[V2] Conversions: Part 2 - Economics

Day 801, 12:31 Published in United Kingdom France by Hell The Great

Read the first part of my conversion series here, an in depth look into the military module changes: here.

Thanks for your comments and votes, and also a few subs! Please be rest assure😛 I am not missing anything out: this is a series of articles and I am trying to keep articles short. Anything I haven't mentioned will come under a different topic, from a different article. If you want to use any of the things I say: please link back to the article you use. If you have any questions, feel free to pm me and I will do my best to answer your question.

Don't worry; this one is shorter as I have left some big topics for another day 😉







Customization


The biggest change which everyone has notice😛 customization. This change seems to be one in which admin has given with one hand and taken with the other. Firstly, companies now have the ability to customize their products. The thinking is, different times will call for different customizations, which will ensure that different companies can still sell their products, tailored to situations which will occur. For instance, when Liaoning is inevitably hit again, weapons which are customized to give a high damage output will sell. When we are in the relatively quiet embrace of the Rumanian - Indonesia proxy wars (Atlantis - PEACE GC), weapons which offer a high durability will sell well. In short, admins gave companies the chance to offer people different things:

Items can be customized to give as much benefit as possible, or give the most efficient benefit possible. There isn't really the option to give complete customization, because this game isn't driven about choice; its driven to have high wellness, do high damage; and theres only so many different ways you can go about doing such things.

They are the good parts of the module; we can change between value (ie cheap) and damage (expensive) weapons, so that we are not wasting money/damage. However, we had this choice in V1: we could just buy lower quality weapons. Much in the same way we would only buy lower quality food, when we didn't need a lot of wellness.

The issue is that admins have created a game system where people can customize their products into a state which is never going to be wanted: look at houses. No-one is going to buy a house which doesn't last a high amount of days, or gives a high amount of wellness. That is because houses are so expensive (thanks to formula changes), that it just doesn't make sense to spend that much money when they will only last for 30-40 days. In much the same way, no-one will spend a significant amount of gold for a house which gives happiness, when they get it for free by resting. As such, like I said, admins have given some of us the chance to have different company setups, and ensure profit all the time by ensuring whatever the situation: there are weapons people will want.

However some company setups will never make a profit; they will never sell. In this sense, I think the admins have made it even harder for new players: look at medium regions; its hard enough for new players to avoid buying a doomed company, so now there is a new form of tricking new players: selling unsellable customizations for cheap amounts. Granted, with the option to dissolve a company we can get rid of such companies: but it will mean the most vulnerable are at risk of losing gold; and that is never a good system.

The markets themselves are suffering from migration. There are goods from dead V1 companies, or which were made for ridiculously cheap amounts in V1 during the recession. These are blocking every marketplace, all over the world. This is why most GMs around the globe have probably noticed they cannot match some marketplaces; my message to you is simple: hold out whilst the market fixes itself, even better: bag yourself a bargain.

What everyone wants to know; the important stats of what customizations offer the best:

Weapons need a high damage and durability yield.
The fact is, everyone has high damage weapons now: so if you don't have high damage, you'll be slain by a rumanian in no time. I was beaten by a Nemesis (I'm Veteran😉 with everyone hitting every time, purely because the weapons damage is a huge part of the damage formula. You need as much damage as you can get: especially when fighting tanks >.>.

Houses need a high wellness and high durability yield.
The fact is, (as I previously stated) houses need to have high durability to be worthwhile, and as happiness is restored by resting, wellness is the only other necessary addition.

Food needs a high wellness yield.
Again, I cannot stress enough: it is very rare that you will need happiness giving foo😛 so far I have managed solely on wellness positive food, and manage to maintain more than 95 happiness. If you want to be reset to 100, just rest a bit longer.

Hospitals need Maximum wellness yield.
Even with the maximum yield, a hospital can only heal 166 people; anything short of maximum makes your hospital as useful as Iain Keers on a battlefield.

Moving Tickets need Moving Distance, any leftover points on Wellness.
Before you customize MTs, please check how many zones you will need to move to deploy to the furthest away region which is of importance. For the UK, that region is Liaoning, and it is 3 zones away. That is why most of our MTs are 3 zone: should a region be closer: they still get us there. I'd also wager that a 1 zone ticket, with a big dashing of wellness/happiness could be a cost effective way of getting wellness; much in the same way Q5 MTs were used by high strength soldiers in V1.







The gold drain

With boosters on the battlefield, on every work/train/sleep/learn page, and WPs being only 0.5g: the global economy is going to need a lot more Max Mcfarland characters putting gold into it. The only way to fix this is for us to have less war, less tanking, less MPPs: but no-one is willing to risk losing the upper hand; so this will of course, never happen, unless countries run out of money, or the war module is deleted.

Not only this, but the high cost of living in V2 means that people will, most probably, have to subsidise their wages with their gold instead of converting excess wages into gold. This means that currencies will be under even more pressure, as instead of everyone converting a little bit of currency into gold, and a few converting gold into currency: only a few people will convert gold into currency, and these will be in the vast minority. It will take much more regulation from central banks to keep currencies stable, and that will involve even more gold.

The "disposable income" of each country is going to take a severe bashing from V2: with less income, and more expenditure in every sector, its clear that everyone has to re-evaluate how much money is spent, and if that really offers value for money. As well as this, we may see countries start to focus on spending currency instead of gol😛 for instance, the recent region renting agreements may revert to currency, Raw Materials or products instead of gol😛 for countries to offer such extravagant sums is mind boggling, and unsustainable, whether its oil, iron or even titanium.

To summarize, everyone will be poorer, but with boosters, there will be more expenditure. As well as this, currencies will need to be constantly protected from speculation, or impatient citizens/company owners. So we will be earning less, and spending more, on more things.







The difference?

To conclude, my argument is really easy to tl;dr - though in theory we have a completely new module, because countries have armed themselves with the most powerful weapons, the huge choice the admins thought they gave us has gone. So really, we're left with a reincarnation of the Quality system that was supposedly the route of all of our economic problems.


jamesw
inb4evenmoretl;drs


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