Notes on Economic Module

Day 1,595, 21:16 Published in USA Ireland by 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