Global Population Report

Day 2,636, 01:18 Published in Greece Greece by Jack Lantos


Introduction
The in-game population has been in decline for years; this report quantifies the overall rate of decline and examines the distribution of citizens in every eCountry.

Population data here is based on the total number of voters at the monthly country president elections. It is generally accepted that not all citizens vote, (and not all players have been voting once only), but by keeping the type of measurement consistent we can still get a good idea of the changes in active population.

Part A: The Global Population Trend

In 2015 the downward population trend continues from previous years. The rate of decline has tapered to 25% per year during 2014. History shows a bump around December of each year, followed by a decrease again from January to October.





Part B: Country Distribution

The following table shows the percentage of total population that each country has at any month in the last few years. The boxes are shaded green with more population. Note that the total number of active citizens greatly decline along the timeline, so the percentage values are very useful for comparisons all the way along the timeline. The idea is to summarise a lot of information here, comparing the countries to each other as well as the path of each country - when they have been expanding or contracting.





Part C: Discussion

So what went wrong? Could it be that there is something objectionable that all new players are exposed to upon entering the game?



The normal life cycle of products ends with an inevitable decline, as many and various factors tend to change. The original appeal of the product will fade, competitors will offer better alternatives, ongoing design flaws will detract from the appeal, etc.

Many of these may apply in the case of this game. For instance, one consequence of the user base significantly shrinking is the erosion of the social aspect. This is particularly evident when players join a country that has been "empty" and powerless for many years, and this would appear to happen in more than 3/4 of countries, that hold less than 1% of the global population in game.



What normally happens at the end of the product life cycle? Some options for businesses are to: continue until bankrupt, sell/dump the ownership on someone else, develop a whole new product or put out new versions or "next gen" of the same product again.

In any case, time is limited according to these trends and this is the normal course of things.

"We must use time wisely and forever realize that the time is always ripe to do right."
- Nelson Mandela