Originally posted by Jules
What's this, you can't manufacture beer????![I said do it!!](https://apolyton.net/core/images/smilies//doitnow3.gif)
(note: not talking about the demo, recently bought the full version)
What's this, you can't manufacture beer????
![I said do it!!](https://apolyton.net/core/images/smilies//doitnow3.gif)
(note: not talking about the demo, recently bought the full version)
![Wink](https://apolyton.net/core/images/smilies/wink.gif)
I think it's a mistake building research centers early in the game. They're expensive and lack short-term ROI. The first two years--when you have no brand recognition and sales are slow--are the most dangerous.
I've developed the tactic of using the range-brand stategy. I begin by looking over the industial seaports to see what raw materials are available, building some factories to assemble an entire class of products (such as apparel [leather jackets, jeans and sweaters]), and then building specialty stores to sell them. That way, I get a profit from the manufacturing and another from the retail. A media link in the middle of the store builds up brand recognition. After about two years of conservative play, the red ink turns black, and I'm ready to invest in research.
Oh yeah, stay away from growing crops early. It takes forever for them to grow to maturity, and all the time your paying out salaries and operating costs.
![Frown](https://apolyton.net/core/images/smilies/frown.gif)
(I can't compare Cap II to Cap I 'cause I never played Cap I.)
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