Notes on Economic Module
Artaxerxes Pavonis
In the advent of me succumbing into temptation and buying gold, and thus a Q6 Weapons company, I had needed to hire employees to maximize the production of said company.
And this is where it starts,
Back in the old days, players had to level up their production skills, starting with: food, weapons, moving tickets, gifts and houses. Then it became just Land, Manufacturing, and Construction. But now, its all one flat rate. So whats the problem? in the past 2 weeks, I've had to hire and fire many employees. Why you ask? Well I'm a businessman, and I need employees that will work daily.
Some people I hire never even work. I believe they don't realize how to.. (admin problem) Second, I see that some work on and off, those are the people the most likely play a bajillion other games and can't remember this one in their many open tabs.(needs advertising) Third, its mostly the older players who work most often, those that have dedicated enough time to resist the boredom and rage quit symptoms of the several FAIL's made by the admins. (not a roast article) Players like me.
Way back when, I had the highest land skill in all the new world! (mostly because I started in land the first day of V1) but that skill has long expired due to new and extinct economic modules of versions recently diminished.
TL
😉R In short, a higher skilled worker was more likely to work more often than a noob that had no idea what was going on. and in comparison, we're all noobs.
Now that I think about it, this could be a cure for all the over production in the eWorld. If everyone didn't produce the same amount; more made less and less made more, this would balance out the total stock produced, consumed, and sold on the market, and increase efficiency, as platobot wouldn't buy anything, and most everything would be sold and consumed.
More to come later... maybe. xD
-Art
Comments
Well, you certainly make a convincing case for e-socialism.
No, he makes sense. The old model made a lot more sense. More skilled workers had better output, while less skilled had less. Few people would have high skill and high production, many would have low skill and low production. It would even out supply and demand.
That's true, in the past you could target highly skilled workers and now you just have to pull from the whole. Btw, I was two days behind you in land skill. Don't hire me now though, I fell in love with this game because of the economic module which is now more gone than changed. Now everyone pretty much makes everything they need themselves in little economic islands. Cooperation (I make grain, I have to buy everything else I need) and specialization (land, manufacturing, construction) are gone.
Well once they added the feature to increase ones Econo Skills with Gold they ruined the system instead of building upon it. It would have been far better if they made you loose Economic skill points from being afk from the game perhaps, like every 7 days -minus one point etc, this would help keep activity intact and make further incentive for working.
*mutters bad words*
*goes back to his cave*
I try to work every day. So i am a good worker.
Bring back Worker Skills!!!!!!!!!!!!
ADVERT DO NOT OPEN!!!
http://www.erepublik.com/en/newspaper/bulgarian-chronicle-247322/1
Spamming loophole? lol