draft ideas for Economy

Day 1,219, 05:19 Published in Saudi Arabia Saudi Arabia by voice

Dear readers,

these article is to continue the draft ideas about the game, these ideas is to spark thinking and discussion from unusual point of views; to think out of the box.

The economy module is the aspect the most developed in the game, yet It remains too simplex. V2 was good attempt, but unfortunately many "great economic minds" had difficulties surviving it and making profit. IT could have been that the module was faulty, or that the economic minds were not so savvy as we thought!

There is always a great question that admins must pose, shall we continue with this simple economy module that any one can work it out, or shall we complicated the economy so those with right thinking can figure out how to make profit!

To each side there are valid arguments. The latter option will mean less working companies and less production, the first will mean better retention of new players.

i will try to make suggestion that might at least work to balance things:

1. Remove the optimum number for employees in a company in its current version. instead, apply a negative logarithmic production line meaning the production of two employees is less than the double of that of one player.. which also means that after a certain number of employees, the additional employee will not add any significant production!

2. The factor defining this curve shall be related to resources in the country, means a country with resource can produce more as usual

3. I did not find a workable practical way of limiting total production per country. The ideal is that a country maximum production shall be limited per region per resource.

4. Health of employee shall be removed from the formulas of production. This will make lower skill (new players) more attractive

5. More resources, more products, and lore customization

6. diversify the effect of products on the game parameters. It is meaning less that food increase health whule houses also increase health! anyone can work out which is better to buy house or remain without house and depend on food only! Give house another advantage; like for example adding health only when consume food, double XP gained, weapons last more when you have a house...

7. Raws, Food, products shall degrade by time... Weapons can last long time in storage, but food shall last less (ex. a week in storage). iT simulates expiration, shear and tear, wearing of material..etc and it will help limit the problem of over stocking and will trigger better consumation

8. Virtual citizens: these are only a procedure in the game mechanics to auto buy and consumes products! In political module these virtual citizens can vote to people at random with randomness skewed for more culturally similar candidates (simulate real-life), to more xp players (also simulate rl), and to ones with bigger houses (a value that will encourage buying houses)

9. More readily available stats. Like total consumation per resource per country. how many players worked in a country. etc etc, which makes planning better and help from the tedious monotonous work of collecting data


now it is up to you to refine, add, remove?? suggest more ideas...

voice