Economic thoughts (players initiative)
Rockefeller Foundation
Hi reader,
This is written so the admins may get some ideas about what to do with the economic module. The main reason this is written is because of the long time it takes before anything is done at all. Changes include the introduction of more producible goods and reduction of training gains.
First I would like to give you a standard rule, More = Better. This is what is currently needed for Erepublik; options are so limited that there is no real challenge for anyone anymore. To increase this challenge more option should be introduced to the players. These options will include the production of more raw types but also more goods. These goods make sure that the current producers have to focus on different aspects of the game, raising the overall prices and increasing the durability of the economy. How would I introduce this? I would make 4 different raw types producing 5 different goods.
Raw types:
- Food
- Weapon
- Paper
- Building
Products that can be produce😛
- Food
- Weapons
- Movement tickets
- Spa’s
- Presents
New products, explanation of the newly introduced products. All values are without production bonus calculations.
Movement tickets; I have no clue why these ever were removed, you can always buy goods in your own country and movement costs are there anyways. Also the bot is gone so there is no reason to burn little bits of CC out of the game on a daily basis. Movement tickets require 100/200/300/400/500 Paper raw materials to produce 5 a day.
Spa’s; A spa will cut the time needed to regain 10 energy by 10s/20s/30s/45s/60s all day long every day, a spa lasts 30 days. Making this ideal for great tanks and forcing them to invest in more products than food and weapons. This will also help burn the excess amount of food and weapons that are produced today. 10 days production will create one spa, with bonuses the amount of days needed to produce one spa is reduced by 1 day for every bonus. A spa requires 100/200/400/600/1000 Building raw materials daily to be build.
Presents; presents will be more or less like the old treasure maps. Every present contains a prize and every day a player can buy one and use it. Presents may give a player a small cc or gold price, increasing by the level of the present, it can also grant a random amount of other goods according to the level of the present. Presents have one more function, presents have a chance to give a player more strength 20/40/60/80/100 according to the level of the present. In accordance with the strength changes discussed later, this strength is not included in the 100.000STR ceiling and is the only way to become stronger. In addition The present factories only produce 1 present on every level, this can be increased by paying 100 gold, for every 100 gold the player will produce 1 present more on a daily basis to a maximum of 5 presents daily. Present require 10/20/40/60/100 of every raw material to be produced.
In order to achieve this there needs to be possibility for producers to produce new goods. I am pro-remove-the-Q7-factories-out-of-the-game, thus I would like to ask the admins if this would be possible. A fully upgraded Q7 factory will grant a player the access to two Q5 factories or one fully upgraded present factory. An upgraded Q6 factory will grant a player access to a Q5 + Q3 factory or a Q5 + 2 upgrades present factory. Players with goods above Q5 will be asked to either accept market price for them at the time of the introduction of the new goods, or the goods will be downgraded to Q5 level, players should be able to choose how much to sell and how much to downgrade. Due to the lower durability of the items there will be a flooding of the market with cheap tanks and food, but this will only be temporarily.
The next great change is the Strength cap. As spoken about earlier I which to introduce a cap of 100.000STR for players. Training will ensure a player closes his personal gap with the STR cap with a percentage, so in the end you will pay a lot for marginal STR gain. This will reintroduce fairness into the game and give all the players a possibility to become strong.
Weightsroom:
0.05/0.1/0.15/0.2 % STR growth
Climbing Center:
0.025/0.05/0.075/0.1 % STR growth
Shooting Range:
0.05/0.1/0.15/0.2 % STR growth
Special Forces Centre:
0.1/0.2/0.3/0.4 % STR growth
Prices for training will remain the same and training contracts will be removed. All the growth percentage are the gap between your strength and the 100.000 cap. STR gained from present is not included in this STR making this the only way in which a player can increase his STR above the 100.000 mark.
Because of the simple fact that players will now have more options to spend their money on and that all the money created by the bot fiasco has been removed from the game, packages like the combat stash can be removed. There is no need for these anymore, people will start to buy gold again for upgrades of their factories. Also percentage reduction for upgrades should be reduced in quantity as they only reduce the likeliness people will spend their gold and reduce the amount of gold spend.
Let’s hear some ideas and I will keep it updated,
Cheers,
curerofthought
(credit will be given to those who contribute)
Comments
I think eRepublik should make it economy module more open, where player can open their own store to provide service to others player, or player could invent new kind of product. The first part should be easy, because can just make it like Facebook game module, user are allow to create their own game, then publlish, meanwhile player buy their service through facebook coins...
Nice article.
we indeed had travel tickets, and in V1 we also had presents, which you could give others (and yourself) extra health with. They tended to become scarce and expensive from time to time, making moving to another region a drag especially for newer players. I never travelled everyday like I do now in the tickettimes.
I don't think a strenght cap is a good idea, maybe a decline in strenght gain after an X ammount would be better, this way other players can 'catch up', there would still be a difference, but less.
Better things for new economic module would be: less inflation, having another key monetary system that has a fixed amount in the whole game (diamondmines instead of goldmines).
Other things that would help and be interesting would be that a region resource could go barren and render useless for some time if it is overused. This will effect geopolitics alot.
The economy is basicall a endless growing bubble without any limitations, that simple is not realistic as we can see that some resource materials are at their cheapest possible point, and investing in a company is basically useless (adn wayy too pricey for the fixed ammounts you have to pay for them).
So one thing has to give: make every fixed thing (company creation price) flexible, and introduce something fixed (either region resources or some kind of new resource)
Well the Diamondmines might be a great addition, every country regardless of how large in players and how large in territory gets a mine (can't be stolen) and the diamonds will be needed to train yourself with e.g.
Every mine gives a certain amount of diamonds every day (fixed) making large countries give less diamonds to players (players can mine in a diamond mine to gain a random amount of diamonds every day) on a daily basis then countries with a lower amount of players. Making players want to live in their own countries again.
Making a resource go barren could cause large inflations in production, which can make the game an arse to play but also more fun. It should be a chance which increases if there is a lot of population living on the same piece of land and producing there.