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[Warfare]Volume 1 - Economic Warfare
This series will cover the basis of warfare from each aspect of Erepublik. Any experienced player can tell you there are various kinds of warfare. It's not just about "Pew Pew, you're dead". Learning them all is the best to combat them.
Economic Warfare - Guerrilla style
The Economy is a fragile thing. Most economies are set up to try and do two things:
1. Provide solid paying jobs, in terms of Gold, to each citizen based on skill.
2. Provide goods at reasonable prices for both citizens and General Managers to purchase on a daily basis, in terms of Gold cost and quantity available on the market.
Most countries have Departments, Agencies, or committees to monitor this almost around the clock, to take whatever actions are necessary.
Attacking the Monetary Market

Salaries and cost are based on the value of your currency in terms of Gold. This is then exchanged worldwide on the Monetary market for either profit or loss, based on the concept of arbitrage, in regulating monetary value. Most Governments spend their treasuries, built on tax collections and donations, regulating this monetary market to keep it from fluctuating severely.
When the value of any currency raises or drops severely, it also affects the other items involved. General Managers, especially those who export a decent chunk of their product, have a hard time in exchanging for the proper amounts of currency to pay salaries, workers can either buy much more or much less than what they used to, and product prices fluctuate severely for however long it takes to correct the market which was attacked. Essentially, attacking a monetary market involves an entity (usually a holding company, Government, or rogue group) dumping a load of Gold or Currency into that market, to imbalance the regulation. If done over a long period of time, it makes all markets near impossible to operate consistantly on a regular "market sale" system.
In these times, you usually find that donations of product for services rendered are the better way to go. Companies with their own Raw Material supply are also largely unaffected because they do not rely on the market value to produce goods.
Babybooms can be a bad thing

Recently, we've seen what we call "Baby Booms" in many countries. This involves the introduction of a large number of new players into one Erepublik country. France is a prime example of this.
This has a large affect on many areas of a country.
1. Each citizen is gifted with their "New Citizen Fee". Most countries basing their currency at .02 set their citizen fees to 5, because their pricing for Q2 food is usually between 1.5 and 2, meaning they can survive on that fee until they hit skill 1, and can get a raise. New Citizen Fees are directly removed from the treasury. In the case of France, having 5,000 new players a day even at 5 FRF, they spent 25,000 FRF in one day alone for New Citizen Fees. This effects the cost of Gold, the cost of goods, and eventually, the availability of products.
2. Usually, unless your economy is set to produce food alone, a new Baby Boom will end up in your country not having enough food to feed itself. If you look at any one country, they will eat 1 Food per day per citizen. In the case of France, it currently requires 27,000 pieces of food per day (at one point, the United States was around 20,000 as well).
This brings up the next way to "attack" a country: If a country cannot feed itself properly, it cannot defend itself properly. Buying stocks off of the others markets (also works in weapons, gifts, moving tickets, etc during times of war) means the average Joe will not have a piece of food he/she can afford to buy for the day. Companies sell products based on trends. If Q1 is bought out, usually the price of the initial stock on the market will end up higher than average.
The Workers Plight
When you think of a "Workers Commune", what do you think of?
Well, communism. Unions. Organisation. Murder(No, Communes are not Murder)?
The most recent addition to Economic sabotage is that of production. In the recent wars, dating back a few months, people finally realised that you could drastically effect the National Production Average of a country by working purposely with no wellness. As long as there's a battle to be fought, people would fight down to 50, then train, work, and heal afterwards.
What effect does that have on an economy?
Case Study #1 - The Worker: In a Q1 company, a worker with an average skill of 10 will produce 45 units (required that the other limits be used also, including the max productivity worker's limit) at 100 wellness. At 50 wellness, they produce 30. That's the difference of an entire moving ticket, 3 weapons, 15 units of food, 7.5 Gifts, and so on. Multiplied out by the number of displaced people, ranging anywhere from 15-18 thousand in the recent war (those who are no longer displaced more than likely are in an Allied country), and you're talking about the production average of Poland on a normal basis.
Case Study #2 - The GM: Now, on the flip side, you can also disrupt an economy from a General Manager's standpoint. Imagine you are having 500 new citizens per day. When you were new (if you were introduced in the V1 Job System), you went to "Job Market", found the highest paying job for 0 skill, and took it. It didn't matter where it was.
Now, imagine you took a job that promised you 1000 [Insert Local Currency Here] per day at 0 Skill. Wouldn't you take it?

Unless you're being naive, yes you would. It wouldn't matter what you're job was called. It could be titled NewbKillingFactory or Kaiserlich Industries, it wouldn't matter.
But none of them pay enough for food, and most of the time will not have enough money to pay those salaries. Based on the new 3 Day Rule, the citizens will quit playing because they cannot get involved for 3 days. This has been found as the best way to ruin a babyboom.
Suggestion: A Company should not be allowed to list more jobs than it can afford to pay for in one day's time. Let's fix the flaw, before we lose too many.
Dish
Economic Warfare - Guerrilla style
The Economy is a fragile thing. Most economies are set up to try and do two things:
1. Provide solid paying jobs, in terms of Gold, to each citizen based on skill.
2. Provide goods at reasonable prices for both citizens and General Managers to purchase on a daily basis, in terms of Gold cost and quantity available on the market.
Most countries have Departments, Agencies, or committees to monitor this almost around the clock, to take whatever actions are necessary.
Attacking the Monetary Market

Salaries and cost are based on the value of your currency in terms of Gold. This is then exchanged worldwide on the Monetary market for either profit or loss, based on the concept of arbitrage, in regulating monetary value. Most Governments spend their treasuries, built on tax collections and donations, regulating this monetary market to keep it from fluctuating severely.
When the value of any currency raises or drops severely, it also affects the other items involved. General Managers, especially those who export a decent chunk of their product, have a hard time in exchanging for the proper amounts of currency to pay salaries, workers can either buy much more or much less than what they used to, and product prices fluctuate severely for however long it takes to correct the market which was attacked. Essentially, attacking a monetary market involves an entity (usually a holding company, Government, or rogue group) dumping a load of Gold or Currency into that market, to imbalance the regulation. If done over a long period of time, it makes all markets near impossible to operate consistantly on a regular "market sale" system.
In these times, you usually find that donations of product for services rendered are the better way to go. Companies with their own Raw Material supply are also largely unaffected because they do not rely on the market value to produce goods.
Babybooms can be a bad thing

Recently, we've seen what we call "Baby Booms" in many countries. This involves the introduction of a large number of new players into one Erepublik country. France is a prime example of this.
This has a large affect on many areas of a country.
1. Each citizen is gifted with their "New Citizen Fee". Most countries basing their currency at .02 set their citizen fees to 5, because their pricing for Q2 food is usually between 1.5 and 2, meaning they can survive on that fee until they hit skill 1, and can get a raise. New Citizen Fees are directly removed from the treasury. In the case of France, having 5,000 new players a day even at 5 FRF, they spent 25,000 FRF in one day alone for New Citizen Fees. This effects the cost of Gold, the cost of goods, and eventually, the availability of products.
2. Usually, unless your economy is set to produce food alone, a new Baby Boom will end up in your country not having enough food to feed itself. If you look at any one country, they will eat 1 Food per day per citizen. In the case of France, it currently requires 27,000 pieces of food per day (at one point, the United States was around 20,000 as well).
This brings up the next way to "attack" a country: If a country cannot feed itself properly, it cannot defend itself properly. Buying stocks off of the others markets (also works in weapons, gifts, moving tickets, etc during times of war) means the average Joe will not have a piece of food he/she can afford to buy for the day. Companies sell products based on trends. If Q1 is bought out, usually the price of the initial stock on the market will end up higher than average.
The Workers Plight
When you think of a "Workers Commune", what do you think of?
Well, communism. Unions. Organisation. Murder(No, Communes are not Murder)?
The most recent addition to Economic sabotage is that of production. In the recent wars, dating back a few months, people finally realised that you could drastically effect the National Production Average of a country by working purposely with no wellness. As long as there's a battle to be fought, people would fight down to 50, then train, work, and heal afterwards.
What effect does that have on an economy?
Case Study #1 - The Worker: In a Q1 company, a worker with an average skill of 10 will produce 45 units (required that the other limits be used also, including the max productivity worker's limit) at 100 wellness. At 50 wellness, they produce 30. That's the difference of an entire moving ticket, 3 weapons, 15 units of food, 7.5 Gifts, and so on. Multiplied out by the number of displaced people, ranging anywhere from 15-18 thousand in the recent war (those who are no longer displaced more than likely are in an Allied country), and you're talking about the production average of Poland on a normal basis.
Case Study #2 - The GM: Now, on the flip side, you can also disrupt an economy from a General Manager's standpoint. Imagine you are having 500 new citizens per day. When you were new (if you were introduced in the V1 Job System), you went to "Job Market", found the highest paying job for 0 skill, and took it. It didn't matter where it was.
Now, imagine you took a job that promised you 1000 [Insert Local Currency Here] per day at 0 Skill. Wouldn't you take it?

Unless you're being naive, yes you would. It wouldn't matter what you're job was called. It could be titled NewbKillingFactory or Kaiserlich Industries, it wouldn't matter.
But none of them pay enough for food, and most of the time will not have enough money to pay those salaries. Based on the new 3 Day Rule, the citizens will quit playing because they cannot get involved for 3 days. This has been found as the best way to ruin a babyboom.
Suggestion: A Company should not be allowed to list more jobs than it can afford to pay for in one day's time. Let's fix the flaw, before we lose too many.
Dish

This was actually pretty good. 8/10.
Also, 3 day rule doesn't count if the worker can't work. King Foods (UK) has been doing a nice variation though.
I believe the tactic King Foods uses is opening jobs for newbs, being Q5 and not paying enough for the proper Q level of food, if I recall. As long as there's an open battle, a newb can get around that, but overall if it's your first day you probably don't see that.
I was under the impression the 3 day Rule was valid if they didn't have enough RM's, but they could quit if they couldnt pay salary, but I could be wrong. It's been a long time since I needed to quit that far in advance. Thanks for the correction.
tl;dr voted anyways
Good article!
New citizens can't fight until they reach level 5 (=25 XP), which takes more than 3 days. Of course, working for at least 3 days in a Q5 company will mean they won't have enough wellness to fight.
oooo pretty pictures
The secret intelligence service approves of this.
(But don't tell anyone!)
On my first day I took a job a King Foods which has meant that until today I did not have enough wellness to fight. Thanks to the eUK forums I received some gifts of wellness and am now battle ready. I only wish that this article had been ready one my first day. Also I think that Old Plato in the top right hand corner should mention something about the 5 star companies not being 5 star as in "great to work for"
Voted, as usual .
good ideas!
Voted you s.o.b
Voted !
Nice work Dish. The KingFoods debacle is a classic example of this.
voted
Voted.
Important points. Although as mentioned above if a company runs out of dosh the worker can quit immediately which, as it's the culminating point, rather spoils the article's impact.
"It could be titled NewbKillingFactory or Kaiserlich Industries, it wouldn't matter."
Hear! Hear!
wow thats a lot of usefull info thanks
King food wouldn't get away with it if newbies actually watched the tutorials... I know they're long and boring, but if as a new player you don't bother to learn about the game, you deserve to get screwed over for not knowing basics. Of course we'll all happily help that player back into the game, but the experience will be a valuable learning experience.
Boated anyway, we want productive workers, warn them about the perils of Q5!