Blamo's Suggestions to Improve the Game

Day 549, 15:54 Published in Canada Canada by Blamo Corp
BLAMO CORPORATION'S RESEARCH AND DEVELOPMENT DEPARTMENT has been working diligently to solve eRepublik's major dilemma: uninteresting market competition and diversity. What is the main problem? There is just nothing particularly distinctive about how markets operate in eRepublik.

Many wo/man-hours of research by Blamo scientists have finally produced some tangible suggestions. The following list is compiled below:

1. Employees working and living in the same region should have additional productivity. This bonus should be small, but beneficial. It will help promote job migration, a realistic behavior in real markets. An example bonus could be +5%.

2. Companies selling goods in different regions should have additional costs due to transportation. Again, this is a very realistic behavior that also creates market diversity in terms of space. More companies can exist and compete with each other if their location actually matters. An example of a transportation cost could be +5%.

3. Regions should have a varying "Hardship" which removes wellness each day solely by living there. This introduces realism, as well as a cost-benefit analysis in terms of the previous suggestions (should I live in x if it means I'll have additional productivity, cheaper goods, but be harder to live in?) Very cold, desolate, or disease-prone areas of the world would have higher costs to wellness, and the range could be around +1 to -3 wellness lost per day. This will make some areas highly attractive to live in, some very unattractive areas to settle, and some very conflicting. Of course, new players entering the game should have all this information displayed when choosing a region. This opens the door to "newbie" regions that are fairly easy to live in, and as boomers mature they can migrate to where jobs pay more but living is tougher.

4. Companies should have more options to attract customers. Such examples include unique product logos, and Product Dependability (a feature which means products are inherently defective, and the rate of this defectiveness depends on the company's investment to minimize malfunction). Such features have been described before in previous Blamo Corp press releases: http://www.erepublik.com/en/article/future-erepublik-company-modules-783697/1/20. Ultimately, this will further diversify companies and allow more chances for profit and competition to exist.

5. Moving tickets and gifts have little incentive to create higher-quality companies. Because of the linear increase in effectiveness, higher-quality gifts and moving tickets do not create incentive for companies to produce them due to non-linear cost increases. This has also been discussed previously: http://www.erepublik.com/en/article/revising-moving-ticket-quality-bonuses-785184/1/20. For gifts, a "gift cap" could encourage the existence of higher-quality companies, if each citizen could only give a certain number of gifts per day. This would mean that a player would want higher-quality gifts in order to give a higher amount of wellness per day. Another option would be that players can receive 5 gifts per day, which would mean 5 wellness from Q1 gifts, or 25 wellness from Q5 gifts.

For moving tickets, another option is this:
Q1 - Travel within a country only
Q2 - Travel within country and allies only
Q3 - Travel within country, allies, and neutral countries only
Q4 - Travel within country, allies, neutral countries, and enemies
Q5 - One-day pass to travel unlimited times to any countries

6. There is a strong need for another resource/product in the game. Examples:

-Fish, which could also be used to produce food and serve as competition for grain prices.

-Uranium and Nuclear Missiles. Uranium could be mined, and a Nuclear Missile Facility could build nuclear missiles. A nuclear missile, when launched at a region, would cause Quality * 10 damage to the wellness of every player in that region. A Q5 nuclear missile would thus cause 50 damage to wellness to all citizens of a region. Caveats: Players can use hospitals if hit by a missile, and defense systems would have an inherent ability to defend against missile strikes (Q1 defense system: 10% chance that missile will fail; Q5 DS: 50% chance that missile will fail). Players would have a one-hour warning if a missile was launched at their region, and a maximum of one missile can hit a region per day.

-Coal and Power Plants. Coal could be used in power plants, and power plants are built from wood and installed into a region. If a region has a Q1 power plant, then every citizen in that region will get +1 wellness per day. The power plant uses coal each day, based on the number of citizens of its region divided by 10 (1000 citizen region = 100 coal / day). Another option is that power plants could also use uranium for a somewhat cheaper amount, which would play into the modern dilemma of real-world politics.

Okay, that's everything that was proposed by Blamo's R&D department. Feel free to discuss in the comments section!