Follow TV Tropes

Following

History VideoGame / CaptainOfIndustry

Go To

OR

Is there an issue? Send a MessageReason:
None


** Carbon dioxide emissions are counted as air pollution and will therefore increase the probability of illnesses spreading through your settlements. Carbon dioxide is harmless to people in real life[[note]]The atmosphere is a different matter, but air pollution in this game is a measure of the pollution's effect on the population, and does not simulate climate change[[/note]], unlike the other emission sources (like blast furnace gas, boiler exhaust, sulfur dioxide, burning trash) that are counted as pollution, which absolutely are harmful to people in real life. If it weren't you would no reason to engage in carbon sinking, or really any reason to deal with carbon dioxide outside of electrode production for your electric furnaces.

to:

** Carbon dioxide emissions are counted as air pollution and will therefore increase the probability of illnesses spreading through your settlements. Carbon Atmospheric carbon dioxide is harmless to people in real life[[note]]The atmosphere is a different matter, but air pollution in this game is a measure of the pollution's effect on the population, and does not simulate climate change[[/note]], unlike the other emission sources (like blast furnace gas, boiler exhaust, sulfur dioxide, burning trash) that are counted as pollution, which absolutely are harmful to people in real life. If it weren't you would no reason to engage in carbon sinking, or really any reason to deal with carbon dioxide beyond your air scrubbers outside of electrode production for your electric furnaces.
Is there an issue? Send a MessageReason:
None


** Carbon dioxide emissions are counted as air pollution and will therefore increase the probability of illnesses spreading through your settlements. Carbon dioxide is harmless to people in real life[[note]]The atmosphere is a different matter, but air pollution in this game is a measure of the pollution's effect on the population, and does not simulate climate change[[/note]], unlike the other emission sources (like blast furnace gas, boiler exhaust, sulfur dioxide, burning trash) that are counted as pollution, which absolutely are harmful to people in real life. If it weren't you would no reason to engage in carbon sinking, or really any reason to deal with CO2 outside of electrode production for your electric furnaces.

to:

** Carbon dioxide emissions are counted as air pollution and will therefore increase the probability of illnesses spreading through your settlements. Carbon dioxide is harmless to people in real life[[note]]The atmosphere is a different matter, but air pollution in this game is a measure of the pollution's effect on the population, and does not simulate climate change[[/note]], unlike the other emission sources (like blast furnace gas, boiler exhaust, sulfur dioxide, burning trash) that are counted as pollution, which absolutely are harmful to people in real life. If it weren't you would no reason to engage in carbon sinking, or really any reason to deal with CO2 carbon dioxide outside of electrode production for your electric furnaces.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Carbon dioxide emissions are counted as air pollution and will therefore increase the probability of illnesses spreading through your settlements. Carbon dioxide is harmless to people in real life[[note]]The atmosphere is a different matter, but air pollution in this game is a measure of the pollution's effect on the population, and does not simulate climate change[[/note]], unlike the other emission sources (like blast furnace gas, boiler exhaust, sulfur dioxide, burning trash) that are counted as pollution, which absolutely are harmful to people in real life. If it weren't you would no reason to engage in carbon sinking, or really any reason to deal with CO2 outside of electrode production for your electric furnaces.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** While this game simulates soil fertility and the game encourages you to cycle crops, as long as you supply enough fertilizer and water, you can engage in intensive farming of a monoculture like corn with no adverse effects. In real life, this would degrade the soil to the point nothing will grow without fertilizers, and the fertilizer runoff would also pollute the water table and the sea around the island.


Added DiffLines:

** Played straight with the logistics within a settlement. Food, electricity, and waste management is all managed internally, so long as you build the appropriate modules on the outside of the settlement.

Added: 196

Changed: 2306

Is there an issue? Send a MessageReason:
None


** Petrochemical processes are exceptionally detailed. Refining crude oil distills three different weights of oils that can be further refined into valuable products like diesel and naphtha, which are further used for other products like fuel gas, rubber, plastics, and more. Learning to balance these products is necessary to keep your refineries running consistently. And, much like metal refining, oil refining produces a nasty waste product in the form of sour water, which can either be dumped into the sea (dropping Unity due to the extreme amounts of pollution this does) or processed into sulfur.
** This is probably the only game of its type that requires you to create hydrogen, oxygen, chlorine, and ammonia for processes like steelmaking, fertilizer, and petrochemical cracking.

to:

** While early-game food items like vegetables and potatoes can be distributed to settlements as-is, later (and more space-efficient and Unity-gaining) foodstuffs like meat, wheat, corn, sugarcane and soy require additional processing. For example, wheat will need to be milled into flour and then baked into bread, corn is ground into a liquid mash and is primarily used for the production of ethanol in fermentation tanks (a vital ingredient for medicine), meat requires running farms that require a constant supply of animal feed and then the meat itself will need to be processed with salt. Like many other processes in this game, food production also generates byproducts, some useful (like animal feed), some not (meat trimmings, best used for compost). Also, due to the sheer amount of space farms and greenhouses take up, keeping up with the food demands of a large population will almost definitely require you to produce fertilizer, itself a complicated chemical process.
** Petrochemical processes are exceptionally detailed. Refining crude oil distills three different weights of oils that can be further refined into valuable products like diesel and naphtha, which are further used for other products like fuel gas, rubber, plastics, and more. Learning to balance these products is necessary to keep for keeping your refineries running consistently. And, much like metal refining, oil refining produces a nasty waste product in the form of sour water, which can either be dumped into the sea (dropping Unity due to the extreme amounts of pollution this does) creates) or processed into water, ammonia and sulfur.
** This is probably the only game of its type that requires you to create hydrogen, oxygen, chlorine, and ammonia for processes like steelmaking, fertilizer, fertilizer production, and petrochemical cracking.
Is there an issue? Send a MessageReason:
None


** Unity: A currency that is steadily earned every in-game month, which can be spent to instantly build or deconstruct structures and to purchase goods from neighboring villages. Unity represents the islanders' "contentment" with their current situation, and it can be increased by building nicer housing, better food, or providing services such as healthcare to your settlements. However, certain actions such as building research labs, boosting production on machines, and operating off-shore resources such as oil rigs consume monthly Unity growth, and environmental factors such as pollution and illnesses can even force growth into the negative.

to:

** Unity: A currency that is steadily earned every in-game month, which can be spent to instantly build or deconstruct structures and to purchase goods from neighboring villages.villages, which can save your society if you find yourself running dangerously low on food or fuel. Unity represents the islanders' "contentment" with their current situation, and it can be increased by building nicer housing, better food, or providing services such as healthcare to your settlements. However, certain actions such as building research labs, boosting production on machines, and operating off-shore resources such as oil rigs consume monthly Unity growth, and environmental factors such as pollution and illnesses can even force growth into the negative.

Added: 638

Changed: 1147

Removed: 217

Is there an issue? Send a MessageReason:
None


* AcceptableBreaksFromReality: Mining activity does not create pollution, and neither does dumping trash into the ocean.

to:

* AcceptableBreaksFromReality: Mining activity does not create pollution, and neither does dumping trash into the ocean. Since mining is a core mechanic and since dumping is how you expand and reshape your island, having to manage the pollution that would occur in real life would make building Unity in the early game near impossible.



** Liquids don't require pumps to be transported long distances or up inclines.
** Steam is treated as a liquid, though it cannot be stored in storage tanks. That said, steam in a pipe doesn't lose temperature no matter how long it sits there.



** Excavators and tree harvesters require trucks to transport their material to storage.

to:

** Trucks and heavy equipment consume diesel, and you'll need to build fuel stations to keep them fueled. For large mining operations, you'll probably have to allocate a truck specifically for refueling excavators and tree harvesters, and allocate another truck for transporting diesel from your refineries to the fuel station.
** Excavators and tree harvesters require trucks to transport their cannot deposit material to storage.directly into storage units; trucks must do this for them instead.



** Steam cannot be stored in storage tanks. That said, it never loses temperature.
** On the other hand, if you spend Unity, you're able to instant deliver construction material to a new construction site, and any goods you buy from outside villages will also immediately appear at your trading dock.

to:

** Steam cannot be stored in storage tanks. That said, it never loses temperature.
** On the other hand, if you spend Unity, you're able to instant instantly deliver construction material to a new construction site, and any goods you buy from outside villages will also immediately appear at your trading dock.



** Petrochemical processes are exceptionally detailed. Refining crude oil distills three different weights of oils that can be further refined into valuable products like diesel and naphtha, which are further used for other products like fuel gas, rubber, plastics, and more. Learning to balance these products is necessary to keep your refineries running consistently. And, much like metal refining, oil refining produces a nasty waste product in the form of sour water, which must either be dumped into the sea (dropping Unity) or processed into sulfur.

to:

** Petrochemical processes are exceptionally detailed. Refining crude oil distills three different weights of oils that can be further refined into valuable products like diesel and naphtha, which are further used for other products like fuel gas, rubber, plastics, and more. Learning to balance these products is necessary to keep your refineries running consistently. And, much like metal refining, oil refining produces a nasty waste product in the form of sour water, which must can either be dumped into the sea (dropping Unity) Unity due to the extreme amounts of pollution this does) or processed into sulfur.



* WeBuyAnything: Averted. External villages will only accept barters of specific items (along with some Unity), such as wood for coal, or construction material in exchange for diesel. [[AdamSmithHatesYourGuts Buying too many items at once will raise your cost as well]].

to:

** The process for manufacturing microchips is incredibly complex, requiring nearly a dozen steps along several different machines that also consume rare and difficult to produce material, such as silicon and gold.
* WeBuyAnything: Averted. External villages will only accept barters of specific items (along with some Unity), such as wood for coal, or construction material in exchange for diesel.potatoes. [[AdamSmithHatesYourGuts Buying too many items at once will raise your cost as well]].
Is there an issue? Send a MessageReason:
None


** Electrical distribution is handled automatically. There is no need to build power poles or connect buildings to the grid. So long as you're producing enough power for the whole island you're covered.

to:

** Electrical distribution is handled automatically. There is no need to build power poles or connect buildings to the grid. So As long as you're producing enough able to meet the island's overall power for the whole island demands you're covered.

Added: 577

Changed: 118

Is there an issue? Send a MessageReason:
None


** Late game assembly machines require Computing Power along with regular old electrical power. The way you provide this is by building Data Centers. How a single centralized data center is able to handle computing duties for dozens of different machines located all around an island [[MagicalComputer is anyone's guess]], but the alternative would be needlessly complicated.



* EasyLogistics: About the only convenience this game gives you is your fleet of trucks that will automatically ferry needed items from A to B. Everything else is your responsibility.

to:

* EasyLogistics: About the only convenience this game gives you is your fleet of trucks that will automatically ferry needed items from A to B. Everything else is your responsibility.responsibility, though there are a few concessions made to avoid needless complexity.



** Electrical distribution is handled automatically. There is no need to build power poles or connect buildings to the grid. So long as you're producing enough power for the whole island you're covered.



** Iron and copper smelting produces slag, and the molten metal must be funneled to a dedicated casting machine to produce plates. Slag must be either crushed to be used in concrete, or dumped into the environment. Higher level furnaces also require the addition of limestone (for iron) or sand (for copper), more closely approximating how those metals are smelted in real life. Furthermore, to be made useful copper needs to be further refined with electrolysis.

to:

** Iron and copper smelting produces slag, and the molten metal must be funneled to a dedicated casting machine to produce plates. Slag must be either crushed to be used in concrete, or dumped into the environment. Higher level furnaces also require the addition of limestone (for iron) or sand (for copper), copper) along with requiring you to crush the ore first, more closely approximating how those metals are smelted in real life. Furthermore, to be made useful copper needs to be further refined with electrolysis.
Is there an issue? Send a MessageReason:
None


* YouRequireMoreVespeneGas: Construction Materials are required for all new buildings, and there are four tiers at the moment. They also require significant amounts of manufacturing-intensive resources such as iron, steel, electronics and wood to produce, along with more exotic materials such as glass and electronic circuit boards, so it's important to build up a stock for when you aren't aggressively expanding.

to:

* YouRequireMoreVespeneGas: Construction Materials are required for all new buildings, and there are four tiers at the moment. They also require significant amounts of manufacturing-intensive resources such as iron, steel, electronics and wood to produce, along with more exotic materials such as glass and electronic circuit boards, boards at the higher tiers, so it's important to build up a stock for when you aren't aggressively expanding.
Is there an issue? Send a MessageReason:
None


* YouRequireMoreVespeneGas: Construction Materials are required for all new buildings, and it has four tiers at the moment. They also require significant amounts of manufacturing-intensive resources such as iron, steel, electronics and wood to produce, so it's important to build up a stock for when you aren't aggressively expanding.

to:

* YouRequireMoreVespeneGas: Construction Materials are required for all new buildings, and it has there are four tiers at the moment. They also require significant amounts of manufacturing-intensive resources such as iron, steel, electronics and wood to produce, along with more exotic materials such as glass and electronic circuit boards, so it's important to build up a stock for when you aren't aggressively expanding.
Is there an issue? Send a MessageReason:
None


* WeBuyAnything: Averted. External villages will only accept barters of specific items (along with some Unity), such as wood for coal, or construction material in exchange for diesel. [[AdamSmithHatesYourGuts Buying too many items at once will raise your cost as well]].

to:

* WeBuyAnything: Averted. External villages will only accept barters of specific items (along with some Unity), such as wood for coal, or construction material in exchange for diesel. [[AdamSmithHatesYourGuts Buying too many items at once will raise your cost as well]].well]].
* YouRequireMoreVespeneGas: Construction Materials are required for all new buildings, and it has four tiers at the moment. They also require significant amounts of manufacturing-intensive resources such as iron, steel, electronics and wood to produce, so it's important to build up a stock for when you aren't aggressively expanding.
Is there an issue? Send a MessageReason:
None


* BeefGate: High-value resource points (such as iron mines) are usually hidden behind a very high level enemy ship on the world map that you won't be able to take on without investing in significant upgrades into your Ship.

to:

* BeefGate: High-value resource points (such as iron mines) are usually hidden behind a very high level enemy ship on the world map that you won't be able to take on without investing in significant upgrades into for your Ship.
Is there an issue? Send a MessageReason:
None


* BeefGate: High-level resource points (such as iron mines) are usually hidden behind a very high level enemy ship on the world map.

to:

* BeefGate: High-level High-value resource points (such as iron mines) are usually hidden behind a very high level enemy ship on the world map.map that you won't be able to take on without investing in significant upgrades into your Ship.

Added: 244

Changed: 36

Is there an issue? Send a MessageReason:
None


** If you spend Unity, you're able to instant deliver construction material to a new construction, and any goods you buy from outside villages will also immediately appear at your trading dock.

to:

** If On the other hand, if you spend Unity, you're able to instant deliver construction material to a new construction, construction site, and any goods you buy from outside villages will also immediately appear at your trading dock.



* InconvenientlyPlacedConveyorBelt: Trucks cannot pass under conveyors that are less than 2 units high, and excavators and tree harvesters cannot pass under them at all. If you plan to have the latter two vehicles cross through your conveyors, you'll need to build a bridge and pass the conveyors under it.

to:

* InconvenientlyPlacedConveyorBelt: Trucks cannot pass under conveyors that are less than 2 units high, and excavators and tree harvesters cannot pass under them at all. If you plan to have allow the latter two vehicles to cross through your conveyors, you'll need to build a bridge and pass the conveyors under it.


Added DiffLines:

** Population: Machines, ships and vehicles need workers, so to expand your production you will need to increase your population, which necessitates building more settlements, increasing food production, handling more trash and wastewater, etc.
Is there an issue? Send a MessageReason:
None


* GreenAesop: Water and air pollution negatively affects Unity growth, encouraging the player to seek ways to control pollution such as air scrubbers and wastewater treatment plants instead of simply dumping toxic chemicals into the sea and air.

to:

* GreenAesop: Water and air pollution negatively affects Unity growth, encouraging the player to seek ways to control pollution such as air scrubbers and wastewater treatment plants instead of simply dumping toxic chemicals and waste into the sea and air.
Is there an issue? Send a MessageReason:
None


* GreenAesop: Water and air pollution negatively affects Unity growth, encouraging the player to seek ways to control pollution such as air scrubbers.

to:

* GreenAesop: Water and air pollution negatively affects Unity growth, encouraging the player to seek ways to control pollution such as air scrubbers.scrubbers and wastewater treatment plants instead of simply dumping toxic chemicals into the sea and air.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* GreenAesop: Water and air pollution negatively affects Unity growth, encouraging the player to seek ways to control pollution such as air scrubbers.
Is there an issue? Send a MessageReason:
None


* BeefGate: High-level resource points (such as iron mines) are usually hidden behind a very high level enemy ship on the world map.



** Cargo ships take several in-game months to travel between your external resource wells and your island. They also require their own loading docks and need a constant supply of diesel fuel.



** If you spend Unity, you're able to instant deliver construction material to a new construction, and any goods you buy from outside villages will also immediately appear at your trading dock.
* GravityIsAHarshMistress: If you mine too close to your machines, you run the risk of causing a mine wall collapse that will destroy your structures.



* TechTree: Features an expansive upgrade tree with four tiers of research.



** This is probably the only game of its type that requires you to create hydrogen, oxygen, chlorine, and ammonia for processes like steelmaking, fertilizer, and petrochemical cracking.

to:

** This is probably the only game of its type that requires you to create hydrogen, oxygen, chlorine, and ammonia for processes like steelmaking, fertilizer, and petrochemical cracking.cracking.
* WeBuyAnything: Averted. External villages will only accept barters of specific items (along with some Unity), such as wood for coal, or construction material in exchange for diesel. [[AdamSmithHatesYourGuts Buying too many items at once will raise your cost as well]].
Is there an issue? Send a MessageReason:
None

Added DiffLines:

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/header_731.jpg]]

Added: 1784

Removed: 252

Is there an issue? Send a MessageReason:
None


* ArbitraryHeadcountLimit: You are limited in the number of vehicles you can field at once, even if you have the fuel and people available to operate many more. This is prevent the player from relying too much on trucks for logistics.



* EasyLogistics: About the only convenience this game gives you is your fleet of trucks that will automatically ferry needed items from A to B. Everything else is your responsibility.
** Conveyors and sorters consume power, unlike most games of this type.
** All machines consume maintenance packs, which must be produced in maintenance depots. Failing to keep up with maintenance consumption will result in your machines and vehicles breaking down. Thankfully, these are consumed automatically and you don't have to worry about distributing these to your machines.
** Excavators and tree harvesters require trucks to transport their material to storage.
** Groundwater is not unlimited; while rain replenishes wells, if you get too greedy you will sap your wells dry.
** Boilers require a constant supply of water, and turbines require a constant supply of steam. Also, unless you want to run out of groundwater, you'll have to learn to balance steam production with cooling towers to conserve water.
** Steam cannot be stored in storage tanks. That said, it never loses temperature.
* InconvenientlyPlacedConveyorBelt: Trucks cannot pass under conveyors that are less than 2 units high, and excavators and tree harvesters cannot pass under them at all. If you plan to have the latter two vehicles cross through your conveyors, you'll need to build a bridge and pass the conveyors under it.



* StationaryEnemy: Enemy ships, which are implied to be pirates, never move from their spots on the map and act more like barriers to progression than active threats.



** This is probably the only game of its type that requires you to create hydrogen, oxygen, chlorine, and ammonia for processes like steelmaking, fertilizer, and petrochemical cracking.
** Conveyors consume power, unlike most games of this type.
** All machines consume maintenance packs, which must be produced in maintenance depots. Failing to keep up with maintenance consumption will result in your machines and vehicles breaking down.

to:

** This is probably the only game of its type that requires you to create hydrogen, oxygen, chlorine, and ammonia for processes like steelmaking, fertilizer, and petrochemical cracking.
** Conveyors consume power, unlike most games of this type.
** All machines consume maintenance packs, which must be produced in maintenance depots. Failing to keep up with maintenance consumption will result in your machines and vehicles breaking down.
cracking.

Added: 722

Changed: 783

Is there an issue? Send a MessageReason:
None


* CoolShip: The Ship your survivors arrive in. With upgrades you can turn it into a powerful battleship capable of taking out all but the strongest threats.

to:

* AcceptableBreaksFromReality: Mining activity does not create pollution, and neither does dumping trash into the ocean.
* CoolShip: [[ExactlyWhatItSaysOnTheTin The Ship Ship]] your survivors arrive in. With upgrades you can turn it into a powerful battleship capable of taking out all but the strongest threats.



** Food: inarguably the most important resource, as famine will wipe out your island shockingly quickly. It's important to make sure your food production keeps up with population growth.
** Diesel: Needed for trucks and heavy equipment. If you run out of fuel and your trucks stop, it could result in your logistics network collapsing (especially for necessary goods such as food delivery and garbage collection) with disastrous consequences.
** Unity: A currency that is steadily earned every in-game month, which can be spent to instantly build structures and to purchase goods from neighboring villages. Unity represents the islanders' "contentment" with their current situation, and it can be increased by building nicer housing, better food, or providing services such as healthcare to your settlements.

to:

** Food: inarguably the most important resource, as famine will wipe out your island shockingly extremely quickly. It's important to make sure your food production keeps up with population growth.
growth, and to keep a sizeable reserve for emergencies.
** Diesel: Needed for trucks and heavy equipment. If you run out of fuel and your trucks stop, it could result in your logistics network collapsing (especially for necessary goods services such as food delivery and garbage collection) with potentially disastrous consequences.
** Unity: A currency that is steadily earned every in-game month, which can be spent to instantly build or deconstruct structures and to purchase goods from neighboring villages. Unity represents the islanders' "contentment" with their current situation, and it can be increased by building nicer housing, better food, or providing services such as healthcare to your settlements. However, certain actions such as building research labs, boosting production on machines, and operating off-shore resources such as oil rigs consume monthly Unity growth, and environmental factors such as pollution and illnesses can even force growth into the negative.
* TrashOfTheTitans: Settlements produce trash that can only be disposed by either dumping or burning. Since the latter method produces pollution that lowers Unity, your best bet is to either store it or dump it, potentially resulting in giant mountains of trash littering your island.



** Iron and copper smelting produces slag, and the molten metal must be funneled to a dedicated casting machine to produce plates. Slag must be either crushed to be used in concrete, or dumped into the environment. Higher level furnaces also require the addition of limestone (for iron) or sand (for copper), more closely approximating how those metals are smelted in real life. Furthermore, copper needs to be further refined using electrolysis.
** Petrochemical processes are exceptionally detailed. Refining crude oil distills three different weights of oils that can be further refined into valuable products like diesel and naphtha, which are further used for other products like fuel gas, rubber, plastics, and more. Learning to balance these products is necessary to keep your refineries running consistently.
** This is probably the only game of its type that requires you to create hydrogen, oxygen, chlorine, and ammonia for processes like steelmaking, fertilizer, and petrochemical cracking.

to:

** Iron and copper smelting produces slag, and the molten metal must be funneled to a dedicated casting machine to produce plates. Slag must be either crushed to be used in concrete, or dumped into the environment. Higher level furnaces also require the addition of limestone (for iron) or sand (for copper), more closely approximating how those metals are smelted in real life. Furthermore, to be made useful copper needs to be further refined using with electrolysis.
** Petrochemical processes are exceptionally detailed. Refining crude oil distills three different weights of oils that can be further refined into valuable products like diesel and naphtha, which are further used for other products like fuel gas, rubber, plastics, and more. Learning to balance these products is necessary to keep your refineries running consistently.
consistently. And, much like metal refining, oil refining produces a nasty waste product in the form of sour water, which must either be dumped into the sea (dropping Unity) or processed into sulfur.
** This is probably the only game of its type that requires you to create hydrogen, oxygen, chlorine, and ammonia for processes like steelmaking, fertilizer, and petrochemical cracking.cracking.
** Conveyors consume power, unlike most games of this type.
** All machines consume maintenance packs, which must be produced in maintenance depots. Failing to keep up with maintenance consumption will result in your machines and vehicles breaking down.

Added: 1211

Changed: 74

Is there an issue? Send a MessageReason:
None


''Captain of Industry'' is a [[ConstructionAndManagementGames colony sim]] with a rather simple premise: you lead a band of survivors who land on a deserted island, and you're tasked with rebuilding civilization from scratch. The catch here is, you'll have to build the island's industry from nothing into a highly intricate web of different machines that produce the various items needed for the island to function. In short, imagine ''VideoGame/AvenColony'' with a heavy dose of ''VideoGame/{{Factorio}}''.

to:

''Captain of Industry'' is a [[ConstructionAndManagementGames colony sim]] with a rather simple premise: you lead a band of survivors who land on a deserted island, and you're tasked with rebuilding civilization from scratch. The catch here is, you'll have to build the island's industry from nothing into a highly intricate web of different machines that produce the various items needed for the island to function.function and expand, while also making sure to keep your islanders fed and healthy. In short, imagine ''VideoGame/AvenColony'' with a heavy dose of ''VideoGame/{{Factorio}}''.


Added DiffLines:

* CoolShip: The Ship your survivors arrive in. With upgrades you can turn it into a powerful battleship capable of taking out all but the strongest threats.
* ResourcesManagementGameplay: Aside from the countless variety of manufactured items you'll need for advancing research and trading with other villages, there are a few resources you absolutely need to manage to keep your new society from failing:
** Food: inarguably the most important resource, as famine will wipe out your island shockingly quickly. It's important to make sure your food production keeps up with population growth.
** Diesel: Needed for trucks and heavy equipment. If you run out of fuel and your trucks stop, it could result in your logistics network collapsing (especially for necessary goods such as food delivery and garbage collection) with disastrous consequences.
** Unity: A currency that is steadily earned every in-game month, which can be spent to instantly build structures and to purchase goods from neighboring villages. Unity represents the islanders' "contentment" with their current situation, and it can be increased by building nicer housing, better food, or providing services such as healthcare to your settlements.
Is there an issue? Send a MessageReason:
None


** This is probably the only game of its type that requires you to create hydrogen, oxygen, chlorine, and ammonia for processes like steelmaking, fertilizer, and petrochemical cracking.


----
!! Episodes of this series provide examples of:
* The guidelines for listing show-level tropes apply to this list, too. Alphabetical by trope title.
* List of tropes that are only seen in a single episode or a small handful of episodes.
* Tropes ''about'' episodes, like BottleEpisode, are prime examples.
* This list may also include tropes relating to a secondary or tertiary character or location.
----

to:

** This is probably the only game of its type that requires you to create hydrogen, oxygen, chlorine, and ammonia for processes like steelmaking, fertilizer, and petrochemical cracking.


----
!! Episodes of this series provide examples of:
* The guidelines for listing show-level tropes apply to this list, too. Alphabetical by trope title.
* List of tropes that are only seen in a single episode or a small handful of episodes.
* Tropes ''about'' episodes, like BottleEpisode, are prime examples.
* This list may also include tropes relating to a secondary or tertiary character or location.
----
cracking.
Is there an issue? Send a MessageReason:
None


* SurprisinglyRealisticGameplay: ''Captain of Industry'' is remarkably intricate with its simulation of manufacturing processes, even in comparison to its inspiration ''Factorio''.

to:

* SurprisinglyRealisticGameplay: UnexpectedlyRealisticGameplay: ''Captain of Industry'' is remarkably intricate with its simulation of manufacturing processes, even in comparison to its inspiration ''Factorio''.
Is there an issue? Send a MessageReason:
None


''Captain of Industry'' is a [[ConstructionAndManagementGames colony sim]] with a rather simple premise: you lead a band of survivors who land on a deserted island, and you're tasked with rebuilding civilization from scratch. The catch here is, you'll have to build the island's industry from nothing into a highly intricate web of different machines that produce the various items needed for the island to function. In short, imagine ''VideoGame/AvenColony'' with a heavy dose of ''VideoGame/Factorio''.

to:

''Captain of Industry'' is a [[ConstructionAndManagementGames colony sim]] with a rather simple premise: you lead a band of survivors who land on a deserted island, and you're tasked with rebuilding civilization from scratch. The catch here is, you'll have to build the island's industry from nothing into a highly intricate web of different machines that produce the various items needed for the island to function. In short, imagine ''VideoGame/AvenColony'' with a heavy dose of ''VideoGame/Factorio''.
''VideoGame/{{Factorio}}''.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

''Captain of Industry'' is a [[ConstructionAndManagementGames colony sim]] with a rather simple premise: you lead a band of survivors who land on a deserted island, and you're tasked with rebuilding civilization from scratch. The catch here is, you'll have to build the island's industry from nothing into a highly intricate web of different machines that produce the various items needed for the island to function. In short, imagine ''VideoGame/AvenColony'' with a heavy dose of ''VideoGame/Factorio''.

----
!! This show provides examples of:
* SurprisinglyRealisticGameplay: ''Captain of Industry'' is remarkably intricate with its simulation of manufacturing processes, even in comparison to its inspiration ''Factorio''.
** Iron and copper smelting produces slag, and the molten metal must be funneled to a dedicated casting machine to produce plates. Slag must be either crushed to be used in concrete, or dumped into the environment. Higher level furnaces also require the addition of limestone (for iron) or sand (for copper), more closely approximating how those metals are smelted in real life. Furthermore, copper needs to be further refined using electrolysis.
** Petrochemical processes are exceptionally detailed. Refining crude oil distills three different weights of oils that can be further refined into valuable products like diesel and naphtha, which are further used for other products like fuel gas, rubber, plastics, and more. Learning to balance these products is necessary to keep your refineries running consistently.
** This is probably the only game of its type that requires you to create hydrogen, oxygen, chlorine, and ammonia for processes like steelmaking, fertilizer, and petrochemical cracking.


----
!! Episodes of this series provide examples of:
* The guidelines for listing show-level tropes apply to this list, too. Alphabetical by trope title.
* List of tropes that are only seen in a single episode or a small handful of episodes.
* Tropes ''about'' episodes, like BottleEpisode, are prime examples.
* This list may also include tropes relating to a secondary or tertiary character or location.
----

Top