The Economist ~ New economy module concept ideas - feedback please!
Spite313
Dear friends,
I wrote an article a couple days ago about the new military module. At the time there were hundreds of shouts demanding an economy module update to go with the military module update we were given. I think it’s no secret that the admin HQ has changed over the last few months and as such they are in fact actively working on changing modules. Whether those changes are actually going to be any good, I don’t know.
In light of this, I decided to have a bash at designing the economy module myself. I’ve started with a few guiding principles, then conceptualised them, then put in some numbers and justifications. Obviously I’m bashing this together after getting home from work- it’s not my full time job like the admins. I’m just a player at the end of the day, and an hour or so is all I can spare. If they’d like to pay me to design it properly, that’s another matter
😉
To begin with we need to start with a few guiding principles. Here are mine:
- No complex changes at this point
- Big increase in demand for products across the board
- Work as Manager (henceforth referred to as WAM) to be reduced in importance
- Q1-5 to be given a more prominent position
Now let me explain these principles in brief.
Firstly I don’t want to make any huge changes to the game at this point like adding jets or battleships or whatever. I just want to make sure that the system we have now (more or less) continues, except it actually adds up and gives some potential for growth.
Secondly I want to increase demand, especially for raw materials, but also for finished goods in general. In some cases this involves spreading existing demand, but also giving players incentive to invest in more companies. This won’t make players richer, but it will make the gameplay richer.
Thirdly I want to significantly reduce the role of work as manager. At the minute it provides a very simple way for players to produce goods for their own use and to make money. Unfortunately it also destroys demand and began a continuous downspiral of product value to the point where only Q6 weapons exist as a marketable product, and only then because the huge investment cost makes WAM-ing your own weapons a bit silly.
Finally to make Q1 - Q5 weapons profitable to both own and to hire workers for. This will give people the opportunity to get onto the business ladder at less than a 425~ gold investment (or whatever a Q6 is during the company offer). Even from an admin money-grabbing perspective, they can see that not everyone is going to invest 100+ euros in their first purchase, and that the economy module should appeal to small and medium gold buyers as well as the rich.
OK so let’s begin with the major issue at han
😛raw materials production. At the minute we see a massive overproduction of raw materials. That’s because the physical production limit of players is much higher than the consumption of the current number of Q6 companies in existence. There are obviously two different ways this can be tackled. Firstly by increasing the consumption of companies, secondly by reducing the productivity of raw materials companies. I plan for a combination of the two.
The current system has a five tier production of raw materials, with three of the five companies being purchasable with currency and the other two only available in gold. The problem here is that the cost of gold is not a fixed value, and so two of the companies are now ludicrously overpriced. For a mere 40% or so increase in productivity (saltpetre->rubber) you pay ten times the price. It’s 8500 currency for a Saltpetre with a base production of 175, and about 84000 currency for a rubber factory with a base production of 250.
This system needs to go immediately.
My suggestion is that this is done in two stages. Firstly that all companies other than Saltpetres/Cattle are remotely dissolved by the admins. In the place of these companies you would get reimbursed the following:
Rubber/Deer: 30g and a Saltpetre
Iron/Fish: 5g and a Saltpetre
Oil/Fish: 3000 currency
Iron/Grain: 1500 currency
After this change we would only have one type of raw material company for food and one for weapons. At this point it is possible to re-complexify the system, but rather than have different productivity, introduce different products. Basically the admin would then reintroduce Iron, Oil, Rubber, etc companies, but instead of them producing the current generic “weapon raw material” they would produce the item that they’re listed as. So Aluminium mines would make aluminium and so forth. All these factories would cost the same: 8500 currency. The way the system would work is simple: Each level of factory from 1-5 would have a corresponding bill of materials. Q1+2 would be one material, Q3 would be two, and so on up to Q6 which would require 5 different materials to produce.
Few things before I go into the maths: The basic material needed by everything would be Saltpetre/Cattle. That’s what everyone has to begin with, though there would be a migration option. The migration option would be introduced AFTER the change. That way there’s no second guessing demand. The reason I decided to go with this more complex system is simple. It creates a supply-demand sub-market amongst companies. It would mean that investing in companies isn’t as simple as dividing the market price of WRM by productivity to ascertain the cost/value of a company. With five different products available, it’s possible to actually invest wisely and play the market somewhat. It also means things like material shortages can happen.
OK so the maths. Base productivity for these companies would be 50. That’s about 28.5% of the productivity of a Saltpetre currently in case you’re wondering. This should significantly screw up the global economy, which would frankly be awesome. The price of raw materials would rocket as demand will very much outstrip supply.
Productivity bonuses would work exactly the same with regard to resources. I hesitated around the idea of requiring certain regions to produce certain materials, or giving bonuses for regions held, but it’s not a particularly good model I don’t think. So we’ll stick with the current 20-100% bonus.
However into the mix we now throw a worker bonus. I don’t like the current system which is far too dependent on people working in their own companies to produce things- it’s too easy and leads naturally to overproduction. To stimulate demand I’m introducing a worker bonus for raw materials companies. All RM will now be able to “use” up to four employees per day, using the same employment system that we currently have. Workers will have a base productivity of 120%. The first worker will therefore produce 60 WRM instead of 50. After that, each following worker gets a 10% bonus.
So:
WAM: 50
Worker 1: 60
Worker 2: 65
Worker 3: 70
Worker 4: 75
All of this is a rough science because frankly I don’t have the important numbers that I need. Total WRM production, total demand, number of companies, number of active players. In addition I can’t accurately predict how far dividing the amount of raw materials in the world by about 4 will drive up prices, or how wages will be affected. The thing is, the insatiable demand for weapons will remain high, and so really the question is with a massive shortage of WRM will employing players in raw materials be a necessity? If so, then the price of raw materials will be high enough to sustain workers. The goal is to keep profits relatively low (certainly below 10% investment return/week). Raw materials in the past was a licence to print money, because it cost almost nothing to make and resulted in 100% profit. My system, if it worked, would reduce the WAM percentage of production to about 15% of global raw materials production. That 15% would be “free money” but the rest would be sustained by the need for weapons rather than an actual desire to make money selling raw materials. Importantly it would take a long time for production to catch up to this demand, and the worker bonuses would always mean that hiring workers offered an advantage over WAMing.
Secondly we move onto weapons. This is another major area which is unfortunately hard to model since I don’t have figures accurate enough to actually plug into spreadsheets. It’s all guesswork, but we can work on that.
So firstly at the minute there is a paucity of companies between Q2 and Q5, and those companies mostly exist because people either didn’t do the maths, or they needed the company for town hall upgrades. There’s not actually much point in making any sort of company other than Q6 right now. They can’t hire workers profitably, their outcome is fairly low and actually they are less efficient to use than Q6.
To change that we need to do a few things. Firstly we need to make each Q more expensive to make than the last, not just as a raw number but also in terms of cost/influence ratio. Higher Q weapons should do more damage, but also be more inefficient, so that they become a luxury item. People should buy them because they need to do more damage, but they should be a luxury item not a stock item.
So first of all we address the big issue: weapon uses. At the minute a Q1 has 1 use, a Q2 has 2 uses and so on. This is a relic from V2 that we can dispose of. In the new economy module all weapons would have the same amount of uses, 6. I am rounding up to the maximum because it’s a lot simpler than the opposite, and would result in less baww from the community, though rounding down to 1 makes more sense.
Secondly you need to stimulate demand for weapons, as opposed to Q6 weapons. At the minute people have the choice between bare-handed damage (baseline at 1) or Q6 (baseline at 2.2). I propose having a damage modifier of 0.5 for bare-handed fighting, 1 for Q1, 1.2 for Q2, 1.4 for Q3, 1.6 for Q4, 1.8 for Q5 and 2 for Q6. So if your max damage with a Q6 gun is 10,000, your max damage with a Q1 would be 5,000 and barehanded would be 2,500. This would mean buying a Q1 gun would double your damage for a relatively low cost.
With number of uses the same across the board, the main difference in weapon prices has to be the raw materials cost. Each level increases your max damage by 40% over the bare-handed amount to a max of 400% of barehanded. Relative to Q1, the damage increase is 20% per level. That means that for my plan to work, the cost has to be over 20% per level more expensive. Again this is difficult to calculate. At the minute a Q2 uses twice as many RM as a Q1, but I think if all weapons have the same number of uses a 600% relative cost increase would be major overkill between Q1 and Q6. On the other hand I don’t want to overprice Q1 guns by putting the RM usage too high, or reduce demand for RM by putting the Q6 requirements too low.
Although again, I don’t have enough figures or enough time to process them, I’ll ballpark a number and see what people feedback.
Q1- 20
Q2- 26
Q3- 34
Q4- 44
Q5- 56
Q6- 70
I just used a simple sequential increase here. Q2 is 30% more than Q1, and so on with Q6 being 25% more expensive than Q5 and 350% more expensive than Q1 (only counting RM costs).
In terms of workers, Q1+2 would have a maximum of 4, Q3 6, Q4 8, Q5 10 and Q6 would have a maximum of 20. I think the only real justification for putting the maximum as 10 for Q6 is money grabbing, and you have to give some ground somewhere. It’s a business but it’s got to be playable.
Finally we come to food. I’m sorry to say but food is utterly pointless in the game now. With the free companies players get, the demand for food is almost nil. I’m not sure which way to go on this. On the one hand I’m tempted to just delete food altogether and make it so you can heal up to 100/hour or whatever without the need for a product. It’s difficult to fix the quality system for food, since a Q6 only gives 6 times the health of a Q1 food, but the investment to build one is much much higher than to simply make 6 Q1 companies. Because of this, nearly all the world’s food is currently made by “work as manager”. I’d welcome feedback, but in my opinion deleting it altogether is the strongest option.
Alternatively you could penalise WAM in food companies, say by 50%, then introduce a more scaling production for Q companies. The problem is that whilst increasing the quality of a weapons company does in fact increase the quality of the product, increasing the Q of a food company merely increases the quantity of health produced. An alternative would be to change the pricing of food companies to reflect this, meaning a Q1 food company could be (for example) 25g, Q2 55, Q3 85, Q4 120, Q5 160 and Q6 205. That would make upgrading the company (to save space/health) a little bit more reasonable than buying 5-6 seperate companies, whilst at the same time making it slightly more expensive than just doing the above.
Finally, all of this should be tested in closed beta running parallel to the main game. Even with the correct figures, calculating closed supply and demand is impossible. You need to have the option to test in a “live” situation over a period of at least a month, and in that time you can alter formulas, change details and so on with no consequences for the main game. I think that this closed beta (call it adminland!) should remain open all the time and act as a testing ground for new ideas before they’re introduced to the main game.
This article is just a concept. It took me about an hour to write. Please give feedback. If you’ve got something long to say, put it in a PM and I’ll read it over. If anyone has the time (I wish I did) to do the full maths and work out accurate figures, I’ll include them with credit. The admins are watching
😛
Iain
Comments
Brilliant! Voted
as always, good article
voted Iain o7
interesting ideas
V
One solution for food would be to change to x food units each hour. Let's say x = 10.
There are a lot of things they can do. Instead of 100 health each hour they can give us 2400 health each day. Or with my solution. 240 food units each day.
ty for the hard work but some of the concepts are too far from the game. they will never be implemented...
regarding raws i don't have any better ideas tbh and it sounds good till a point. the only problem is the high too high dif in profitability between q1/2/3/4/5...
regarding finished goods one way to go for foods is to make it like gifts in v1 if you remember (240 foods per day) but this will kill newbs i know. for weapons (and food) is that a worker can make both 20 q1 and 20 q5 (tbc)
BS: regarding food like armbeno said
So the problem is that a worker makes 20 q1 and 20 q5 instead of making only 4 q4 (3 times less). this is a fair point imo and it will really kill supply (increase price) and make all q of weapons a choice due to shortage and income constraint.... just 3.3e10 q6 from 1 click 🙂 and it would be fair as 1 work action is equal in productivity from q1 to q6. The problem would be the fact that the demand for wrm will decrease....
so it is questionable....(tbc)
Excelent.
Thank you for your work.
Another line of thought regarding finished goods and self sufficiency would be to increase the aggregate demand of a player by introducing a shit load of new industries what do anything but giving the possibility to wam more / day. Basically cap the wam at 240 / day but increase the no oh things one needs to be competitive like ; tickets (and oil) that eat 100 hp at q1, ds, hospotal (stone) better design than last time, body armor and snipe google (to increase kill ratio at DO + tweaking at DO)
Love It!
well all in all going back to erepublik-Rising with the economy module would be the best
you get:
- different kinds of jobs which makes it more challanging to deside what to do as an employee
- more products and raws (tickets, presents, houses etc)
+ you have to lose managerworking alltogether
with this:
- everybody needs to work somewhere for daily order
- everybody needs to BUY food
- you solve the problem of overproduction without doing anything too hard (wont stress the admins)
someone make this guy admin pronto...Then fire everyone else
because actually managing a companie is not easy and most people wont do it or fail doing it wrong
about the weapon-change i dont know. keeping the hits the same at 6 but increasing damage woul make them more equally. i cant remember how it was in erepV1 but there i was able to hire employees even in a q1-company. but i think this will be solved with dropping the managerworking too.
& we need companies like in V1
-not bound on citizen so you can manage in different countries
this would make it more like managing too because you can calculate in which countrie is more profit
not the one with high bonus will win automatically but the one with high-priced endproducts can be good locations too even if the production is low
and monetary market with different currencies, so you can actually trade on the market. for that to be possible they should raise the limit to at least 20g per day.
Great article, well thought out.
+with terminating the managerworking they have to let us migrate the companies to the new raw-companies or pay back the full or at least 80-90% of the building-price
and they should change the max-charas per comment back to 1000, 500 is just irritating and to few
i like it there are a lot of good ideas relating to the weapons side and balancing it out so lower quality weapons can actually make profit and have use i like, for one it gives younger players the opportunity to use weapons at a respectable cost (currently they are buying poor crap because they think its better than bare handed)
as to food again you have a point anything above q2 is pointless (especially my q4) as all food is the same and has the same effect....continued
(4 x Q2 food gives 2400 wellness for 80g set up and 1 x Q4 costs 95g and you make just 1200 wellness) anything that makes the idea of being a busniessman ingame possible again gets my vote tho, can't believe you wrote this in an hour good effort, i'll have to re read it when i'm awake to make sure i've not missed points tho lol
Nice article!
I think there is actually better solution, but i agree with you that q6 items should be luxury items.
So my idea would be to make raw consumption same for every weapon company (it could be lets say 2000 raw per worker) q1-q6 but q6 would only produce 3 items with full bonus while q1 would produce 20 items. Well figures should be checked and proper scaling done for q1-q6 production numbers. That way people would have to use lower Q company's, and using hiring workers in them should be possible
For food id use different concept.
You would be able for example to eat 500 food units of food per day, but depending of Q you would get more or less wellness.
So with q6 food you would be able to restore 3000 hp for a day, and with q1 1000 hp daily.
Now consumption of raw in this case would be a bit tricky, but lets say that q1 food with consumption of 2000 raw units would give you 300 food units, q2 250 units, q3 200. q4 150, q5 100 and q6 only 50 food units, again proper scaling ...
should be done and checked with numbers.
But in my opinion this kind of model would stimulate players to make higher Q company's and it should be hard to satisfy your own needs with working as manager with this module.
Great stuff.
V
Thanks Iain for trying
Sounds like a modern day version of the V1 Economy Module... lets do it!... we just need to watch out for labor sources since we're having that issue already today.
Sounds cool and im all for it!
And thats why admin wont make it happend..
Voted.
GuesswhoamI I like your food idea 😃
Voted
Testing Ideas in Closed Beta: http://www.erepublik.com/en/article/testing-ideas-in-closed-beta-2059961/1/20
A possible solution to food is to make it so you can eat a certain number of food units, rather than a certain amount of wellness, this could regenerate at 10 units/hour. If you eat Q1, you're only going to get 20 wellness/hour. If you eat Q6, you can recover 120 wellness/hour. Of course you should make food more inefficient with increasing Q, as suggested with weapons.
Just thought of this on the spot, so it could probably be improved upon.
i'm not sure if a restricted food units health would just de value the lower qualities of food too much as i'd predict you would struggle to sell the lower Q food and not want to use it yourself, meaning that unless you can fork out the gold for q6 in one hit you are going to have a worthless factory, a system like that would work if it could be built so that as you lvl up you use higher Q food meaning there would be a market to lower level players
click Contact -> Submit a Ticket -> Game translation -> write Development -> Link http://www.erepublik.com/en/article/the-economist-new-economy-module-concept-ideas-feedback-please--2059589/1/20
MAKE IS HAPPEN
i'm not sure if a restricted food units health would just de value the lower qualities of food too much as i'd predict you would struggle to sell the lower Q food and not want to use it yourself, meaning that unless you can fork out the gold for q6 in one hit you are going to have a worthless factory, a system like that would work if it could be built so that as you lvl up you use higher Q food meaning there would be a market to lower level players
o7
Limited food units would be good, and would be able to restore maybe 25 an hour; so with Q4 you'd be healing as much as before, with Q2 half as much and Q3 150% as much.
*Q6 rather than Q3
Great ideas and nice writing skills!
They made economy module like this in purpose. They don`t care for the economy module, or political module.
There needs to be better control of the money supply, so that there can be a proper money market again. Without this, all other measures will either fail, or will have to be permanently micro-managed in order to work.
TL😉R summary?
Closed beta -> way for the invited players to get ridiculously far ahead? If I knew the changes in this article were to be implemented, presumably not creating weapons, and stockpiling WRM would be sensible, along with selling all food/FRM/food companies not immediately required?
We've had a closed beta before, beta.erepublik.com in which we insufficiently testing the failed "erepublik rising"
We've had a beta before, beta.erepublik.com in which we insufficiently testing the failed "erepublik rising"
We've had a beta before, beta.erepublik.com in which we insufficiently testing the failed "erepublik rising"
My view would be to alter the demand instead of (or as well as) the supply. Increase the health recovered to 200 per hour as an alternative. But that aside, enjoyed the article, well thought out.