Wishful Thinking.

Day 1,032, 09:18 Published in South Korea North Macedonia by Aspadora
http://www.erepublik.com/en/newspaper/mcfarland-journal-192132/1

Two days ago some changes were announced and implemented. Today some more changes were announced. Let me begin by saying that I'm thrilled to see the quick response and action to community feedback. That said... I'm a bit melancholy over the decisions for the economic module.

Any economy in transition has great difficulty in it's early stages. An economy moving from a position of heavy control and simple options to a more complex, more dynamic system will always have some speed bumps along the way. Sometimes these difficulties are accepted as challenges, allowing for tweaking of a system, for a final version much improved upon the original. Sometimes the reaction is to roll things back farther than the old status quo. I prefer the first option... but what's done is done.

This article is not a request. It's not a complaint. It's just some wishful thinking. This is a rough sketch of some changes I would have rather seen in our game economy... along with explanations of why such changes could be better for both players/customers and the management/sellers.



Theme:
~ The economic module might benefit from increased customization.



Workers:

1. Eleven Professions.
~ Keep the eleven professions. It may have been too many, too fast, but it is better to have the increased economic dynamism. One work skill makes communes very easy, but also makes bot-farms very easy. The eleven professions added nice complexity to the economy.

2. Re-Specialization.
~ Allow players to pay a fee in gold, at any time, to re-allocate their work skill points amongst the different professions. This allows people to change their skill sets if necessary, while providing revenue for the management of the game itself.

3. Job Offers.
~ Include an option for someone seeking a job to search all skill levels of a given profession, as checking each skill level individually is a pain.



Organizations:

1. Expanded Inventory.
~ Allow an option to purchase the expanded inventory for gold. Perhaps 2-3 times the cost of the RL $ required for this feature. Many players would spend gold, but cannot spend RL $. Further, allow for players to pay separately for expanded inventory and expanded inbox. Perhaps purchasing +20 inventory slots at a time for 5 gold. Many players would prefer to have more inventory in one organization for the same price as a new organization. This allows for the same revenue stream, while also making life better for the players. Some of would gladly pay the gold for a 200-slot organization, while we would never consider building 10 organizations or paying the RL $ to expand 4 organizations.

2. Transfer of Root Ownership.
~ Each organization is forever attached to the player who built it. Allow players to pay a fee in gold to transfer root ownership of the organization from one player to another. Following this, allow a marketplace to buy and sell entire organizations as we would buy and sell companies.

3. Deletion.
~ Allow us to delete organizations, to recoup 2.5 gold, or for nothing, just so we can wipe them out if we want to. Heck, some people would even pay gold to wipe out certain organizations they own.

4. Number of Companies.
~ Allow an option for an organization to pay a fee in gold, perhaps 5 gold, to hold a 2nd company of a given product type. This could be a permanent change to organization attributes, similar to company export licenses. Allow an organization to purchase an unlimited number of such upgrades. This way, players who want five iron companies, for example, still pay the 25 gold as if they had 5 organizations, but have the convenience of holding them all in one place.

5. Currency Accounts.
~ Please give us an option to delete/destroy currency. Some of us have way to many 0.00 or 0.01 currency slots that are an eyesore. Please just let us delete these. This also applies to currency accounts held in companies.

6. Company Donations.
~ Let us donate companies directly to other organizations. When players arrange outside-of-market deals, they still have to do the in-game transaction. So much easier if we can directly donate a company from one organization to another. Heck, maybe charge us a small fee in gold to do so, like 1-5 gold.



Companies:

1. Import Licenses.
~ We already have export licenses. Let us have import licenses. Let us spend the 5 or 20 gold to buy an import license, to directly purchase raw materials from a different nation. This will increase gold expenditure, as many people would rather pay the gold for this feature rather than engage in tedious donations.

2. Three-Tiered Market System.
~ This one is complicated, so bear with me. Let's call raw materials (stone) tier one, the components of a product (walls, roof, etc) tier two, and the finished product (house) tier three. The system of allowing companies to purchase tier one materials, to build tier two materials, to build tier three products is missing an amazing market opportunity. Let companies directly sell the tier two components. Since different points spread (1-100) require different tier two component values, let each number (1-100) be one unit, so companies can buy and sell tier two units on the market. This way companies are not forced to build everything internally. This would create a much more dynamic market system.
~ If you follow my recommendation on import licenses and export licenses above, then consider more gold income is possible here. I could have a company to make tanks, for example. I could have an import license for raw materials, a second import license for tier two components, an export license for tier two components, and an export license for finished products. This dramatically increases revenue potential, builds new market segments, smooths out market inefficiencies, and makes business more customizable.

3. Vertical Integration.
~ Let us have an option (paid for in a gold fee) to directly link companies. Specifically, perhaps a 5 gold license to link an oil company to a tickets company. Then the oil company can directly transfer raw materials stock to the tickets company, without the need to sell and buy their own products on the market. This increases gold revenue and makes life easier on the players.

4. Company Advertisements.
~ Please let us run advertisements directly from companies. This will result in more gold for the game's management, as it will be spent directly before being siphoned by taxes. It helps the players, as any budget allocated for advertisements from a company will accomplish more then if the gold is pulled, taxed, the spent by the organization. I know some people evade taxes anyway... but most don't. This helps everyone.



Please remember..... this is the mere wishful thinking of a single citizen.