Economic Module ideas

Day 1,672, 06:46 Published in United Kingdom United Kingdom by Jamie2721


I was reading Ian Keers article about economic changes and i thought i would maybe add a couple of my own. I'll skip through the mundane ones and write about the 2 i feel that could work

There are two problems~(that i can see). One is the massive over production of 'stuff' in general and the other is that ever since the work skill was abolished that there is a general feel that something extra is missing



1) My first idea attempts to tackle the problem of lower quality companies not being profitable compared to higher Q6 companies. Currently it is a waste of time hiring employees in anything other than Q6 companies that you own. Another niggling concern i have is that they are as profitable on day 1 as they are day 100.

So i propose that workers get a production bonus depending on how many days in a row they have worked. The bonuses would be something like:

0-10 days in a row = 0%
11-20 days in a row = 5%
21-30 days in a row = 10%
31-40 days in a row = 15%
41-100 days in a row = 20%
101 plus days in a row = 25%

This means that there is a difference in employees. Reliable workers are worth more money and this means it gives the challenge to the employers to find good workers while rewarding good employees with bonuses that they can use to get better wages.

It also brings in more competitiveness. When you first create a company you may make very little money or even lose money. But if you could find 5 workers who were all working every day, it could turn a lot more profitable.

This could hopefully mean a Q4 with very good workers is more profitable than a Q6 filled with slack workers.

Another positive i feel is it would make a better relationship between staff and owner. If someone doesn't log in one day, the employer needs to know if it was a one off or not




2) My second idea tries to fix (alleviate is a better word really) the problem of over production. It would be that players could only work 5 days a week. Like most people do in real life. This would reduce production.

It could also bring in a more strategic element. As the 2 days you could not work, leaves more health for fights, it would be down to the country to decided what days are best for 'fighting' days and make their military more effective.

Also newer players may not have enough food to cover fighting for these 2 days a week. And with the new military module (with division 1) this could prove a problem. This means it would reward the countries that provide health to newer players (like eUK) in battles.

I'd probably prefer a bigger overhaul (like Ian was talking about), but it was an idea.




Thanks for reading, i actually don't know if these would be practical or not so it would be good to hear opinions in the comments

Jamie2721