New economy module with actual economy [ENG only]

Day 1,292, 16:17 Published in Serbia Serbia by Vuk Hadzi-Banovan

[SRB] Ovo je kopija mog posta sa foruma, na zalost nisam stigao da je prekucam na srpski pa cu to nekom drugom prilikom.

[ENG]
I have a proposal that will significantly reduce overproduction and also make the game more interesting as for players who are interested in being general managers so for the players who use the market.

The point is in making a new production formula that will be based on more variables and those variables should be based on the players social skills as well as the countries resources and his own work skill also some other features that will make the game more interesting.

I will state my proposed formula here and explain what does what mean in the text below.

1. Work formula and their meaning

P😞(B*(S+R))\2)*H*W

P- production
B- company base production
S- Player work skill
R- country resources
H- worker health
W- number of workers


I. Company base production

This is the base production same as in today's companies. Sense q1 weapons not only make less damage but also last five times less I propose that q1 companies have a base value double of those that q5 companies have.

Q1 - 8 base value
Q2 - 7 base value
Q3 - 6 base value
Q4 - 5 base value
Q5 - 4 base value

In RAW companies there is a good difference in grain-rubber companies and their base value should be the same.

II III Player work skill and country resources
These two variables should be seen together as they make the same effect. They should work on a simple formula of N\10 and so give the same bonus as today.

I also propose a bonus for new players that will last for 10 days where a new player's production would would decrease gradually over 10 days. This bonus should work on actual time and not on the times someone worked, this will make new players more interested in playing every day and so make them eRep addicts as the rest of us

The proposed bonus is:
1st day - 100% work bonus
2nd day - 90% work bonus
3rd day - 80% work bonus
4th day - 70% work bonus
...
10th day 0% work bonus

So , every day the bonus is 10% less. This wouldn't effect the market a lot because these players would make less than 3% overall and their work skill is quite low.

IV Worker health

This is paramount for producers to be connected to their workers and to help them work harder. This variable should work on a simple formula of:

H= 1+ (health\100)

Same as before. This will also impact war time production sense population kamikaze would influence productivity.

V Number of workers

This is something that will influence both overproduction as well as the social feature of the game. I am for keeping WAM but that managers should also be influenced by the number of workers they have. This will cut overproduction and also push people to make companies only of they can manage them.

Worker number quotas should be:

0 workers (only WAM) - W=0.1
1 worker - W=0.2 (both for that worker and for the manager)
2 workers- W=0.4
3 workers- W=0.6
4 workers- W=0.8
5 workers- W=1
6 workers- W=1.2
7 workers- W=1.4
8 workers- W=1.6
9 workers- W=1.8
10 workers- W=2

This type of formula would make it harder to be a part of the economy but it will also make it more interesting and, thus bring in more players.

2. Contract module

This is something similar to the contracts we had in V1 but with the difference that it would be game enforced rather than admin enforced.

As well as we have the Market and the Monetary market we should have a financial market. This will make a kind of banking system where wealthier players could loan local currency or gold to those who think that they could benefit from it.

The system should have couple of default features that a loan giver could use.

I Buying your share in the market

Because the admins must make some money and also the financial market should be a serious thing as in RL the entrance to the market as a seller should cost gold and\or local currency. This could be put just in a virtual form like access to a page (as military unit's page) or made fancy like putting a bank in the loan-givers land. These could also be upgraded so that you can loan more money to more people.

II Insurance

When you buy yourself in to the financial market you should chose how much money do you want to loan. This will ensure the person taking the loan that you have the money (different than in V1).

Person who is taking a loan should have a limit how much they can take and should put an insurance. An option is for the person who is taking a loan to put a mortgage on a property (they choose) and that they are able to take a loan that is equal to the amount they would get in desolving a company completely. The company that he choose to put a mortgage on should become unable to sell until the loan is payed off.

III Loan conditions and acceptance

The loan giver should specify how much is the interest on the loan and how long is it due. Also he should specify the currency they want the loan back.

The person taking a loan should have a page (financial market) where he could see what loans are out there and a different page (my contracts) where he could see what he has signed before.

He should see the specifications on a loan and when he clicks AGREE the screen should ask him what property does he want to put a mortgage on and when that is finished the money is transfered from the loaners account to his.

Tell me what you think, is this plausible and would it make the economy module better, also comment on the forum post here.


And , an economic babe for all of you 😃