[JB] Economic Manifesto and Cabinet Apps
John Bartlett
I would also like to let it be known that applications for my cabinet are now open and you can find the link below. News on how the campaign is progressing will appear in an article soon and I would like to extend my thanks to all those dedicated people who are supporting my bid for CP across many parties with conflicting ideologies. I believe this shows that it is possible to unite people under the same banner when they know we must work together for the best interests of the nation.
Cabinet Application - NOW OPEN
On the Subject of Cabinet Positions, I would like to proudly announce that my Vice-President will be none other than former four time eUK President Dishmcds. I believe he will bring invaluable experience and advice to cabinet.
Click Here To Apply
This will redirect you to a new site which will use the erepublik API (secure) to validate who you are. Please do not be scared by this and if you have any doubts check the url or contact me or my team
tl;dr summary
- Creation of Ministry of Industry to guide new players to areas of work eUK lacks
- Involvement of Domestic Ministries to improve employment and activity.
- Introduction of a budget to allow congress to better understand how and where our money is spent
Economics Manifesto
A great man once said “Never confuse wisdom with luck” and I often think that people mistake luck actions with that of wisdom. True wisdom comes from knowledge and experience, which is something I value and look for in my team.
When we were heading for V2 we were given some statistics about what profession people had chosen and what was going on. However this was never really followed up, so where are we now?*
http://pk.cogram.net/data/indbreakdown.png" />
As you can see our main industries revolve around Food, Grain and Rifle which is expected as our only high level raw material (from our original regions) is Grain. This then goes on to make food so you have a large Food sector. Weapons have always been a large part of the economy which is part of the reason they still are after the version change. A large number of business choose to stick to weapons.
So what does this tell us?
Well it tells us that the majority of our produce will come from these sections and also means that they will be the largest employers, therefore it is important we look after these sectors to ensure that in tough times we do not loose a large part of our economy. However other sectors are equally important and we must make sure that we do not neglect industries that we may later rely on.
So I come to the important topic of taxes. It was once sai
😛“how much of your income are you willing to pay to defend the UK from being gang banged by EDEN”. Well it’s all good an well giving your hard earned money to the government to pay for battles and troops attacking, and in V1 this was fine as this money went to the strongest and they fought as many times as needed. However things have changed in V2 and the battlefield is far more open, players at level 20 are doing massive amounts of damage. The divide between players and damage has narrowed and therefore I feel we should stride towards lowering income tax to give you, the general populous, more money so you can fight and you can level up and become a stronger force for the eUK as a whole.
Ministry of Industry
Over the many different presidency’s positions of Minister of Economics, Trade and Profit have been made and removed almost without thought of long term effects / benefits. I however think we should take the best parts of these ministries, the bits that worked and benefited us and add them to the role of Ministry of Work to create a new ministry called the Ministry of Industry. This ministry would run government companies, but also make sure that new players (in cooperation with the MoHA) were joining the right professions.
http://pk.cogram.net/data/profbreak.png" />
This graph shows what we have currently in the profession distribution. It is a snapshot of all the citizens able to work within the eUK. It shows the number (and percentage therein) of players that have the specific profession (not necessarily their main one).
http://pk.cogram.net/data/profbreakrec.png" />
Whereas this graph shows what we should have for maximum productivity.
As you can see we have many professions that are over populated and some that are under. The role the Ministry of Industry would be to ensure that the actual distribution is similar to the recommend distribution. This would be done via specific job offers within the correct professions being opened as well as articles advising the public.
The numbers aren't vital they are just there to help verify the data, it's more the percentages that we will aim for. Obviously this is something that will not always be static however it is what is needed at the time. However although not static the eUK has a long tradition of pretty much staying in the same industries and only expanding one or two. Two years ago Weapons and Food were the biggest industries for tax and employment, and they still are really (obviously grain has come into play). So these are the percentages to aim to be heading in the right direction. After all there is no need pumping out carpenters if we only need 2.
The Ministry of Industry would also look at using government stock piles within government owed companies such as Royal Food(http://economy.erepublik.com/en/company/royal-food-/208216) were distributed to those that worked there as well as those that are struggling and in need of food. This would allow new players to get a small boost as well as improving the overall health of our country.
The Ministry of Industry would also continue to work with the MoHA and the MoTA to increase activity within the eUK and improve our overall employment rates which can been seen here:
http://pk.cogram.net/data/emprates.png" />
Overall this basically shows that people don't really know what to go for, where the demand is, the best wages, long term effects etc. So it hints that we as a nation need to educate educate educate. It doesn't matter if you've been playing 2 years or 2 days, you may still need a guide and help from the MoI, who hopefully will provide a helpful index with information on which industries need people and which don't. With this information players should be able to migrate and with a bit of luck and some complex maths and data analysis, it should be possible to predict with some accuracy where the demand will be in the future to get people training now.
I also plan to include a finance review in which a weekly budget is made available to a congress with a detailed break down of income and expenditure. They will then look at possible ways to reduce expenditure or increase income without damaging the eUK on a whole. With the enthusiasm of congress and their innovative ideas we should be able to find some good cost cutting measures in a time where the eUK will be looking to expand economically.
NB: All data was taken on a snapshot on the 24th of July
John Bartlett
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Comments
first
Vote JB!
Wow I'm gunna vote John Bartlett \o/
Is it true you get a free Q5 fez if you do?
Yes It is o/ Its Feztastic
The RFA endorses John Bartlett for CP.
WEAR YOUR FEZ WITH PRIDE!
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UKRP endorses JB <3
Here we go! I look forward to the eChancellor bring out the red briefcase...
JB for PM!
thanks for the support.
I think your progression breakdown has been skewed by the dead people who were migrated equally across each skill.
I'd also be wary about having each weapon-related skill equal: as the war module clearly shows that if you don't have high damage and attack you will die pretty quickly. This means defensive and durable weapons are not as useful, thus won't be in as much demand. It also means there shouldn't be an equal amount of fiters/mechanics/engineers/technicians: Engineers and technicians will be in demand because more customization points are being used in damage and offence (and thus more productivity points required)
Is it true jamesw is a chav?
JB FOR CP!!!11!eleventyone!
I look forward to dish as our new Palace Teaboy (and I hope I can be his assistant... In fact... PLEASE! DISH! GIVE ME ANY ROLE!...)
profession*
the information included contains snap shot of all the players within the eUK on the date specified in the article. This was made clear at the bottom.
It is important to include all possible variations as an average for industries and just because a certain customization set up may be preferred at the moment does not mean that it will be so in the future.
Vote JB!!
Vote for JB or face the wrath of Gaga.
VOTE JB AND WEAR A FEZ! \o/
I wouldn't want to face the wrath of Gaga, so you should probably vote for me 😐
OK I see a few issues with this.
Firstly you seem to think that we have too many harvesters as a % at the minute. This is nothing short of ridiculous. The demand for harvesters in the UK is huge- I would say that we have less than half the number we need. The idea we need more fitters than harvesters defies belief. A simple look at the job market shows that this is total rubbish.
Your industry breakdown represents the companies in existence from v1, not the ones currently active. Which is why there are so many rifles. In fact, after the second migration, there will be very few rifles left, as I guess most people will migrate to tank.
Employment rates have nothing to do with people knowing where to work, or whatever. Unemployed people are mostly inactive, not counting the few between jobs.
This is a comment. Make of it what you will.
The basics of the war module is to kill people before they kill you. High durability is useless; war isn't about being cost effective. High defence is useless; because you'll have to settle for a weaker weapon (taking more turns to kill someone) or a less attack-minded weapon (you won't be able to hit them, and they won't be able to hit you)
You shouldn't encourage people into a setup which would create weapons which will ensure people join the battlefield and are insta-killed; people will just get bored, and we'll make no impact. Firstly, because obviously, we'll never win anything, and secondly, because the market has naturally created the demand for attack and damage minded weapons; so you're really creating supply where there is no demand.
I disagree Jamesw; Helicopters need good defence when we're taking tiles from the enemy to help secure a region. Due to our low attack, we need the necessary defence in order to not be instantly shot and and can continue with our main purpose in battlefields 😒
JB is right, pass it on~
Actually Iain due to the high wages that were there from the start of V2 alot of players converted in to harvesting to get in on the action. This increase has led to there being too many for the job. Any player with over skill 1 in harvesting can be a harvester, however some players choose to pursue other careers yet they are still capable of being a harvester should they choose.
Also the companies represented are companies that at the time had at least 1 employee on the date mentioned (this was gathered after V2 had started). Companies with 0 employees would not be picked up and therefore it can be assumed that the companies included are active as they have an employee and contribute to the employment rate.
As for unemployment rates having nothing to do with people knowing where to work, well I don't think it ever says that it does. It says OVERALL the data shows.
@SHA - When your attacker has 80 or more attack (p much anyone who can do decent damage) then 100 defence reduces the chance to hit to only 52%: so someone who does 20 damage will severely wound you in 8 turns instead of 4. So you'd need 80 or more attack, and damage of ~15, depending on your chance to hit and the random modifier.
So instead of having a chance at killing someone, you'd die in the first or second fight, unless you spent gold healing/find a hospital.
The best offence is a a good deterrent: not a good defence.
JB 4 lyf
JB I'm sorry- but current formulas mean that for RM to be there for manu companies to work, at least 40% of the global productivity needs to be in harvesting. Fair enough, we only have 2 high resource regions, but I think 25% is a conservative estimate of how many harvesters we really need.
Also, is this calculation based on current occupation or highest skill? Because I'm a guru* carpenter but I get better wages as a skill 5 harvester, so I work there.
Finally, assuming that active companies= 1 employee is stupid. I have 4 shut down companies with more than 1 employee. In addition, even if they were running, you should be able to look beyond the data and ask "Are that many rifle companies running because of genuine demand now, or as a carry-over from demand in v1?" I think most of the world agrees it is the latter.
As for unemployment, you have basically said "this data shows..." then a completely unconnected piece of information. Please don't try and use unemployment stats to show anything, everyone knows all they show is that half our population is inactive.
Contact Mahmoud for your JvB campaign fez
@Iain
It's based on all skills. As there is no definitive way to tell which skill they are utilising it was decided to choose them all. This is why there is overlapping.
There are also active companies that are active with 1 employee. e.g. The Department for transport had 1 employee for several days yet its still active. The fact that employees come and go is a part of the game. There will be points when companies will have low number of employees whether through accidental lack of RM or lack of money. As mentioned if 1 employee is employed that's one less in the unemployment stats.
It doesn't really matter why the companies are running as long as they have employees they are still apart of the economy. Hell if you were talking about demand then there would be far more food companies than we need but they still operate and they still get added to so they are an important part of the economy.
I believe he also meant this data as a whole. I don't think he ever says this pie chart shows in regards to the unemployment.
If your intention is to show how skills should be allocated, then demand is the only measure you should be doing it by. Demand for skills is not like you say here. We DO need more than 10% harvester. Demand for weapons jobs is probably the lowest, after constructions. The highest demand sectors are: RM then food production. Weapons demand has dropped 60%.
I really don't know what these figures are meant to show, but they don't show the current makeup of the economy or where we should be heading :/
I'm voting for JB.
Good luck JB
I'll be voting Jamesw
Gluck JB!
u have my V
[removed]
Im a technician and I cant find a jerb privatly.
Harvesting jobs are eveywhere though.
10% Harvesters is well off the mark, as is increasing the amount of weapons manufacturers who already struggle to find any work.
The Civil Service shall be voting John Bartlett.