[EN] Constructive criticism Part 3

Day 3,503, 14:02 Published in Romania Romania by Nicolas Cristian Alex Popa

Hello eRepublicans!

This article is the 3th part of a series where you can bring your own ideas so that we can improve this game. In this part we’ll talk about the economic module... if there’s any.

Well, we can’t actually complain, the developers have done some changes in the last 4 years at least. Some of them were pretty good, some of them we’ll hate them (yes tycoon pack, I’m looking at you, I know I bought you but ffs work tickets and 20% bonus? I had actually needed it to use the last work tickets from the people of my MU, got some factories and weapons for them and so on). Well there is still room for improvement and they are actually doing some good things: you can’t just WAM your way in all factories/RAW’s and the 45% discount event has been removed. But the economy is still down, everyone overproducing the hell out of weapons and food (RAW and finished) because you can still WAM your way down that line, so yes, I’m proposing to remove it all OR at LEAST you are producing just the 100% (no resources bonus, no voodoo tycoon bonus, no, nothing, nada, nyet and nimic bonus). A manager can’t produce AND maintain all other factors in RL when he has 100 factories, so why here? And especially WHY WITH BONUS? Another idea would be to let it there, but instead of the normal production you have to choose between 50/100% production and enabling the factories to use workers. This way we can hold the WAM tax in eRep (that’s right, tax the sh!t out of the big enterprises).

Another thing that should be introduced is a rankup system or a division system that enables you to build more/less factories with better/lower quality. Why this? Well the newbies can’t get anything on the market and make some profit. Let’s say that you can get for each 5-10 lvl to choose between:

For factories:
- getting a upgrade for factory
- getting a new factory (Q1)
For RAW’s:
- Getting a upgrade for a RAW (ex.: from grain to fruit etc.)
- Getting a new RAW factory

Other improvements/limitations:
- As said you’ll get 1 point for upgrade/new factory for every 5-10 lvl up
- Downgrade/dismantle to use the point for something else
- 1-10 discount (10-25😵 available just at lvl-up, discount points can be used at a later lvlup (again at every 5-10 lvlup)

To discourage the older players to use the low quality factories and to force the player to go on a single sector, production bonus will be affected (for every 5-6 (maybe more, maybe less) gained point – it’s at least to afford to produce the necessary raw materials for the factory the player has chosen to use). This change will allow the new players to use the economic module and somewhat reduce the overproduction and overpollution (believe me, it’s far more then 25% in those regions with good resources setup). Furthermore, the player can also develop just the raw material factories and/or just the other factories, but be aware, the production bonus will be affected normally.
Another change of which everyone can benefit, is a daily bonus: you work daily, your production increases with 1% (max. 10😵; take a day off, you’ll lose the whole bonus. This bonus can be collected with your daily task. Hopefully, this way, we can eliminate the tycoon pack (or maybe give something else? Who knows 😃 )

Another pretty good idea is to give some importance to the low quality products: use them to produce other, better quality products (works just fine for weapons and food, maybe air weapons too? ). Don’t get me wrong, the rocket factory was a pretty good idea, but it belongs to the warfare of the past. Today you have bombs, big bombs and your best friend, the mofo fist/hit. There are a LOT of players who have a lot of low quality factories who are not paying any attention/respect to the new players and they sell at a price, that make the low quality products not even close to profitable.

Taxes: Well....I’ll be honest with you: put those WAM taxes as high as you can. Sadly it is capped at 25% - it could be very cool to have them at around 30-50%. You think I’m mad? Of course I am. But here is why I would keep them as high as possible:
Overproduction – as I said before, one of the reasons of overproduction is this “WAM” in all companies (better said in almost all companies). You can see that houses and aircrafts are some of the only profitable companies (even the low quality) because they need to use those Work Tickets from other players (or Tycoon pack). They need to pay that salary and some of them are even buying the necessary raw materials to build those things. Could give you some numbers and add, multiply and blahblahing the hell out of you, but I’m recommending this really cool site: https://www.erepublik-deutschland.de/en

Price: It’s going all the way up, people will actually have to work/get some nice salary on the job market, limiting the influence of a player who releases its products at a really low price.

Other change: well yes, this will encourage the people to work for those minimum wages that would normally screw the economy module. This is why the wage should be somewhat increased by not allowing the player to set a salary that is 10% higher/lower than the actual highest salary on market. It will make it a bit more competitive and will replace the WAM tax (if it will be disabled for all factories or at least the player can’t WAM in all but one company)

Another thing to change is the storage: we all know that there is a single/main storage, where you store your food, weapons and porncollections . You can upgrade it directly (buying) or win some space at the Weekly Challenge. Since the introduction of Holdings, you can put your companies anywhere (at a cost) and use not just the bonus for the region where you have your holding, but even of the country that holds that region. This means that the CS has lost its valour. You are asking now what is the actually problem. Well my point is that we have something called Import tax: you know, that thing you need to pay if the goods you want to sell have been produced in another country. Now, we can actually sell everything that we produce in another country and pay just the VAT. As far as my economy knowledge goes, if someone makes some goods in country A and takes them in country B to be sold, they need to pay some sort of tax to take this goods in country B (and not just the VAT). Let’s make a local storage (standard at 1-10k) – where your Holding is. To sell something on the market, you’ll need the respective licence (for the country), a local Holding and some local storage. To get your goods from one storage to another one you’ ll have to pay that import tax and – maybe – a fee for transport.

CC – it is Country currency or sometimes National Currency. But it is international: everywhere it has the same valour. 1 RON=1DM=1USD and so on. Bring back the actual CC! We have gold that can be used as international currency for exchanging CC.

Well this are my ideas to change the game, make it friendlier for the newbies and challenging for the older. What do you like/dislike? Do you have some ideas yourself to change the economic module?

Don’t forget to vote, shout, sub, comment and maybe hit one of the endorse buttons:
Constructive criticism – P.3 Economic module:
erepublik.com/en/article/2644102/1/20

Have a nice day


The holy trinity 😃