн бұрын

    1 more thing I hope to see some underground x ray tool. I like to bery my pipes underground is little bit difficult but it's posable. Make thing more cleaner. + this one it be really nice when doing some strategy build witha blue prints it's stays in place wahil ground works going on instead of they demolish by tham self cuz ther is no ground support jus for laying pipes.

  • @erglis4323
    @erglis432322 күн бұрын

    I intrested if be posable transferring mix resources to sorting plant. Instead of separate and then move it. It be more realistic in life.

  • @CaptainOfIndustryGame
    @CaptainOfIndustryGame21 күн бұрын

    Mixed resources are though as they are very special, we will see what can we do, but trains may not be able to support them.

  • @Slye_Fox
    @Slye_Fox22 күн бұрын

    "Steam engines can't take tight curves" Sir let me introduce you to the Garratt locomotive, a steam engine designed to emulate the massive US engines, on the tight rails of the UK.

  • @Sigma2_YT
    @Sigma2_YT22 күн бұрын

    Feedback: THIS IS FUCKING AWESOME!!!!!! TLDR: I loved it. XD

  • @arthurjanotta4977
    @arthurjanotta497722 күн бұрын

    The next step should be a base defense, like in factorio 😊 some pirates or something else who are attacking the Island. ❤

  • @Benjogeejessejacket
    @Benjogeejessejacket21 күн бұрын

    No please not. The difficulty in this game comes entirely by managing your resources and pollution because it affects health. This game doesn't need some sort of Factorio like enemies artificially stamped on it.

  • @pxlcowpxl6166
    @pxlcowpxl616622 күн бұрын

    The train physics are pretty nice. They don't have to be perfectly realistic, just approximately. One big factor that I wish will be implemented is rolling resistance in curves. Trains have almost zero rolling resistance in a straight vs in the tightest turn that CoI allows, this small locomotive would struggle to move the train at all.

  • @CaptainOfIndustryGame
    @CaptainOfIndustryGame22 күн бұрын

    Variable rolling resistance based on a curve radius is an interesting idea, thanks for the suggestion!

  • @pxlcowpxl6166
    @pxlcowpxl616622 күн бұрын

    @@CaptainOfIndustryGame I'm glad you like it. I used to work in railroading and this immediately caught my eye. At low speed, tractive effort is really just a question of total weight, acceleration, gradient and curve radius. Air resistance is only important for high speed trains, that's why they're bullet shaped.

  • @ryanbreg5162
    @ryanbreg516223 күн бұрын

    It would be 10/10 to have a modern train engine

  • @user-pq7sh7dh9u
    @user-pq7sh7dh9u23 күн бұрын

    Interesting, but I have some questions: 1) what about rail+road crossing? or only briges will be awailable? 2) routing of trains, how it will work? 3) logistic automatization of trainz? will it be? how it will look like (as LTN in Factorio or "Train distribution office" in Workers&Resourses )? 4) will You make some kind of "logistic zones" to prevent car from serving faraway industry?

  • @CaptainOfIndustryGame
    @CaptainOfIndustryGame22 күн бұрын

    1) Some ramps/bridges or level-crossings. We are not sure yet but it will be definitely possible to cross railroad with trucks. 2) Either via list of stations, or automatic truck-like train logistics, or both. 3) Too early to tell, we will share more details as these systems are more refined.

  • @erglis4323
    @erglis432323 күн бұрын

    If we put 2 locomotives dos it still can hold a power claiming hills on highest speed?

  • @CaptainOfIndustryGame
    @CaptainOfIndustryGame22 күн бұрын

    Multiple locomotives combine their power as if it was one. If you put enough locomotives, they will be able to climb hills fast, but likely not on max speed.

  • @talescave2006
    @talescave200623 күн бұрын

    What about britons? Poor creatoures

  • @erglis4323
    @erglis432323 күн бұрын

    You sholde let a train go back if is to steep an heavy

  • @erglis4323
    @erglis432323 күн бұрын

    Does it count emty cargo so train go faster and loaded is slower. Do we have rail signal to have control by trains.

  • @CaptainOfIndustryGame
    @CaptainOfIndustryGame22 күн бұрын

    Yes, loaded train have more mass, thus more inertia and more rolling friction, resulting in slower acceleration and deceleration. We are still working on signal systems.

  • @Locomotor1979
    @Locomotor197923 күн бұрын

    lol H0 track size