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  <title>Ideas for Captain of Industry</title>
  <subtitle>Ideas for Captain of Industry as submitted to our Feature Upvote board. Ideas are ordered by 'new' and the 50 top matches are included.</subtitle>
  <link href="https://ideas.captain-of-industry.com"/>
  <id>pr_ejlna25b89ehoo6</id>
  <updated>2024-03-09T14:30:12Z</updated>
  <entry>
    <title>Control Tower Dropdown in Vehicle Depot to Assign Newly Built Vehicles</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/721120/control-tower-dropdown-in-vehicle-depot-to-assign-newly-built-vehicles"/>
    <id>sug_ssvj1sf1ffxtwhj</id>
    <published>2026-07-13T15:20:03Z</published>
    <updated>2026-07-13T15:20:03Z</updated>
    <content type="text/plain">The Vehicle Depot should have a dropdown menu of the available Control Towers to assign newly built vehicles.  &#13;
&#13;
I saw the previous suggestion to add this functionality to the Mine/Forestry Control towers, but it should really be in the Vehicle Depot like it is in the Train Depot for train lines/networks.&#13;
&#13;
Other suggestion I'm referencing:&#13;
https://ideas.captain-of-industry.com/suggestions/703768/add-option-to-build-vehicles-from-mine-control-tower-which-will-be-automatically</content>
  </entry>
  <entry>
    <title>Four Lane Bridge Traffic</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/721041/four-lane-bridge-traffic"/>
    <id>sug_fmqnhlc0fjaccnh</id>
    <published>2026-07-13T01:07:56Z</published>
    <updated>2026-07-13T01:07:58Z</updated>
    <content type="text/plain">Independent directional traffic flow control&#13;
&#13;
The Game affords directional traffic control according to one's culture... well, sorta... Some countries are right lane while other are left lane.  This traffic flow suffices for the smaller optioned bridge, but it does not work for the larger bridge of 4 lanes.  While it affords the cultural choice, it does not expand accordingly for the larger Bridge... What I mean is that while two lanes go one way and two lanes go the other way, there should be an option that affords the directional to have two lanes going one way on ONE SIDE and two lanes going the opposite on the OTHER SIDE. &#13;
Additionally, If i want 3 lanes one way and only one lane the opposite direction...</content>
  </entry>
  <entry>
    <title>increase nuclear storage capacity</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/721013/increase-nuclear-storage-capacity"/>
    <id>sug_c8kbduqbz9fqcit</id>
    <published>2026-07-12T20:29:35Z</published>
    <updated>2026-07-12T20:29:34Z</updated>
    <content type="text/plain">Increase from2400 to 2500 would be enough,so that a fully operational post processing plant will not constatntly trigger the storage full alert.</content>
  </entry>
  <entry>
    <title>Добавить возможность подземной, транспортировки, ленты, трубы, в несколько высот</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/720993/"/>
    <id>sug_jyivtqjpex4ysbr</id>
    <published>2026-07-12T16:01:57Z</published>
    <updated>2026-07-12T16:01:57Z</updated>
    <content type="text/plain">Очень часто сталкиваешься, с тем что нужны магистрали для ресурсов, и это нагромождение труб, конвейерных лент, и тд, это ад, для логистики и перевозок, хотелось бы иметь возможность прокладывать трубы и ленты не только в верх, но и в низ под землю, причем не рыть сначала экскаватором, а потом засыпать, а сразу, иметь возможность прокладывать как нужно, а то этот костыль с закапыванием, слишком особенно если нужно на лету менять что то, я не знаю, возможно есть смысл ввести некий короб бетонный, и там прокладывать , а поверх ложить плиты какие то, я не знаю, но такой возможности мега сильно не хватает</content>
  </entry>
  <entry>
    <title>Очень не хватает мощного экскаватора, особенно с лентой отгрузки и подключенного сразу к заводу</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/720992/"/>
    <id>sug_njxekmojmxwethf</id>
    <published>2026-07-12T15:44:29Z</published>
    <updated>2026-07-12T15:44:29Z</updated>
    <content type="text/plain">Особенно на поздних этапах, нужда заставляет использовать много экскаваторов, и больших машин, что очень не удобно, и очень накладно, и все равно не дает стабильной подачи ресурсов, то экскаватор стал, то еще что-то, очень не хватает, во первых обогатительного завода, а не просто сортировочного, это раз, второе сделать в сортировочный входные линии, столько же сколько и выходных, третье, я бы сделал еще приемный выносной бункер, для приема, а то один завод принимает как правило несколько руд, и попутные камни и земля, что очень сильно ограничивает в плане скорости, выбор либо несколько заводов, что очень неудобно, потом объединять, или как сейчас куча авто таскают от экскаваторов до завода ресурсы, огромная нагрузка на запчасти, выбросы, топливо, а все по тому нет возможности иначе&#13;
&#13;
по этому предлагаю, добавить&#13;
- входные порты для сортировочного завода&#13;
- обогатительные заводы, для дополнительной сложности, &#13;
- бункеры загрузки, куда можно будет скидывать все из авто, и по ленте транспортировать до сортировочного&#13;
- огромный экскаватор типа как на картинке, для так сказать для расширения, и что бы можно было подключать этот экскаватор или напрямую в сортировочный, или в тот же приемный бункер</content>
  </entry>
  <entry>
    <title>Расширить количество выводимых колонок с ресурсами с правой стороны</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/720990/"/>
    <id>sug_xvkenroitywghm0</id>
    <published>2026-07-12T15:28:14Z</published>
    <updated>2026-07-12T15:28:13Z</updated>
    <content type="text/plain">Предлагаю, не ограничивать количество выводимых ресурсов, они технически сейчас ограничиваются в 2 колонки, и убегают куда то за экран, когда добавляешь много, предлагаю сделать выезжающий список, по дефолту вывод в 2 колонки, а нажав на кнопку, открывается весь список, причем иметь возможность структурировать как хочется, и отсортировать по типу например, еда, металы, строй материалы, газы, и тд, таким образом будет список, всего что нужно под рукой, и не захламлять экран, а то как бы вечно туда сюда гонять предметы на вывод дико не удобно, и страницы, где выведены все имеющиеся товары и предметы я не нашёл</content>
  </entry>
  <entry>
    <title>官网进不去</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/720985/"/>
    <id>sug_cksywlwvt8obqvx</id>
    <published>2026-07-12T14:04:55Z</published>
    <updated>2026-07-12T14:04:55Z</updated>
    <content type="text/plain">之前可以进去  现在进不去了</content>
  </entry>
  <entry>
    <title>卡车加油优化建议</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/720107/"/>
    <id>sug_e3ri9xt8wvxxdkn</id>
    <published>2026-07-06T00:24:12Z</published>
    <updated>2026-07-06T00:24:12Z</updated>
    <content type="text/plain">给全局的卡车或区域性卡车设置加油最低限度，类似于火车的那种加油方式，不然，现在就是在油箱剩30%的时候，他不去加，跑一趟运输，跑到一半就没油</content>
  </entry>
  <entry>
    <title>Demo \ tutorial</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/720084/demo-tutorial"/>
    <id>sug_unc6u0fzccznru6</id>
    <published>2026-07-05T21:10:36Z</published>
    <updated>2026-07-05T21:10:36Z</updated>
    <content type="text/plain">Would be great to have a demo / Tutorial</content>
  </entry>
  <entry>
    <title>Auto-regulate FBR option for enriched blanket output.</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/719962/autoregulate-fbr-option-for-enriched-blanket-output"/>
    <id>sug_cweljhepey851il</id>
    <published>2026-07-04T19:50:12Z</published>
    <updated>2026-07-04T19:50:12Z</updated>
    <content type="text/plain">Right now the only auto-regulate method for a FBR is for its steam output.  In the case of 3x reactors, it would be very convenient to instead have them ramp their operation based on demand for enriched blanket.  This would allow them to scale up and down based on space needs, or downstream 0x FBR needs which are set to the existing steam auto-regulation system.</content>
  </entry>
  <entry>
    <title>⌨️Key-Binds → Menus, Sub-Menu &amp; Tools</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/719818/keybinds-menus-submenu-tools"/>
    <id>sug_unyuwjmytcr1c03</id>
    <published>2026-07-03T17:28:03Z</published>
    <updated>2026-07-03T17:28:03Z</updated>
    <content type="text/plain">Here's a list for all menus, sub-menus &amp; tools that i wish had a key-bind setting:&#13;
MENUS                                     —Reason&#13;
==========================================&#13;
Vehicles Menu                  —ramps, barriers etc.&#13;
Production                        ←Complete Toolbar Menu Bind Section↓&#13;
Smelting                            &#13;
Water Extraction              &#13;
Food Production              &#13;
Power Production            &#13;
Crude Oil Refining            &#13;
Waste Management         &#13;
Buildings                        &#13;
Housing &amp; Services      &#13;
Cargo Docks                  &#13;
Bridges                           &#13;
--------------------------------------------------------------------------&#13;
TOOLS &amp; SUB-MENU                     &#13;
==========================================&#13;
Forestry → Trees Menu   —Faster tree placement&#13;
Edit Tree Designation      —Faster Forestry Setup&#13;
Remove Surface Tool       —Faster surface work&#13;
Paint Surface Menu          —Faster surface work&#13;
--------------------------------------------------------------------------&#13;
VEHICLES  (has been addressed with Mori++ mods)                             &#13;
==========================================&#13;
Move Vehicle&#13;
Remove Cargo&#13;
Unity Recover&#13;
--------------------------------------------------------------------------&#13;
Most builder/simulation games simply expose every menu as optional keybinds and leave them unassigned by default, letting players decide how much complexity they want. For some players, it's also an accessibility aid that helps reduce repetitive mouse movement and long-term hand and wrist strain.&#13;
&#13;
Thank you for your consideration. &#128591;</content>
  </entry>
  <entry>
    <title>Logistic Zones Improvement → A new zone type for "overlapping"</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/719814/logistic-zones-improvement-a-new-zone-type-for-overlapping"/>
    <id>sug_55bwcfh9dqpwm1z</id>
    <published>2026-07-03T16:41:38Z</published>
    <updated>2026-07-03T16:41:37Z</updated>
    <content type="text/plain">Currently we have:&#13;
&#13;
Default → Assigned trucks cannot enter any zone.&#13;
Zones → Normal logistics zones (Zone Layer 1).&#13;
&#13;
Suggestion: Add a new zone type:&#13;
&#13;
Over-Lap → A dedicated Zone Layer 2 that allows trucks to cross Zone Layer 1 boundaries while remaining within their Layer 2 area. Buildings cannot be assigned to Over-Lap zones—they exist solely to define cross-zone vehicle movement, while still allowing assigned trucks to interact with buildings in their primary Layer 1 zone.&#13;
(A perfect use case for amphibious vehicles or bridge-crossing haulers.)&#13;
&#13;
Why?&#13;
Using overlapping normal zones already achieves this behavior, but introduces potential building conflicts (especially for mods). You may not want every building assigned to a full-map zone, and vehicles assigned to those buildings effectively belong to multiple zones when, ideally, they should only belong to their primary Layer 1 zone. This can also complicate vehicle recovery behavior &amp; gas-stations not assigned to to a logistic route.&#13;
&#13;
Here's an example where the current workaround conflicts with how a modded Parking Lot building is intended to work:&#13;
(The Parking Lot pulls in distant trucks from the overlapping zone, when ideally it should only interact with trucks assigned to its primary Zone Layer 1.)&#13;
https://coigame.com/Topic/1504/Distribution-of-Trucks-among-Garages-in-different-Logistics</content>
  </entry>
  <entry>
    <title>Stop releasing paid dlc content before the base game.</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/719805/stop-releasing-paid-dlc-content-before-the-base-game"/>
    <id>sug_sjbnxt0vz8f0k14</id>
    <published>2026-07-03T15:40:46Z</published>
    <updated>2026-07-03T15:40:46Z</updated>
    <content type="text/plain">Please stop this predatory practice.</content>
  </entry>
  <entry>
    <title>Street Lights and Death to Cobblestones</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/719791/street-lights-and-death-to-cobblestones"/>
    <id>sug_ztbp5gvnl5u6wdj</id>
    <published>2026-07-03T14:43:52Z</published>
    <updated>2026-07-03T14:43:52Z</updated>
    <content type="text/plain">I propose adding a few street lights and replacing the cobblestones starting from housing 3. Street lights placed on the edges of housing blocks would glow during rainy weather, the same way headlights on trucks, trains and excavators glow in the rain.</content>
  </entry>
  <entry>
    <title>Late game "wonders"</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/719643/late-game-wonders"/>
    <id>sug_oalanm3yjgccapr</id>
    <published>2026-07-02T15:58:48Z</published>
    <updated>2026-07-02T15:58:48Z</updated>
    <content type="text/plain">A settlement block sized "mall" with inputs for every food, giving a small unity boost if all foods are provided, but gives a small unity penalty for every food missing, something in the range of +1/-1 unity. A late game achievement.&#13;
A Captains Office 3, A Settlement block sized Captains Office 3 that can be placed as part of a settlement or standalone, access to the same policies as Captains Office 2 but provides a small unity bonus if EVERY need is fulfilled. Visually something like the Louisiana or Nebraska state Capitol buildings, of course designed from scratch and not a copy of either. A tall high rise monument, maybe with a lighthouse on top that is decorational and does not attract people. &#13;
Again to be a late game project for those who want the challenge.</content>
  </entry>
  <entry>
    <title>Expanding the living world: Fishing, Dams, Seasons, Natural Disasters and Geothermal Energy</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/719612/expanding-the-living-world-fishing-dams-seasons-natural-disasters-and-geothermal"/>
    <id>sug_bi2gwcfcr2jfch7</id>
    <published>2026-07-02T12:12:54Z</published>
    <updated>2026-07-02T12:12:54Z</updated>
    <content type="text/plain">I would like to suggest a few ideas that I believe could make Captain of Industry even deeper and more immersive.&#13;
&#13;
The first idea is to introduce a complete fishing and aquaculture production chain.&#13;
&#13;
It would be interesting to build fishing fleets that harvest fish from the ocean, with dynamic fish populations that reproduce and change over time. Fish availability and quality could depend on factors such as water pollution, seasonal changes, water temperature, and droughts, making production more strategic and less predictable.&#13;
&#13;
Alongside ocean fishing, players could build artificial reservoirs and lakes for aquaculture, allowing them to raise different species of fish. These water reservoirs could also serve multiple purposes, such as rice farming, salt production through evaporation ponds, and freshwater storage for industry and agriculture.&#13;
&#13;
A more advanced water management system could allow players to construct dams, create artificial lakes, and harness waterfalls to generate hydroelectric power. Water levels could rise and fall depending on rainfall, seasonal changes, and droughts, adding another layer of long-term planning and resource management.&#13;
&#13;
Another feature that could greatly enrich the gameplay would be natural disasters and geological activity. Active volcanoes, geysers, earthquakes, and other natural events would make each island feel more alive while also creating new opportunities and challenges.&#13;
&#13;
For example, volcanic regions could provide sulfur deposits for mining, while geysers could be exploited for geothermal power generation. These areas would offer valuable resources but also expose infrastructure to greater risks, forcing players to carefully balance profitability and safety.&#13;
&#13;
Overall, I think these systems would make Captain of Industry feel more like a living world. They would introduce new production chains, more dynamic resource management, additional strategic decisions, and stronger interactions between industry and the nature</content>
  </entry>
  <entry>
    <title>Elevator with inverted C-shaped entrance</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/719472/elevator-with-inverted-cshaped-entrance"/>
    <id>sug_ifveum00r8wtduw</id>
    <published>2026-07-01T14:38:25Z</published>
    <updated>2026-07-01T14:38:24Z</updated>
    <content type="text/plain">An elevator that, instead of being Z-shaped, was C-shaped.</content>
  </entry>
  <entry>
    <title>Multiple warships and persistent random world map threats.</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/719394/multiple-warships-and-persistent-random-world-map-threats"/>
    <id>sug_c8l5jaroruai1yu</id>
    <published>2026-06-30T22:41:44Z</published>
    <updated>2026-06-30T22:41:44Z</updated>
    <content type="text/plain">The enemy has multiple war ships, why can't we?&#13;
&#13;
Allow additional docks specifically for multiple sizes of war ship and convert your transport ships into battle ships via upgrades like the main ship.&#13;
&#13;
Once a ship is converted it can't be turned back into a transport ship, but it can be fully scrapped (decommissioned) for parts.&#13;
&#13;
Have dock sizes of 2,4,6, and 8 just like the cargo ships that can be fitted with more armor, guns, or Logistics (cargo space) accordingly.&#13;
&#13;
Warships and transport ships could be grouped into fleets that would depart together for both player assigned or trade contracts.&#13;
&#13;
Multiple missions could be run on the map at the same time. &#13;
&#13;
Ships on a trade route should be positionally visible on the world map instead of just disappearing on the edge or the game map. Including the addition of travel time to and from a trade resource. &#13;
&#13;
This could allow for a persistent random threat on the world map for distant resources. &#13;
&#13;
Also, warships (Including the main ship) should require ammunition. &#13;
(Phosphorous + Salt + Coal = Gunpowder)&#13;
(Iron, Steel, or Depleted Uranium + Gunpowder = Gun Shells I, II, III)&#13;
&#13;
Finally, when quick trading with a village, supplies shouldn't magically appear in the dock yard. You should have to assign a ship to the dock yard (which could be your main ship) and send it to pick them up or pay a high resource rate to have them delivered by a ship from the village that comes to your dock. &#13;
&#13;
PS. All transport ships should start as 2 slot ships and require upfitting/down fitting and resources to become 4,6, 8 size frames. (Dock like a Vehicle depot)</content>
  </entry>
  <entry>
    <title>Nitrogen use and methalox for advanced rockets with deep expansion of space requirements</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/719388/nitrogen-use-and-methalox-for-advanced-rockets-with-deep-expansion-of-space-requ"/>
    <id>sug_hg07aj6k7dzre5n</id>
    <published>2026-06-30T22:07:00Z</published>
    <updated>2026-06-30T22:07:00Z</updated>
    <content type="text/plain">Research (Methalox Fuel)&#13;
Chiller (Nitrogen = Liquid nitrogen)&#13;
Chemical Plant II (Liquid nitrogen + Methane = liquid Methane, Liquid Nitrogen + Oxygen = Liquid Oxygen)&#13;
&#13;
Farm Crop (Cottin) a Flat product&#13;
Assembly (Cottin + Leather = Clothing)&#13;
Polymerization plant (Naphtha + Clorine = Spandex)&#13;
Assembly (Clothing + Spandex = Clothing II)&#13;
Apparel Store (City building that adds unity [clothing and Clothing II])&#13;
Assembly (Clothing II + Glass + Aluminum = Space Suites)&#13;
&#13;
Cow Farm (Animal Feed + Water = Milk + Cow Carcass)&#13;
Cow Farm II (+ Methane)&#13;
Food Processor (Cow Carcass + Watter + Salt = Meat + Meat Trimmings + Leather), (Milk = Cheese)&#13;
Mixer (Floure + Watter + Milk) = Dough&#13;
Bakery (Dough = Soft Bread)&#13;
Food Processor (Dough + Cheese + Meat = Pizza)&#13;
Cake recipe, replace Flour with Dough&#13;
Food Market (Cheese [Protein], Soft Bread [Carbs], Pizza [Treats]&#13;
Food Processor (Liquid Nitrogen + Meat + Soft Bread + Micro Greens = Preserved Meals)&#13;
&#13;
&#13;
Farm Crop (Micro Greens) Flat product, (Medicinal Herbs) Loose product&#13;
Food Processor (Micro Greens + Plastic = Nutrient Supplements)&#13;
Chemical Plant II (Naphtha + Medicinal Herbs + Plastic = Medications)&#13;
Chemical Plant II (Liquid Nitrogen + Ammonia + Medicinal Herbs = Vaccinations)&#13;
Assembly (Nutrient Supplements + Medications + Vaccinations = Preventative Medicine)&#13;
Food Market (Micro Greens [Vitamins])&#13;
Assembly (Medical Supplies II + Preventative Medicine = Medical Supplies III)&#13;
Clinic (Medical Supplies III, reduces the chance of a disease)&#13;
&#13;
Quarantine ([Depletes]Population + Space Suites + Preserved Meals + Medical Supplies III = Astronauts) &#13;
Reusable Rocket (Space truck):&#13;
Delivers (Astronauts, Water, Oxygen, Preserved Meals, Space Suites, Medical Supplies III, Liquid Methane, Liquid Oxygen) Required for Space Station&#13;
Returns (Exposed Astronauts[+pop], Waist, Biomass, Recyclables) Produced by Space Station&#13;
Ground Control (Office Supplies + Server = 1 Asteroid or Station Mission, Fails if no supplies &#13;
Reusable Rocket Storage and Launchpad</content>
  </entry>
  <entry>
    <title>Terrain Designation ignore Buildings</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/719380/terrain-designation-ignore-buildings"/>
    <id>sug_6198l1blseo5swt</id>
    <published>2026-06-30T20:56:37Z</published>
    <updated>2026-06-30T20:56:37Z</updated>
    <content type="text/plain">Make terrain designation ignore all buildings so you can fill up terrain under a already construced building. The building will still collapse if the area under it is removed. This also fixed the problem with the not so clean Terrain filling next to retaining walls.</content>
  </entry>
  <entry>
    <title>Medium Retaining Wall</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/719315/medium-retaining-wall"/>
    <id>sug_xbxaiwvccv8bcee</id>
    <published>2026-06-30T12:47:31Z</published>
    <updated>2026-06-30T12:47:31Z</updated>
    <content type="text/plain">We have short (1-wide) and long (4-wide) retaining walls. Since the long wall only covers multiples of 4, longer stretches often end up needing short walls to fill the gap, which hurts the look.&#13;
A medium (2-wide) wall using the long wall's texture would fix this. A 10-long stretch, for example, could be built from 5 medium walls, keeping the nicer texture throughout instead of relying on the short wall.</content>
  </entry>
  <entry>
    <title>Load Game Menu add DLC Option</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/719313/load-game-menu-add-dlc-option"/>
    <id>sug_0j6lrdyptesj8rh</id>
    <published>2026-06-30T12:14:18Z</published>
    <updated>2026-06-30T12:14:18Z</updated>
    <content type="text/plain">When loading a game without the DLC it always gives the option to add it. It is annoying to have to select 'Skip Adding DLC' on every load. It would be better to provide a button on the 'Load Game' menu to add the DLC, so it only need be selected once if required.</content>
  </entry>
  <entry>
    <title>Persist 'Toggle_Fog_Rendering' setting in saves.</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/719307/persist-toggle_fog_rendering-setting-in-saves"/>
    <id>sug_eslyfxrl8qo3b6x</id>
    <published>2026-06-30T11:47:52Z</published>
    <updated>2026-06-30T11:47:52Z</updated>
    <content type="text/plain">Save file should include the current state of the 'Toggle_Fog_Rendering' setting.&#13;
It's annoying having to set it after every load.</content>
  </entry>
  <entry>
    <title>Large level crossing connectors</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/719302/large-level-crossing-connectors"/>
    <id>sug_tnscqui2vr8on4o</id>
    <published>2026-06-30T11:13:12Z</published>
    <updated>2026-06-30T11:13:12Z</updated>
    <content type="text/plain">These should be allowed to be placed under elevated train tracks of 6 height.</content>
  </entry>
  <entry>
    <title>Vertical Pipe Connections / Pipes on slopes</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/719230/vertical-pipe-connections-pipes-on-slopes"/>
    <id>sug_4tircc0cbii7eyc</id>
    <published>2026-06-30T00:23:29Z</published>
    <updated>2026-06-30T00:23:29Z</updated>
    <content type="text/plain">Pipes should allow for vertical connections through the top of the pipe and bottom of the pipe also pipes look weird when going down long sloped surfaces pipes should be able to attach to the angle of the sloped terrain and move sloped down the grade. I work in an oil refinery and both of these i have seen inside the refinery and are realistic, thank you.</content>
  </entry>
  <entry>
    <title>Improved Power Industry</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/719228/improved-power-industry"/>
    <id>sug_vfjiqo22nkscbuq</id>
    <published>2026-06-29T23:58:54Z</published>
    <updated>2026-06-29T23:58:54Z</updated>
    <content type="text/plain">Power is a big industry in the US and could be a great fit the addition of power substations powerlines, transformers, utility trucks to work on power lines would be another great addition for resource management and overall aesthetics of our island.</content>
  </entry>
  <entry>
    <title>material preview should include how many workers will be needed</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/719168/material-preview-should-include-how-many-workers-will-be-needed"/>
    <id>sug_c02e147rlsfvn3h</id>
    <published>2026-06-29T17:48:07Z</published>
    <updated>2026-06-29T17:48:07Z</updated>
    <content type="text/plain">The Unity preview calculates how much construction materials will be needed. It should also calculate how many workers will be needed.</content>
  </entry>
  <entry>
    <title>Trucks need a rally point to return to when idle. (and I don't think the devs even READ these)</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/719078/trucks-need-a-rally-point-to-return-to-when-idle-and-i-dont-think-the-devs-even-"/>
    <id>sug_k907s0oa35jv0b9</id>
    <published>2026-06-29T03:49:37Z</published>
    <updated>2026-06-29T03:49:38Z</updated>
    <content type="text/plain">I will put some screen shots up to show the issue.&#13;
&#13;
Trucks just hang out at the end of their last job. Real trucks don't do that.&#13;
It is annoying to wonder wtf is taking so long for a build when there are so many trucks available, just to find out they're all hanging out like morons at their last job far away.&#13;
&#13;
Some sort of way-point or 'go to if idle' type of option would be nice. Please.&#13;
Even something as simple as go hang out at the gas station instead of being in the way for the next truck.&#13;
&#13;
(I am not the first one to suggest something like this, reinforcing my belief the dev's don't even bother reading these)</content>
  </entry>
  <entry>
    <title>Repaint the Starter Ship</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/718978/repaint-the-starter-ship"/>
    <id>sug_p7e2ngpikjsojkm</id>
    <published>2026-06-28T02:43:54Z</published>
    <updated>2026-06-28T02:43:54Z</updated>
    <content type="text/plain">It'd be nice to be able to paint the starter ship in any way you want, similar to trains or text plates.</content>
  </entry>
  <entry>
    <title>Trading Via Cargo Ships</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/718664/trading-via-cargo-ships"/>
    <id>sug_xruuljxxsjz17yw</id>
    <published>2026-06-25T17:36:58Z</published>
    <updated>2026-06-25T17:36:58Z</updated>
    <content type="text/plain">To be able to have multiple cargo ship assign to the same dock doing the same trade, you would still need to have the ships available to do it, it will save on workers need to only 36 not the full 75 needed it would also save on the total maintenance need. so it doesnt get abused you can increases the unity required by like an exta 25% of the base unity needed.</content>
  </entry>
  <entry>
    <title>Communication tower and broadcasting</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/718643/communication-tower-and-broadcasting"/>
    <id>sug_uny3hmxmfqilljo</id>
    <published>2026-06-25T14:39:58Z</published>
    <updated>2026-06-25T14:39:58Z</updated>
    <content type="text/plain">I suddenly noticed the abandoned communication station used for obtaining opening resources at the beginning. Although it had to be deconstructed in order for the game to start normally, does this mean that this island used to have the ability to communicate externally? Because in the game, although the residents have all kinds of modern living materials, it seems that there is no other external communication channel except for the workers working outside and the cargo ships going back and forth. Even with the Internet, they can only connect to the information on the island, so the residents will not feel bored every day?&#13;
So I thought, could we add a "communication tower" building that consumes a lot of electricity to send broadcasts and generate unity.At the same time, it can be set to view the remaining resources of mines on the world map and issue alerts when resources are insufficient. Building multiple ones will have benefits but will quickly have marginal effects, so we won't build too many.</content>
  </entry>
  <entry>
    <title>About Asteroids and Space</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/718639/about-asteroids-and-space"/>
    <id>sug_ucp7w3wcndwkobs</id>
    <published>2026-06-25T14:20:20Z</published>
    <updated>2026-06-25T14:20:20Z</updated>
    <content type="text/plain">For the current game's final technology, besides FBR, another asteroid mining is considered useless by many players in the community compared to a large number of contract transactions. It not only needs to avoid causing damage, but also has higher costs, and most importantly, it is not irreplaceable. Since weakening the contract would make the existing saves incompatible, I was wondering if asteroid mining could become necessary, such as adding a material that can only be obtained on asteroids. And now the game ending seems too hasty, so I also hope to add some other high-tech things.&#13;
One possible option is iridium, a metal that is quite rare and dispersed on Earth but relatively abundant in asteroids (the key evidence for the extinction of dinosaurs due to asteroid impacts is the abnormally high iridium content in the geological strata at that time). Iridium can be used for advanced electronic components and alloys, but its large-scale applications are limited.&#13;
Another possible candidate is lithium, which is quite common in the universe and is closely related to batteries and nuclear fusion. Al-li alloy is also a high-performance special material. However, it seems somewhat inappropriate to keep pulling lithium asteroids to maintain the continuous operation of fusion reactors.&#13;
In addition, the space research points is currently only used for 5 technologies, while the others are final cyclic addition technologies. I hope it can become more useful, so that the continuous operation of the space station will become more meaningful.&#13;
Finally, I hope to add animation to the asteroid's fall instead of just one image, which may seem perfunctory (although I am also concerned that it may cause lag).</content>
  </entry>
  <entry>
    <title>Railway vehicle carriage</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/718572/railway-vehicle-carriage"/>
    <id>sug_ctnz9zc7ezpw2f7</id>
    <published>2026-06-25T06:53:28Z</published>
    <updated>2026-06-25T06:53:28Z</updated>
    <content type="text/plain">A wagon for trains that allows vehicles to be loaded onto it for cross map transportation. Useful for when you've had amphibious vehicles build bridges. Send out a train with a dig team and get them working to clear land, then you can send out materials to start building.</content>
  </entry>
  <entry>
    <title>unity plant trees</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/718551/unity-plant-trees"/>
    <id>sug_xqy4yiypmmin4iq</id>
    <published>2026-06-25T02:13:37Z</published>
    <updated>2026-06-25T02:13:37Z</updated>
    <content type="text/plain">just to make it easier to decorate factories with trees</content>
  </entry>
  <entry>
    <title>Higher conveyor lifts</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/718023/higher-conveyor-lifts"/>
    <id>sug_yercn2l8jjmzl64</id>
    <published>2026-06-23T11:53:36Z</published>
    <updated>2026-06-23T11:53:36Z</updated>
    <content type="text/plain">I found that if we want to densely arrange production lines, we need a lot of overhead conveyors to avoid conflicts. However, when connecting them to machines on the ground, a conveyor lift is required, and now there are only 2-cell high lifts, which requires connecting multiple lifts in series and occupies a lot of space. Therefore, I hope to add higher 3, 4, or even 5-cell conveyor lifts to improve this problem, just like in the Satisfactory.</content>
  </entry>
  <entry>
    <title>Improve tutorials and target systems</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/718019/improve-tutorials-and-target-systems"/>
    <id>sug_yagik0i66n06olx</id>
    <published>2026-06-23T11:41:32Z</published>
    <updated>2026-06-23T11:41:32Z</updated>
    <content type="text/plain">This game has a very uncomfortable point: due to the complex game mechanics and rudimentary early guidance, it is easy to accidentally fall into a death spiral and prevent the save from continuing. As far as I'm concerned, even the simplest "new haven" map failed until the third time before I succeeded. This provides a better experience for beginners who have just started playing the game, especially those who lack experience in factory games before, rather than giving up quickly due to inability to continue playing.&#13;
The target system of the game will no longer exist in the middle stage (probably after the completion of the oil industry), which lacks guidance for the development in the later stage, making players feel confused. Moreover, the lack of Steam achievements (I don't know why I haven't joined for 5 years) will make players lack a traceable sense of achievement. Therefore, I hope to continue the target system until the rocket is launched.</content>
  </entry>
  <entry>
    <title>Improve AI for vehicle dumping</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/718012/improve-ai-for-vehicle-dumping"/>
    <id>sug_t4rqklhcvertmba</id>
    <published>2026-06-23T11:22:46Z</published>
    <updated>2026-06-23T11:22:46Z</updated>
    <content type="text/plain">There is now a problem: when a vehicle tilts over a place higher than the ground (such as laying a layer of dirt on a rock surface), it may become foolish and trap itself in the terrain created by the dumping, which is particularly evident for huge vehicles. This is very annoying and often requires you to reset the vehicle, so I hope to improve AI to avoid this as much as possible.</content>
  </entry>
  <entry>
    <title>A contract to import Eggs</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/717931/a-contract-to-import-eggs"/>
    <id>sug_aint3zwqdianyj6</id>
    <published>2026-06-22T17:08:26Z</published>
    <updated>2026-06-22T17:08:26Z</updated>
    <content type="text/plain">There is contract to trade Chicken carcass with laptops but you will still need the keep the chicken farm and animal food chain to produce eggs. If there was a contract to import eggs then the chicken farm and its upstream and downstream units could be eliminated.</content>
  </entry>
  <entry>
    <title>Iron Plate latter game usefulness</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/717921/iron-plate-latter-game-usefulness"/>
    <id>sug_atvu06c4c7bywci</id>
    <published>2026-06-22T16:35:32Z</published>
    <updated>2026-06-22T16:35:32Z</updated>
    <content type="text/plain">to whom it may concern,&#13;
 Respectfully request that Iron Plate remain in game and it is not removed. It could be used in the chemical plant as iron plate catalysts to crack coal into synthetic crude. Coal-to-Liquid (CTL). Its ruffly like synthetic coal. Except your not using powdered coal and biomass. Considering a history I have seen in games making bad choices. Hearing removing iron plate. I may have a strong logistical argument for steel but there is to many reasons to keep iron plate around. Catalysts is one.&#13;
Thank you in advance,&#13;
Magermh</content>
  </entry>
  <entry>
    <title>show production graf on items/sec produced, not only the items you have.</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/717816/show-production-graf-on-itemssec-produced-not-only-the-items-you-have"/>
    <id>sug_ikvbtjg1kn2xqsx</id>
    <published>2026-06-21T20:04:34Z</published>
    <updated>2026-06-21T20:04:33Z</updated>
    <content type="text/plain">currently i have a hard time to figure out in every moment of the game.&#13;
&#13;
basic parts production i only see the amount i have, &#13;
&#13;
I want to see the production i have/ i have maximum, and the production i need aka consumption of the item. i cannot balance the in and out, without counting every building everywhere,</content>
  </entry>
  <entry>
    <title>Different sounds for different warnings</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/717764/different-sounds-for-different-warnings"/>
    <id>sug_jrci0e6hhqajrok</id>
    <published>2026-06-21T09:08:44Z</published>
    <updated>2026-06-21T09:08:44Z</updated>
    <content type="text/plain">It would be very useful for me, if different types of alerts would appear with different sounds. (so that for example a "Not enough Maintenance" alert would sound different from a "Low Food Supply" alert. And it would be nice to have multiple sounds availible to select for storage messages. I often configure storages to give an alert if their materials run low. And being able to also assign an alert sound would be a huge help for me.</content>
  </entry>
  <entry>
    <title>A collection point for trucks would be desirable</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/717759/a-collection-point-for-trucks-would-be-desirable"/>
    <id>sug_dreyyco4xplcgsh</id>
    <published>2026-06-21T08:25:28Z</published>
    <updated>2026-06-21T08:25:28Z</updated>
    <content type="text/plain">It annoys me—and I'm sure others feel the same way—that it takes trucks an incredibly long time to get to the construction site to make a delivery. They just sit around at the old drop-off points doing nothing.&#13;
&#13;
It would be great if idle trucks could be gathered in one place—a parking lot or depot that could be set up. That would significantly reduce travel times.</content>
  </entry>
  <entry>
    <title>Where's all my coal going?</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/717720/wheres-all-my-coal-going"/>
    <id>sug_5cspdcxeun4zvwx</id>
    <published>2026-06-20T20:31:02Z</published>
    <updated>2026-06-20T20:31:02Z</updated>
    <content type="text/plain">This shouldn't be too hard to add.  There's already a list of recipes by material (right click coal, for example).  This would add a statistics page similar to the in game recipe list, but for each consumption recipe, it will show percent of total consumed over the last year, total quantity over the last year, and average quantity per minute.   Also, sorted from highest to lowest. That way it would be easy to see that x% of my coal is going to power production (coal to steam recipe), or whatever.  Could also add info on the production section, to see where materials are coming from.</content>
  </entry>
  <entry>
    <title>Unpause Construction</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/717698/unpause-construction"/>
    <id>sug_tfn20g4o3cuepqj</id>
    <published>2026-06-20T14:18:18Z</published>
    <updated>2026-06-20T14:18:18Z</updated>
    <content type="text/plain">Would bei great to see needed materials when unpasing planned building - similar as if i wanted to use unity to construct.</content>
  </entry>
  <entry>
    <title>Extend world map with extended battle capabilities of main ship.</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/717518/extend-world-map-with-extended-battle-capabilities-of-main-ship"/>
    <id>sug_al64piaaawgwvxw</id>
    <published>2026-06-19T06:37:12Z</published>
    <updated>2026-06-19T06:37:11Z</updated>
    <content type="text/plain">Consider adding more nodes on map to be "conquered" but with requirement for more powerfull ship, include some extension of technology and production for arms (ammunitions, rockets etc.). I believe map was not touched for quite a long time and this could in future lead to interesting military branch of industry.</content>
  </entry>
  <entry>
    <title>unity for tourism</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/717071/unity-for-tourism"/>
    <id>sug_0sayc2ncught7qx</id>
    <published>2026-06-15T23:37:56Z</published>
    <updated>2026-06-15T23:37:56Z</updated>
    <content type="text/plain">add a block of unity for tourism between separate cities.&#13;
add a  rail and/or road connection city modules. &#13;
add busses / passenger train cars to move them.</content>
  </entry>
  <entry>
    <title>seperate audio sliders for vehicles and machines.</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/717066/seperate-audio-sliders-for-vehicles-and-machines"/>
    <id>sug_oxlbrqyzwgqranh</id>
    <published>2026-06-15T22:52:42Z</published>
    <updated>2026-06-15T22:52:42Z</updated>
    <content type="text/plain"/>
  </entry>
  <entry>
    <title>Add support poles to allow placing belts above 5 height for some radius arround a pole.</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/716976/add-support-poles-to-allow-placing-belts-above-5-height-for-some-radius-arround-"/>
    <id>sug_zah4wdxiaiy6vmh</id>
    <published>2026-06-15T13:10:15Z</published>
    <updated>2026-06-15T13:10:15Z</updated>
    <content type="text/plain">- Poles would increase buildable height arround them&#13;
- How about making big height increases in pipes require pumping stations?</content>
  </entry>
  <entry>
    <title>Breakdown report of pollution</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/716819/breakdown-report-of-pollution"/>
    <id>sug_u25m1wnm6nzgi20</id>
    <published>2026-06-14T02:11:20Z</published>
    <updated>2026-06-14T02:11:20Z</updated>
    <content type="text/plain">It would be useful to have a report of just where pollution is coming from.  At the moment, I still have air pollution, but I had thought that I had redirected all sources of air pollution to exhaust scrubbers or gas injection pumps/Chem plant 2 (for graphite from CO2)  I am unable to figure out where the air pollution is coming from.  I report telling me just what the source(s) of this are would be useful.</content>
  </entry>
  <entry>
    <title>Material usage</title>
    <link href="https://ideas.captain-of-industry.com/suggestions/716816/material-usage"/>
    <id>sug_0ucyjavzk1rguw5</id>
    <published>2026-06-14T01:12:08Z</published>
    <updated>2026-06-14T01:12:08Z</updated>
    <content type="text/plain">It would be useful if we could get a report on how various materials are being used; similar to electricity and computing.&#13;
&#13;
e.g. for hydrogen; 5% for cracking units, 25% for rotary kilns, 10% for silicon reactors, 60% for trucks, or some such.&#13;
&#13;
Sometimes I find myself running low on a particular material and if it's heavily used material like hydrogen, coal, etc. it can be difficult to figure out where it's going.</content>
  </entry>
</feed>
