Quick Start Guide for Kapilands Players
Posted: Sat Apr 05, 2008 6:46 pm
This is intended to be a reference for Kapilands players who are getting started in Kapi Regnum. The two games are very similar in most things, so it seemed a good idea to try to list those areas where the game mechanics work differently. Many people know that I came to this game from Kapilands and I have been asked about the differences many times, so finally I took the time to try to write them down.
Please add comments and suggestions on things I have missed or mis-stated, so that this can become a good document rather than just one person’s opinion.
1. No Red/Yellow/Green countries. This makes things a bit simpler, and helps new players avoid mistakes when placing buildings.
2. Research is slower. In Kapilands, if you have a 3000m research building in red and want to research from Q30 to Q31, it takes 80 hours. In Kapi Regnum it takes 100 hours.
3. Advertising erodes. The amount varies based on the amount of ad points you have in the building, and it also seems to contain a random factor. The minimum erosion is around 8-12 points per day, and the maximum erosion (for a building with 40000 ad points) is around 50-80 points per day. Note that I have not tested this for several months, so there is some change they have changed the formulas a bit.
4. Supply/Demand ratios are important. In Kapilands, the supply ratio doesn’t have much impact on selling time until supply approaches 100% of demand. This only happens in a few items like diamond rings. For everything else, the supply ratio does not noticeably impact selling times. This is not the case in Kapi Regnum. In Kapi Regnum, there is a big increase in selling time for a good with 40% supply ratio vs. something lower like 15%. Perhaps the best example of this is chairs vs. shelves, which are two very similar goods that use exactly the same raw materials. When Kapi Regnum first started, chairs were more profitable than shelves. Naturally more people started making chairs than shelves, and the supply ratio for chairs rose to where it is now usually the highest of any good in the game. This completely changed the profitability, and shelves are now much more profitable than chairs. Edit 4/7 to note that per Wrdoff sales of shelves did recently surpass chairs for a day
5. More even profitability across goods. In Kapi Regnum, the programmers made an effort to better balance profitability across different goods, and it definitely made an impact. You don’t see one product like wardrobes that is made by 2/3 of all the top players. This is not to say that all goods are evenly profitable, but there are now a lot more solid options.
6. Employee costs vary by building and are higher. Instead of employee costs varying based on red/yellow/green, they vary based on the type of building. Costs range from $2000 to $10000 each.
7. Employees need housing. Before hiring employees, you must build housing for them. This is not a big expense, but it can catch you off guard if you are unable to staff up a newly expanded building.
8. No employees in sold buildings. You must fire all employees before selling a building.
9. Maximum awareness is 87%. There is no way to reach 100% awareness in market stalls. You reach 87% awareness at 40000 ad points. As far as I can tell, having 87% awareness in Kapi Regnum provides the same impact as having 100% awareness in Kapilands.
10. No bank or stock market. These features were deleted, perhaps because of low usage in Kapilands along with long-ago history of market manipulation.
11. Commission on selling buildings and research via market. Unlike Kapilands, you have to put up a commission amount when listing buildings or research on the market. The commission is 10% on research. Edit 4/7 Per racingtiger, the commission on selling buildings is around 3%.
12. Transport costs. There are transport costs on all sales by contract, unlike Kapilands where transport is free if you sell to someone headquartered in the same country. Edit 8/19 This changed with the introduction of guilds a couple months ago. Transport is free if both players are in the same guild.
13. Addition of Live Chat feature
Edited 4/7 to update commission on selling buildings from racingtigger
Edited 4/7 with additional info on chairs vs. shelves from Wrdoff
Edited 8/19 with impact of guilds on transport cost
Please add comments and suggestions on things I have missed or mis-stated, so that this can become a good document rather than just one person’s opinion.
1. No Red/Yellow/Green countries. This makes things a bit simpler, and helps new players avoid mistakes when placing buildings.
2. Research is slower. In Kapilands, if you have a 3000m research building in red and want to research from Q30 to Q31, it takes 80 hours. In Kapi Regnum it takes 100 hours.
3. Advertising erodes. The amount varies based on the amount of ad points you have in the building, and it also seems to contain a random factor. The minimum erosion is around 8-12 points per day, and the maximum erosion (for a building with 40000 ad points) is around 50-80 points per day. Note that I have not tested this for several months, so there is some change they have changed the formulas a bit.
4. Supply/Demand ratios are important. In Kapilands, the supply ratio doesn’t have much impact on selling time until supply approaches 100% of demand. This only happens in a few items like diamond rings. For everything else, the supply ratio does not noticeably impact selling times. This is not the case in Kapi Regnum. In Kapi Regnum, there is a big increase in selling time for a good with 40% supply ratio vs. something lower like 15%. Perhaps the best example of this is chairs vs. shelves, which are two very similar goods that use exactly the same raw materials. When Kapi Regnum first started, chairs were more profitable than shelves. Naturally more people started making chairs than shelves, and the supply ratio for chairs rose to where it is now usually the highest of any good in the game. This completely changed the profitability, and shelves are now much more profitable than chairs. Edit 4/7 to note that per Wrdoff sales of shelves did recently surpass chairs for a day
5. More even profitability across goods. In Kapi Regnum, the programmers made an effort to better balance profitability across different goods, and it definitely made an impact. You don’t see one product like wardrobes that is made by 2/3 of all the top players. This is not to say that all goods are evenly profitable, but there are now a lot more solid options.
6. Employee costs vary by building and are higher. Instead of employee costs varying based on red/yellow/green, they vary based on the type of building. Costs range from $2000 to $10000 each.
7. Employees need housing. Before hiring employees, you must build housing for them. This is not a big expense, but it can catch you off guard if you are unable to staff up a newly expanded building.
8. No employees in sold buildings. You must fire all employees before selling a building.
9. Maximum awareness is 87%. There is no way to reach 100% awareness in market stalls. You reach 87% awareness at 40000 ad points. As far as I can tell, having 87% awareness in Kapi Regnum provides the same impact as having 100% awareness in Kapilands.
10. No bank or stock market. These features were deleted, perhaps because of low usage in Kapilands along with long-ago history of market manipulation.
11. Commission on selling buildings and research via market. Unlike Kapilands, you have to put up a commission amount when listing buildings or research on the market. The commission is 10% on research. Edit 4/7 Per racingtiger, the commission on selling buildings is around 3%.
12. Transport costs. There are transport costs on all sales by contract, unlike Kapilands where transport is free if you sell to someone headquartered in the same country. Edit 8/19 This changed with the introduction of guilds a couple months ago. Transport is free if both players are in the same guild.
13. Addition of Live Chat feature
Edited 4/7 to update commission on selling buildings from racingtigger
Edited 4/7 with additional info on chairs vs. shelves from Wrdoff
Edited 8/19 with impact of guilds on transport cost