99 Oranges, a Discussion of Booze in eRepublic
Geno Garon
Just tonight, I was talking in the Japan Forums chatbox with Akki and a few other chaps whose names I cannot pronounce (Koka, I'm looking at you), and somehow we got to the topic of introducing alcohol as a consumable item in eRepublik. I immediately signed up to develop a thesis-in-progress, and here I shall publish the results of this preliminary incursion into imbibing libations. Approaching this topic with a discrete amount of excitement, I have decided not to turn this into a hard-and-fast facts sheet, but more of an evolving idea, so the first page will represent the current state of the idea, and subsequent ideas can be posted here by myself and others, which may cause an update in the news post. Long story short, this news post should be the current version. HERE WE GO!
An inclusion of alcohol into eRepublik would be a fantastic way to revitalize the random aspect of the game, as well as get a flooded market to expunge a large amount of excess material. Here are some possibilities, as well as their possible effects.
Subject One: the Grain Alcohol
Seeing as how grain is ALREADY part of eRepublik, introducing grain-based alcohol into the game would allow for immediate production of alcohol at Q1 level, and the insane profits from the new market would no doubt propel several factories with funding to higher levels. INTERESTING SIDE-FACT: Ethanol can be produced as an industrial by-product of petroleum (oil) refining, so perhaps an oil or tickets company could randomly produce Q0 ethanol... don't know WHERE I could be going with this...
Anyway, based on research of grain-made alcohols, this is the proposed method of production, exportation, consumption, and effects:
Production and Exportation
Grain is produced by grain company, bought by Booze factory, and converted into alcohols of different qualities, dependent on the quality of the factory. Different regions can also have their grain alcohols named different things (Beer would likely be the default, with other options being things such as whiskey and vodka), but these would be merely cosmetic changes.
Marketing alcohol would be the same as marketing any other item on the marketplace, and could be taxed independently by the importing nation as well. A possible game mechanic could have a specific nation vote by Congress to ban production or importation of alcohol, in which case black market "rum-runners" could make quite a bit of money ferrying their illicit goods across borders.
Consumption and Effects
Alcohol is known first and foremost for its depressive, impairing effects on the human psyche. It is also known to bring out in consumers feelings and actions they would not normally take. At the least, imbibing alcohol is known for its ability to bring out the consumer's last meal. As such is the case, here is my assessment as to the effects of consumption, and over-consumption. Since higher-quality beers often contain the same amount of alcohol, the negative effects should remain relatively the same, although it may be possible to drink one or two more per day as opposed to cheaper quality beers. I'm still researching this, so others are free to contribute as they see fit. Bonuses stack to allow for different quality drinks to be consumed, "X" values are random numbers between 2 and 4. If "drunkenness" meets or exceeds 100%, player is "drunk" and unable to perform any more actions that day. Bonus percents over 100% automatically yield the bonus point, AND have the ability to give a second, bonuses of 200% automatically yield 2 bonus points. Bonuses do not carry over between days.
Q1 Beer:
First Beer: -1 Wellness, +%10 of +1*str level attack bonus for 1 attack, +%10 of +.01 strength during training, +X0% to "drunkenness"
Second Beer: -1 Wellness, +%10 of +1*str level attack bonus for 1 attack, +%10 of +.01 strength during training, +X0% to "drunkenness"
Third Beer: -1 Wellness, +%10 of +1*str level attack bonus for 1 attack, +%10 of +.01 strength during training, +X0% to "drunkenness"
Fourth Beer: -1 Wellness, +%10 of +1*str level attack bonus for 1 attack, +%10 of +.01 strength during training, +X0% to "drunkenness"
Fifth Beer: Doesn't matter, player is automatically drunk by fifth beer.
Q2 Beer:
First Beer: -1 Wellness, +%20 of +1*str level attack bonus for 1 attack, +%20 of +.01 strength during training, +X0% to "drunkenness"
Second Beer: -1 Wellness, +%20 of +1*str level attack bonus for 1 attack, +%20 of +.01 strength during training, +X0% to "drunkenness"
etc.
Q3 Beer:
First Beer: -1 Wellness, +%30 of +1*str level attack bonus for 1 attack, +%30 of +.01 strength during training, +X0% to "drunkenness"
etc.
Q4 Beer:
First Beer: -1 Wellness, +%40 of +1*str level attack bonus for 1 attack, +%40 of +.01 strength during training, +X0% to "drunkenness"
Q5 Beer:
First Beer: -1 Wellness, +%50 of +1*str level attack bonus for 1 attack, +%50 of +.01 strength during training, +X0% to "drunkenness"
As can be see, Q5 beers can yield, if 4 are consumed consecutively without maxing out the "drunkenness" percent, an automatic 2*strength level bonus damage, and +.02 strength at the cost of 4 Wellness, plus the cost of any beers bought. However, the more beers consumed, the more likely a player is to become "drunk", and not be able to take advantage of the bonuses so far accrued. It is completely safe to consume 2 beers, and if these are Q5, the player automatically gains (1*str lvl) bonus damage and +.01 strength for the cost of 2 Wellness and the cost of the beers.
To answer a question brought up by Akki, to the tune of "please be more specific on penalties and calculations, I answered as such:
Here's the idea, the strength bonus is already a percentile-based probability modifier, where if a player has an 80% chance at getting (1 times his Strength level, let's say 10, so 1*10=+10 damage), if he gets the 80%, he does the extra damage, if not, he drank the beers for no bonus, only to cost him Wellness and money.
Also, since the "drunk" X number can be anything from 2 to 4, and the player may or may not be able to see his "drunk" level, a player can attempt to drink his third or fourth beer, and end up getting too drunk to do ANYTHING, which means, not only have they lost 3 or 4 Wellness for the day, but also do not get ANY strength bonuses, and cannot participate in any wars. Also, LEWIS FORBID this player drink before work, as if he/she becomes drunk, they will not be able to attend work either.
Since higher quality beers usually contain the same amount of alcohol, the drunkenness factor does not increase, so it is universally better to drink higher quality booze, if you can afford it, but no doubt alcohol will be expensive, as most players will want the benefits, especially in wartime.
That's all I've got so far. Be sure to comment with your ideas, and vote this article up!
~ Geno Garon, With Too Many Titles to Pick Just One
~ PLAYER IDEAS ~
Manchurian Candidate: At a certain level of drunkenness, the player should have a Q1 gift or food given to a random player with the message "yuo know, ilove you man, srsly"
Jaccep: If a player gets "drunk", have the game add a few "*hic*"s to their shouts and private messages, just for fun.
Josh: If the player gets too drunk he shouldn't be able to find the keyhole for his house anymore and shouldn't get the wellness bonus the next day. Or he forgets where he parked his car and cannot move for a certain time. Maybe he has some anger issues and has to pay fines to the state (1-5 of the currency) or he has the worst hangover and doesn't wanna drink more alcohol for the next week.
Vincent Garibaldi: What about hangovers? Maybe decreased productivity at work? People get fired for showing up drunk, etc.
Comments
At first I thought this was a joke, and I still think it's partially a joke, but great way of explaining how it would be incorporated o_O
O.O Awesome.
mmmmmmm Beeeer
Great idea; voted.
Haha voted XD
Love the idea. It would definitely add more options to the players, and makes the current market more interesting.
at a certain level of drunkenness, the player should have a Q1 gift or food given to a random player with the message "yuo know, ilove you man, srsly"
Very good idea that adds a way to help spread more money around along with an added fun feature. We needed more items for the war modual anyways. Cant think of what to comment right now, but once again good idea and good way to organize (For lack of a better word. Maybe construct?) the formula.
Manchurian, I'll add that to the possibilities list. That's a good one.
If that player lacks Q1 food or gift, another random inventory item should be given to that player instead... (like house, house or house..... wooo that sounds scary....)
This is pure genius and full of win!
One Guinness over here please.
Voted and subscribed.
Yes, a thousand times over, YES!
Imagine Q5 eGuinness...
Q5 Magners, the irish Ceder!
haha great idea. If the player gets to drunk he shouldn't be able to find the keyhole for his house anymore and shouldn't get the wellness bonus the next day. Or he forgets where he parked his car and cannot move for a certain time. Maybe he has some anger issues and has to pay fines to the state (1-5 of the currency) or he has the worst hangover and doesn't wanna drink more alcohol for the next week 😉
awesome idea ! voted and subscribed!
We have beer for reality. How come a simulator wouldn't have it? 😃
Voted!
Subs!
very nice! 😃
Awesome Idea, I'm all for drunkenness! I liketh youz over herez
Amazing idea!
Signed.
SAGE AND FINAL COMMENT
Brilliant 😃
I love it, but what about hangovers? Maybe decreased productivity at work? People get fired for showing up drunk, etc.
Hmm... I don't want to make "over-drinking" too full of penalties, but perhaps a penalty to productivity and strength gain the next day, something like 15-25% would suffice...
voted hahaha
I don't consume alcolhol so i guess i'll only be buying q1 beer.
LoL, great idea, hope the developer team can implement this.
I wonder what that'll do to presidents or congress members... perhaps have their votes switched? Puf, lets accept this MPP... *hic*.
wonderful idea, that'll be a lovely addition, imho 🙂
Hahaha, ace !
Sounds like a good idea for a Russian general. Go into battle with a bottle or two of vodka.
Voted for Dutch courage.
It's an interesting idea, but I don't see a lot of people buying pretend beer so they can pretend they are drunk and lose wellness in the process.
an ethanol could be used to blow up things if you are drunk. Great Idea
😁 Best idea ever. You have my vote.
voted and subscribed It is a brilliant idea, congrats!
Superb !
I need a beer 😉
It could be good idea, but I think the wellness penalty should be bigger, and also the drunken should receive very big penalty for work.
And how long the alcohol emptying from our body?
Voted , and read that: http://www.erepublik.com/en/a[..]1/20. It's an article from eromanian press, but is good for us too
A very good idea.
introduce anti-hangover pills to the market! 🙂
hahaha, this is funny and interesting at the same time. voted! 😁
ciuc.. inca una si ma duc 🙂
99 botles of beer on the wall...99 botles of beer...take one down ....
Vote!!! Maybe we will come to international news 😃
lol. btw voted and the best article since i'm playing 🙂
grain prices would skyrocket due to such a great demand
"Without question, the greatest invention in the history of mankind is beer. Oh, I grant you that the wheel was also a fine invention, but the wheel does not go nearly as well with pizza."
-Dave Barry
"You can't be a real country unless you have a beer and an airline - it helps if you have some kind of a football team, or some nuclear weapons, but at the very least you need a beer."
-Frank Zappa
"Give me a woman who loves beer and I will conquer the world."
-Kaiser Wilhelm
"No soldier can fight unless he is properly fed on beef and beer."
-John Churchill, First Duke of Marlborough
"Make sure that the beer - four pints a week - goes to the troops under fire before any of the parties in the rear get a drop."
-Winston Churchill to his Secretary of War, 1944
"I am a firm believer in the people. If given the truth, they can be depended upon to meet any national crisis. The great point is to bring them the real facts, and beer."
-Abraham Lincoln
"He was a wise man who invented beer."
-Plato
"Beer is God's way of telling us he loves us, and wants us to be happy." -Ben Franklin
In Short... Well not all that short.. Great idea bring us beer!
Beer beeer beeeer!!!
adding sex as an industry could really be supplementary to the booze idea. various entities could have an affect on your "sex appeal," and of course sexual interaction could be possible between all sexes. the more you drink, the higher other people's sex appeal may seem. having sex with someone with a lower sex appeal than yours could lower your own sex appeal, though, and vice versa. an increase in sex appeal might be gleaned from just a small amount of alcohol consumption, and become less as more alcohol is consumed, while simultaneously increasing the apparent sex appeal of others. too much consumption could have an adverse effect on your battle performance. the dynamics of the sex and drug (parent industry of alcohol) industries could be enormously complex, but would fit in nicely with the current economic structure, I think.
Booze, best article indeed!
I send u a gift 🙂 unikum.
I didn't like the alcohol idea to begin with. Adding The Ends of Invention's idea frankly just appalls me.
@Neil, you obviously don't party with middle schoolers...