„Fix the economy” they said

Day 2,052, 09:19 Published in China USA by Elongated Musket

Edit: 中国翻译 (Chinese Translation)

What the Economy lacks?
Flexibility and stability.
The dynamics are completely different between (relatively) short period of times (6-9-12 months).
Here are (some) possible solutions ...


So... Solutions?

Hard-Coded (fixed) Cost Items
Hard-coded costs (Travel, Resistance Wars, MPP Costs etc) should be made FLEXIBLE and based on Monetary Market EXCHANGE RATE.
This would make them scale (up and down) with the current climate.

Situation:
Raw Materials companies, at this point in time (1 Gold = ~225 cc):
• Raw Materials q1 (Iron, Grain): 1500cc = 6.66 Gold ( ???? )
• Raw Materials q2 (Oil, Fruit): 3000cc = 13.33 Gold ( ???? )
• Raw Materials q3 (Aluminium, Fishery): 10 Gold
• Raw Materials q4 (Saltpeter, Cattle): 8000cc = 35.55 Gold ( ???? )
• Raw Materials q5 (Rubber, Deer): 35 Gold

Production of a q5 WRM company,100% bonus -> 500 WRM.
Sold for (@0.04): 20cc (0.0😎. Return of investment: 437 days (1.2 YEARS)

Production of a q5 FRM company,100% bonus -> 500 FRM.
Sold for (@0.02): 10cc (0.04). Return of investment: 875 days (2.4 YEARS)

Return of investment for Weapons/Food companies? a joke.

Alll fixed in-game prices should be based on the current Gold/cc Monetary Market ratio.
When the exchange rate is LOW, the construction costs should be LOW.
A Return of investment of 1,2,3,4,5 (respectively) months should be aimed for RAW companies and 2,3,4,5,6,7 months for GOODS companies.

Also:
The cost of Raw/Goods Companies could take into account the number of companies (of that type) in the user's Citizenship Country.
The more companies, the more expensive
(I know, change CS, build, change CS again. But how many times will one do that?)



Production: Raw Materials
Divide RAW Materials production and usage by 10.

Meaning:
Production:
• Iron Mine: Instead of 35 base (0% bonus) WRM it would produce 3.5 ( 4? )
• ...
• Rubber: Instead of 250 base (0% bonus) WRM it would produce 25
Consumption
• Instead of consuming 10 WRM to produce a q1 Weapon, 1 WRM would be used (0% bonus).
• ... q2, q3 ... q6
• Instead of consuming 200 WRM to produce a q7 Weapon, 20 WRM would be used (0% bonus).

Effects:
Produced for the same amount of ENERGY cost, sold for the same amount of CC, consumed in the same rhythm.
BUT
Instead of selling 100 WRM @ 0.03/0.04 one would sell 10 WRM @ 0.3x - 0.4
You could sell 10 RAW Materials at 0.35 instead of having to sell at 100 at 0.03 or 0.04.

This would allow for prices to vary a LOT more than 0.03/0.04 (0.01/0.02 in the case of FRM), generating competition and (maybe ?) profitability.




Food
Here it's a bit tricky. There is no actual difference (in game mechanics) between consuming a Q1 or a Q7 quality food.
The solution (as i see it here) would be THE ENERGY TIMER.
Right now you can recover 10 Energy each 6 minutes.
What if the Food would BOOST that?
What if the las quality of food eaten would give a boost for the next X [units of time]

• Food q1: 10 energy per 6 minutes / base (permanent)
• Food q2: 15 energy per 6 minutes / boost for 6 minutes.
• Food q3: 20 energy per 6 minutes / boost for 12 minutes.
• Food q4: 20 energy per 6 minutes / boost for 18 minutes.
• Food q5: 20 energy per 6 minutes / boost for 24 minutes.
• Food q6: 20 energy per 6 minutes / boost for 30 minutes.
• Food q7: 40 energy per 6 minutes / boost for 36 minutes.

This would completely change the way people use FOOD.
And would ACTIVELY reward people who spend a lot of TIME in the game.

Weapons
Since Weapon USES cannot be fiddled with (q1 weapons have 1 use), the ENERGY TIMER is a TEMPORARY solution.
The production would eventually catch up to the demand and we'd be right back.

Energy boosts does not mean that the (average) user will have the MONEY to buy those weapons.



Weapons could be DIVISION-LOCKED:
• Division 1: Weapons Max Q2
• Division 2: Weapons Max Q4
• Division 3: Weapons Max Q6
• Division 4: Weapons Max Q7

or STRENGTH-LOCKED:
• Strength • Strength • Strength • Strength • Strength • Strength 2000 = Weapons Max Q6
• Strength 32000+ = Weapons Max Q7

This would make LOWER weapon companies usable / profitable again.
This system could be applicable to FOOD quality too, and thus also making lower quality Food Companies usable.



Houses REBORN
Houses industry could also be revived. But instead of increasing the pool of available energy, it would (also) increase the ENERGY TIMER.



PS:
Something should also for the "Power Users"
And by that i mean the ones that check the site once every 5 minutes 🙂
Some bonuses / Energy gain / SOMETHING.
It's booooooooring.

Also, b00bies



Shout?
http://www.erepublik.com/en/article/fix-the-economy-they-said-2285677