Economic system, What is the problem? En - Fa
GhostStrayDog
English Version - نسخه فارسی در پایین
(It is my last article in eRepublik. Enjoy it. 🙂
)
If any eRepublik citizen is asked, “What is your biggest ewish ?” you’ll hear solving economic issue for possibility of 99% from them.
In February 18th (4 month ago), eRepublik’s Facebook page published the following picture.
So we have to expect problems be solved or even a new economic system may come. But in my opinion present system can be fixed and it seems an interesting system too and because of general expenses eRepublik would fix this system.
But analyzing this economic system and figuring out the reason of this issue is interesting for me and maybe we can help eRepublik with this article, too! Even though I’m not a stock analyzer but before leaving university and going to game programming studios , I have studied physics, and physic is an environment analyzing science.
Instead of praising myself let me continue with a few questions:
Important question: Does game economy has any problem? Why do we feel like it has any?
It would be our first question. Does game economy really has any problem or just we feel that this economy faces problems and it’s going to fall and destroy? Why do we feel so?
By looking at a few reasons and comparing a few numbers with these numbers in few months ago we can figure it out that game economy is sick:
In 6 month ago, WRM was priced 0.006 or 0.07 in market. Now it is 0.03 or 0.02. This is the most initial price to analyze. Users have lower salary.
Q7 weapon had price 15 cc 6 month ago but it has less than 7 cc at the moment.
Six month ago each gold had 350 cc price but now less than 225 cc.
But these decreases of price and graphs will not tell us straightly that game’s economy is facing a failure.
Let me analyze the graphs. Those who produce Q7 weapon were selling each Q7 weapon 15 cc in the past and now their income is halved. This reduction of income will reduce income of money which goes into workers accounts too. So this reduction of price will follow 3 reasons:
- Reduction of amounts of CC gained by those who had factory
- Reduction of amount of CC gained by workers
- And the third point and interesting one. Reduction of factory’s worth
This reduction is caused that no one is no more interested in having factories. Factories can be built and upgraded with gold. So one of gold usages has been vanished and ratio of gold value to cc has been decreased.
Please note, by now we only discussed our situation and we didn’t looked for the reason.
The second Important question: gold value has been decreased, will money be more worthy?
When we check ratio of gold to CC , we will notice that CC ratio to gold has been increased in these few months ago until now and will increase more. I’m repeating my sentence.CC has been more valued than gold.
For understanding my next sentences, you need more focus. This point, is very important and is hard to understand.
Clear your mind from real world. We are in eRepublik or eRepublikal economy? By your view, how many economic factors do we have in eRepublik? Two factors? Gold and CC? Are gold and CC two separated factors? In eRepublik gold is a unit that is gained from some ways and is spent in some ways.CC is a unit that is gained from some ways and is spent in some ways. Gold and CC can be exchanged to each other .If in a country in real world we had 2 currencies, one for spending in east of that country and one for spending in west of it, If Value of one decrease and economy faces with problems will another one will be more worthy? In continue we will talk about it more.
The third important question, why? And solution?
We understood that game’s economy is falling. It means that countries’ and player’s economy is falling. By now it was clear and almost all players knew this. But the main question in this part of article is brought forth to discussion. Why? Why game’s economy has faced problems? Which basis of economy has problem and the more important question, what’s the solution?
Lets check 2 charts:
Checking an account:
Checking gold input and output in eRepublik:
I’m not looking to CC as a independent unit in eRepublik. For me CC in current eRepublik is a kind of penny made from gold. A kind of penny that can be spend where gold can’t be.
Now we made it clear that CC and gold is where spent in and where gained in an account.
Also we made it clear that how gold is entering in economic system and how is going out.
But still it may be unclear for you. We go for our last picture of this article that is showing general process of economic system. Look at this picture carefully.
I try to analyze this graph in a few sentences:
First Step:
- Gold and CC are exchangeable to each other.
- Except transforming to CC, Gold can be gained in two ways. Level up and achievements that achievements have more effects for sure.
- Ways are to earn CC and salary and selling goods have most effect.
- If we count medals relating to government, Society builder and media mogul as minor medals and we agree that worker Medal has not much effect on economy, except super soldier media else should be taken through wars. In my opinion Super Soldier is war medal.
- Look from upper, most of gold income in an account is from medals and war, has most influence in gaining medals.
Second Step:
- Level up, medals and exchanging CC were three ways to gain medals. Level up from level 20 to more is not considerable. I won’t count selling CC to gold on too. Because I believe CC is like a penny made from gold. We talked on medals too. Medal is a result of fighting.
- Gold collecting ways in erepublik economy is not finished yet! Online payment! Most important economic factor that does it’s effect on this system from out of it. Actually this option makes economic system out of its circle because it’s an external factor and it has no limit. User can bring how much gold that he wants in a month in his account, his country and as a result in game’s economy. It’s months that this factor brings inject gold in eRepublik’s economy system. In a real country, Imagine that a person has money printing machine in his house and every day he can print as much money as he wants. Next year, doesn’t this printed money have effect on country’s economy?
Third Step:
- For sure the example of money printing machine is not complete. Look at the picture. Gold comes into game from many ways that the most important way of it is electronic payment. It flows in economy circle, exchanges to CC, again it exchanges to gold. But in the end, gold, CC or anything that gold has been exchanged to must be used on battle’s walls and go out of economy.
- But when gold which came in by e-payment are spent on walls it has an outcome of medals which brings gold again. The input gold on walls is more than its outcome gold. Gold pile up in game will cause gold be less valuable. Gold is a lot and CC is not much, there is no way to bring CC to game. So ratio of gold to CC will reduce. Factories will be less valuable. Because they don’t have enough CC outcome and gold which are spent for it is lesser than income CC (gold).
- Economy faces failure.
But what’s the solution?
Solutions which comes to my mind may not be that interesting for users. I’m a game designer and I’, looking at this issue by view of eRepublik team. I know that e-payment can’t be limited or erased.
Gold in economic system must be reduced immediately. Must some long-term ways be created to make gold spending more. Or find a way to make CC more to gold, in fact CC must be added from ways out of economic system to it. Like, Bots which put gradually CC in a low value for gold into market can be omitted from economic system in order to work as a painkiller.
Or other ways which I prefer to not tell in this article and I put this job on eRepublik teams duty.
English Articles:
""" Some points about designing online games """
""" Wrestling, Removing from Olympics and eRepublik """
""" Enemy at the gates """
""" A fistful of dollars or eRepublik citizens in danger of extinction """
""" Intersection is near """
""" New design for eRepublik WARS! """
""" Click Click Click or eRepublik """
سیستم اقتصادی - مشکل از کجاست؟
(آخرین مقاله من در ایریپابلیک)
اگر ازهر کدام از شهروندان ایریپابلیک سوال شود، بزرگترین آرزوی مجازی شما چیست یقینن 99% از آنها، حل مشکل سیستم اقتصادی بازی را پاسخ خواهند داد.
در 18 فوریه یعنی 4 ماه پیش، فیسبوک ایریپابلیک تصویر زیر را منتشر کرد.
پس باید به زودی منتظر حل شدن مشکل اقتصادی یا حتا سیستم اقتصادی جدید در ایریپابلیک باشیم. اما به نظر من سیستم فعلی قابل تعمیر است و از نظر جذابیت سیستم خوبی به نظر می رسد و ایریپابلیک به خاطر هزینه های تغییر کلی، همین سیستم را تعمیر خواهد کرد.
اما آنالیز این سیستم اقتصادی و فهمیدن علت مشکل برای من جذاب است و حتا شاید بتوان با این آرتیکل به ایریپابلیک نیز کمک کرد. هر چند من تحلیل گر بورس نیستم اما من در دانشگاه تا قبل از ترک تحصیل و رفتن به استودیو های بازی سازی فیزیک می خواندم و فیزیک علم تحلیل محیط است.
به جای تعریف از خود اجازه بدهید با چند سوال ادامه دهیم.
سوال مهم، اقتصاد بازی مشکل دارد؟ چرا حس می کنیم اقتصاد بازی مشکل دارد؟
این سوال اول ما خواهد بود. آیا اقتصاد بازی واقعن مشکل دارد یا ما فقط احساس می کنیم که این اقتصاد با مشکل مواجه است و رو به سقوط و نابودی بازی خواهد رفت؟ چرا ما این احساس را داریم؟
با مشاهده ی چند علت و مقایسه ی چند عدد با همین اعداد در چند ماه پیش می توانیم به مشکل دار بودن بازی پی ببریم:
در 6 ماه پیش، آهن 0.06 یا 0.07 سی سی در بازار قیمت داشت. درحال حاضر 0.03 یا 0.02 . این ابتدایی ترین نرخی ست که می توان بررسی کرد. کاربران سطح پایین درآمد کمتری دارند.
اسلحه ی Q7 در 6 ماه پیش 15 سی سی قیمت داشت و در حال حاضر کمتر از 7 سی سی.
در 6 ماه پیش هر 1 گلد 350 سی سی قیمت داشت و در حال حاضر 225 سی سی.
اما این کاهش قیمت ها و نمودار ها به ما به صورت مستقیم نخواهد گفت که اقتصاد بازی رو به شکست است.
اجازه بدید همین نمودار ها را بررسی کنیم. کارخانه داری که اسلحه Q7 تولید می کند در گذشته هر تانک را 15 سی سی میفروخت و در حال حاضر درآمدش نصف شده است. کارخانه دار مجبور است حقوق نصف برای کارگرانش در نظر بگیرد. این نصف شدن حقوق، مقدار سی سی وارد شده به اکانت های کارگران از این راه را نصف می کند. پس این کاهش قیمت سه نتیجه داشت:
- کاهش میزان سی سی بدست آمده برای کارخانه دار
- کاهش میزان سی سی بدست آمده برای کارگر
- و نکته ی سوم و مورد توجه، کاهش ارزش کارخانه
این کاهش باعث شده تا کسی دیگر به کارخانه داشتن تمایلی نداشته باشد. کارخانه را با طلا می توان ساخت و آپگرید کرد. پس یکی از کاربردهای طلا از بین رفت و نسبت ارزش طلا به سی سی کاهش یافته است.
توجه داشته باشید، تا اینجا ما تنها به بررسی اوضاع فعلی پرداختیم و ریشه یابی نکرده ایم.
سوال مهم دوم، طلا کم ارزش شده، پول با ارزش می شود؟
هنگامی که نسبت طلا به سی سی را بررسی می کنیم، متوجه خواهیم شد سی سی به نسبت طلا در چندماه گذشته تا به امروز ارزشمند تر شده است و همچنان ارزشمند تر خواهد شد. جمله ام را تکرار می کنم. سی سی به نسبت طلا ارزشمندتر شده است.
برای درک جملات بعدی، نیاز به تمرکز دارید. این نکته، بسیار مهم است و درک آن سخت.
ذهن خود را از دنیای واقعی بیرون بکشید. ما در ایریپابلیک هستیم با اقتصاد ایریپابلیکی. به نظر شما در ایریپابلیک چند واحد اقتصادی داریم؟ دو واحد؟ طلا و سی سی؟ آیا طلا و سی سی دو واحد مجزا از هم هستند؟ در ایریپابلیک طلا واحدی است که از راههایی بدست می آید و از راههایی خرج می شود. سی سی واحدی ست که از راههایی بدست می آید و از راههایی خرج می شود. طلا و سی سی قابل تبدیل شدن به یکدیگر هستند. اگر در یک کشور در دنیای واقعی دو نوع پول داشته باشیم، یک نوع پول برای خرج در شرق کشور و یک نوع پول برای خرج در غرب کشور، درصورتی که ارزش یک نوع پول پایین بیاید و اقتصاد دچار مشکل باشد، ارزش پول نوع دوم بالا می رود؟ در ادامه به این مسئله بیشتر می پردازیم.
سوال مهم سوم، چرا؟ و راه حل؟
فهمیدیم که اقتصاد بازی رو به سقوط است. این به معنای این است که اقتصاد کشور ها و بازیکن ها در حال سقوط است. تا اینجا که مشخص بود و تمام بازیکن ها کم و بیش می دانستند. اما سوال اصلی در این قسمت از مقاله مطرح می شود. چرا؟ چرا اقتصاد بازی دچار مشکل است؟ کدام المان اقتصادی مشکل دارد و سوال مهم تر، راه حل آن چیست؟
اجازه بدهید دو جدول را بررسی کنیم.
بررسی یک اکانت
بررسی ورودی ها و خروجی های طلا در ایریپابلیک
من به سی سی به عنوان یک واحد مستقل در ایریپابلیک نگاه نمی کنم. برای من سی سی در اقتصاد فعلی، یک نوع پول خردی از گلد است. پول خردی که در جاهایی می توان خرج کرد که گلد را نمی توان.
حالا ما مشخص کردیم که سی سی و گلد در یک اکانت کجاها خرج می شوند و کجاها بدست می آیند.
همچنین مشخص کردیم گلد به سیستم اقتصادی چگونه وارد می شود و چگونه خارج می شود.
اما همچنان ممکن است برای شما واضح نباشد. به سراغ آخرین تصویر این مقاله می رویم که کلیت روند اقتصادی بازی را ترسیم کرده است. با دقیت به این تصویر نگاه کنید.
من سعی می کنم در چند جمله این نمودار را تحلیل کنم:
مرحله اول:
- گلد و سی سی قابل تبدیل به یکدیگرند.
- به جز تبدیل سی سی، از دو راه در بازی می توان گلد بدست آورد. لول آپ و مدال که مطمئنن مدال تاثیر بیشتری دارد.
- از راههایی می توان سی سی بدست آورد که دو عامل حقوق و فروش اجناس بیشترین تاثیر را دارند.
- اگر مدال های حکومتی، مدال سازنده جامعه و مدیا را مدال های جانبی در نظر بگیریم و قبول کنیم، مدال ورکر تاثیر چندانی در اقتصاد ندارد، به غیر از سوپر سولجر، باقی مدال ها از طریق جنگ بدست می آیند. سوپر سولجر هم از نظر من مدال جنگی ست.
- بالاتر را نگاه کنیم، بیشترین ورودی گلد به یک اکانت از طریق مدال بدست می آید و جنگ، بیشترین نقش در گرفتن مدال.
مرحله دوم:
- لول آپ، مدال و تبدیل ریال سه راه کسب طلا در بازی بود. لول آپ بعد از لول 20، قابل نادیده گرفته شدن می شود. تبدیل سی سی را هم من در نظر نمی گیرم. چرا که عقیده دارم سی سی پول خرد گلد است. در مورد مدال هم صحبت کردیم. مدال نتیجه ی جنگیدن.
- راه های کسب طلا در اقتصاد ایریپابلیک تمام نشده! پرداخت الکترونیکی! مهمترین عامل اقتصادی که از خارج از سیستم اقتصادی در اقتصاد تاثیر می گذارد. درواقع این گزینه سیستم اقتصادی را از حالت چرخش خارج می کند چرا که عاملی خارجی ست و محدودیت ندارد. یک یوزر هر چقدر می خواهد در ماه می تواند از این راه گلد به اکانت خود، به کشور خود، و در نتیجه به اقتصاد بازی وارد کند. ماه هاست این عامل به اقتصاد ایریپابلیک گلد تزریق می کند. در یک کشور واقعی فرض کنید یک نفر در خانه اش دستگاه چاپ پول داشته باشد و هر روز هر چقدر که می خواهد پول چاپ کند. آیا یک سال آینده این پول های چاپ شده در اقتصاد کشور تاثیر نخواهند داشت؟
مرحله سوم:
- مطمئنن مثال دستگاه چاپ پول کامل نیست. به شکل نگاه کنید. طلا از چند راه وارد می شود که مهمترین آن پرداخت الکترونیکی ست. در چرخه ی اقتصاد می چرخد، به سی سی تبدیل می شود، دوباره به گلد تبدیل می شود. اما در آخر، طلا، سی سی و یا هر چه طلا به آن تبدیل شده باید روی دیوار جنگ خالی شود و از اقتصاد خارج شود.
- اما هنگامی که طلای وارد شده از پرداخت الکترونیکی روی دیوار خالی می شود، مدال هایی هم بیرون می دهد که آن ها باز به طلا تبدیل خواهند شد.
- مقدار طلای وارد شده از مقدار خارج شده روی دیوار بیشتر است. تورم طلا در بازی باعث کم ارزش شدن طلا می شود. طلا زیاد است و سی سی کم، راهی برای وارد شدن سی سی به بازی وجود ندارد. پس نسبت ارزش طلا به سی سی کاهش می یابد. کارخانه ها بی ارزش می شوند. چرا که بازدهی سی سی کافی ندارند و طلایی که خرج آن می شود، کمتر از میزانی ست که سی سی (طلا) بدست می آورد.
- اقتصاد رو به شکست می رود.
اما راه حل چیست؟
راه حل هایی که به ذهن من می رسند شاید برای کاربران چندان جذاب نباشد. من یک طراح بازی هستم و از دید تیم ایریپابلیک به این موضوع نگاه می کنم. من می دانم که نمی توان پرداخت الکترونیکی را حذف یا محدود کرد.
باید فورن میزان طلای داخل سیستم اقتصادی کاهش یابد. در واقع راه بلند مدتی طراحی کرد که طلا از سیستم اقتصادی بیشتر کسر شود. یا راهی پیدا کرد که میزان سی سی به طلا افزایش یابد، درواقع سی سی از راه خارج از سیستم اقتصادی به بازی اضافه شود. مانند بات هایی که کم کم در بازار سی سی با قیمت پایین به ازای طلا بفرسند و طلا را از سیستم اقتصادی ایریپابلیک به عنوان مسکن کاهش دهند.
یا راههای دیگر که ترجیح می دهم در مقاله بیان نکنم و این کار را به تیم ایریپابلیک واگذار کنم.
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به تقاطع نزدیک می شویم -– روح سگ ولگرد
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Comments
http://www.erepublik.com/en/article/economic-system-what-is-the-problem--2282567/1/20
My last article:
Economic system, What is the problem?
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مشکلی جاییش دیدید تذکر بدید - مرسی
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مقاله آخره. حال ویرایش درست حسابی حداقل برای متن فارسی که خودم نوشتم نبود.
ببخش
به نظرم بخشی از مشکل برمی گرده به تغییرات سیستم کارخونه داری: هم چند نوع محصول حذف یا بی مصرف شد ، و هم هرکسی تو کارخونه های خودش به میزان نامحدود می تونه کار کنه!
با این حرکت کم کم میزان محصول تولید شده ی مشابه بیشتر از تقاضا شد و قیمت ها به صفر نزدیک شد!
اینطوری نه سود چمشگیری برا کارخونه دار می مونه که فعالیت کنه، و نه حقوقی گیر کارگر می آد که بخواد کار کنه ... که به ناچار تازه وارد هم مجبور می شه این چرخه ی معیوب رو ادامه بده و به زحمت پس انداز کنه یا از سایت بخره تا کارخونه بزنه و ....
البته لابد منافع ادمین تو این حالت بوده... ولی در دراز مدت گویا آب قطع شد!!!
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چرا اخرین مقاله ؟
خسته ام رییس خسته ام
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تو با مقاله دادن و خالی کردن قدرت تخلیلت ارضا میشی...افسوس
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w t f 😃 🙁
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perfect 🙂
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اینجا رو متوجه نشدم:
"مقدار طلای وارد شده از مقدار خارج شده روی دیوار کمتر است."
بعد چطور طلا حجم طلا زیاده؟
اشتباه لپی برعکس منظور بوده تصحیح می کنم
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به نظرم تحلیلت 1جاهاییش مشکل داره و به خاطر اینکه ادمین فقط 2واحد پول گذاشته و باتایی که تو بازار داره این مشکلات به وجود اومده
ادمینم چون به فکر جیبشه این کارو کرده
دقیقا ادمین این راهو پیش گرفته که اول با قیمت کم 1چیزی بهت میده و معتادت می کنه بعد قیمتشو می بره بالا
اینو از نیومدن کانترکت می شه 1جورایی فهمید
ادمین دیوسی داریم
و در پایان وت چون تحلیلات خوبه 🙂
متوجه نشدم
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The root cause of the failure of the economy is zero production cost caused by unlimited manager work. Because currency and Gold are interchangable it affects the value of everything.
This is further complicated by Gold not consistently being used to "alter" game mechanics. Currency should be used for all basic game mechanics like moving, company and factory purchases, wages and buying items. Use Gold only for training, boosters, special items and other things that alter game rules.
the root failure of the economy is it is a true capitalist economy. without being able to make production buildings using labor as opposed to money.
see in a capitlism. when labor goes down a person can build more factories cheaply and operate then cheaply. giving the builders money to buy goods with while the factory is not producing while it is being built. so gold income is the limiting factor in this game. which is how the creators wanted it. in order for the economy to grow people must buy gold! thus putting lots of money into the pockets of the game creaters any change will result in the game creators not making as much and the game going bankrupt. unless they allow people to sell the game creators gold for real life money! then the y could take a 5% transaction fee. and it would bring tons more players. get paid to play or pay to play you can choose. play for fun or play for money. more new players better economy. new player start with 20 gold assets and an income of 5 gold a month so they get a 25% monthly return. onld players 8 q7 factories. 8000 gold and 5 gold a month is only .1% return
Since when does capitalism have a zero input cost?
you can go out. and build a building for free in capitalism. if you cut the wood and mine the iron for the nails. it is a lot more work in real life to make a factory than it is in erepublik. i have not actually heard of anyone doing it. well the Amish.
raising input costs would just raise prices accordingly. and still no one would make a profit. more likely they would lose money. if they made a person pay 10 cc's to wam. then if the rubber plantation owners could keep up with demand. prices would be 10/200 or .05 per raw. but if they could not keep up with demand then they might be able to make a profit for a short while until everyone converts their raw production buildings to rubber plantations. and the because raw prices would be .05 some one who had the lowest wep raw building would only make 75 raws. and only make 4 ccc but have to pay 10cc to wam. so they would lose 6 cc a day running that building.
capitlism the law of diminishing returns. if no major changes happen. prices will reach margin cost if there are more than one competitor. bertrand economics is one system as to how it happens. so i guess your right. making a system wide change will result in some people making more money. and others making less money but have the hope they one day will make more money. but making a system wide change will just shift who makes money for a bit until no one is really pulling much of a profit again.
governments think like you do. and raise taxes to increase the cost of production. but then the factories leave the country to a country with lower taxes. which did happen in erepublik.
You are assuming unlimited resources, infinite space and endless time. If you do not have these you pay an input cos to compensare. If you do have a system of dynamic equilibrium, then you never reach zero because things like taxes and war keep the system off kilter. The issue ws face us that production outstrips any shortage... again unlimited free manager work being the culprit. Would we have the same excess if it cista manager 100 energy to work, or they were limited to 20 quality levels of work?
I hear what you say about the importance of Gold and the fascinating concept of allowing people to cash in Gold, but it won't fix the fundamental flaw and thus need for gross interventiin via missions and specials to right the imbalance
margin costs =input costs.
maybe to increase fluctuation in the markets. require energy to build production buildings instead of cc or gold. people can hold an infinite amt of gold and cc and hold it forever. so it help stabilize the market.
demand for cc goes up people sell cc. demnad for gold goes up people sell gold. demand for energy goes up energy prices rise because not many people have a lot extra to sell aka work at a job.
if everyone who plays this game tries to make a profit, that is produce more goods than they use, people will always true to produce and sell more goods than they use. if there is always more goods being produced than demanded prices will drop to the input costs. where by the business owners make no profit. and get upset.
but then again gold from medals and leveling will always allow some people to operate at a loss and still get a good return.
new player 2 q1 factories about 10 gold assets. gets about 10 gold a month in medals. 100% return monthly.
old player 1000 gold assets 1% return monthly.
so really to improve the profits people get aka making them happy. this game must no longer be a true capitlism 🙁 or have the assets of people wear out. a q7 factory only lasting 1 year before it has to be rebuilt. a q1 factory only lasting a month. however that just increases the margin costs and so people will not operate at a profit. but their income will be high and daily expenses low 🙂 so they might be deceived into thinking they are making a lot!
unlimited space people can build as many factories as they want!
unlimited time. people can build as many factories as they want each day. unlimited resources. people can buy as much gold as they want with irl money! so yes i am making an assumption! and it is a correct assumption. the only limiting factor is the rate of return people get irl. which look at the doubling money every 8 years. i can do that in game or in real life. so this game is accurately following my assumptions.
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great article
I love your articles but your last one? 8I
The other part of the problem from what I can see is newer players can't run a company and earn income because higher ranked/older players have price set to sell mass products and lowered prices. If the people selling the items sold at higher prices instead of trying to undercut each other, then you would see prices and wages rise again. But when a new player starts a Q1 factory that his item sells for almost the same price as the raw material because of higher players undervaluing items, the new players can't hire or gain income to increase their factory quality. The players can run the economy up if they stop selling under each other. The past few weeks I've seen the low price of Q2 weapons at the 1.41 range with one person selling stock at a 1.20ish range. Meaning as a young start up you have to price them between that range in hopes of selling anything.
We can bring the economy back if we start slowly raising prices on items and then being able to pay workers more money and still profit.
socialism, a set price government controlled markets. however i like capitlism. rate of return is equal to the current assets over income. the only income is people buying gold and gold made through achievements. there are no bots on the markets. so a player makes 5 gold a month from hard worker. start of the game. a person has 2 q1 factories. 20 gold so the player is gettting 5 gold and has 20 aka 25% monthly return.
a year into the game. the player still getting 5 gold a month but now has 70 gold. so a 8% return a month.
a player buys 5000 gold. gets 5 gold a month he only gets a return of 0.1%
but because everyone is competeing with eacother the return balances out. it becomes a weighted average. total gold income into the game divided total sum of current gold assets. assets never dissappear well selling or leaving the game. however most players with a high number of assets will stay.
but that average return is what people get. i will do a bad math.
those paying to train cancels out those who get the ss medals.
those who buy gold cancels out those who use gold to buy energy bars and various other thigns gold is good for. like printing money and such.
so i will estimate the average income is 5 gold a month net.
10,000 active usa players.
most buildings are about a 2 year return.
120 gold gained in two years.
120 is 3% of 4000, so the average player has 4000 gold of assets. hmm that seems a little high i probably bet most people are not growing their assets by 5 gold a month. or maybe many more people are buying gold with real life money.
but you see as people get more assets the rate of return will go down unless everyone always buy 10% of their assets of new gold a month.
"socialism, a set price government controlled markets" - except this isn't "scary socialism", it's the "FREE market".
Individuals are motivated by PROFIT alone, not by some big bad scary socialist government. I get the feeling you just want to push your libertarian propaganda here.
ha it was poorly worded, I meant slate06 wanted the markets to be controlled. and when the markets are controlled it is socialism. and your right I am trying to spread my libertarianism!
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ok upset with erepublik. destory my long comments.
two things.
capitlism - law of diminishing returns. in time the return on investment goes to zero. selling price is equal to production cost.
raw cost energy. so raw prices will drop to the price of 10 energy. and food will go down accordling. so prices will all tend towards zero. and people do not like that.
socialism- only produce what is needed and no more. so no extra production no profit. zero return prices can be what ever but no one actualy makes money.
so we are dealing with capitlism. a new product every month that was required. aka. you need food plus this new product to recover 10 energy. you need food plus the last product plus this new product to recover 10 energy. like salt on food. and water with food and apple juice with food. i do not know if it is a required product but it has to have some use.
anyways any economic system. that is a true economy. aka anything produced by a player must be consumed by a player. will reach a rate of return that is zero. maybe lets have one week a month were no player can do any work! that would really help. hen for that week every player is a consumer using all the goods that were produced. and if prices fall again. then force players only to work 2 weeks a month. but that is too controlled. i love the capitlism race to the bottom! and will be upset if it ever changes! this race to the bottom is what is predicted and i want to see where people go once they are at the bottom. do people kill themselves leave the game. and so production drops so prices rise? or do people take vacations? travel around world for fun. retire and stop using their factories but still play the game? i do not know what happens. or just a bunch of complaining ?
"i love the capitlism race to the bottom!"
Me too. You just nailed it.
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vote . aali bood
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