[Series] Visiting eRepublik Labs [Part 06]

Day 3,321, 00:05 Published in Germany Germany by Master_rg
Hello fellow citizen,

you are reading a part of my series of articles about my trip to eRepublik Labs from 07th to 10th dec. In order to make it more easier for you to get in touch with every topic, this table of contents can be found on top of every article. It will directly link to the specific topic you click on.


Table of contents

1. Preamble and some rules
2. Clarification about some used terms
3. How did it come to that visit

4. What happened during the days
4.1 Wednesday
4.2 Thursday
4.3 Friday

5. Problems eRepublik is currently facing
5.1 Community
5.2 Economy
5.3 Military
5.4 Politics
5.5 Newspapers

6. Some quotes of players which appear regularly
7. Conclusion



#5 - Problems eRepublik is currently facing

I think it should be clear that you could fill like hundreds of pages by talking about the problems eRepublik is currently facing. I would like to give you a basic list of things I have identified before and during my visit. Again: It’s not a complete list but feel free to leave some comments about this topic. It’s important to actively speak about those issues in order to get a better overview of the overall situation.

Last but not least I will collect all of your comments in order to create a solid foundation for a discussion platform about the future of eRepublik I am currently planning.


5.2 Economy

Aww yeah, I knew you were waiting for this topic. But, to be honest: You won’t find an answer about the current problem of the economy here, it is just a list of ideas which could fight the current situation.

Please also ask yourself: Is the current system really broken? I have asked myself the question multiple times and I can’t really give you an answer. The food market is a good example for that: People focussed on weapon production, during the latest event a lot of players got a relatively huge amount of energy available and all out of sudden: Food prices increase due to the higher demand.

On the other hand you could say: No, the economy still doesn’t really work as the latest event just fought the symptoms of it by increasing the overall demand which can’t be carried by the production.

Is a removal of the possibility to work as a manager the right decision? Should it be easier for new players to enter the economy module - and is the economy module a part of the game every player should try to play around with?

I will try to show you some of my very basic ideas which need a lot of tuning and fine-tuning - again: There isn’t an easy solution.


Add different production lines / Removal of simple Raw Material -> Item production

- The current system is relatively easy - and maybe too easy
- Maybe think of production lines where you need to: 1. Get Raw Materials, 2. Transform them into a basic first item/part, 3. Put those parts together in order to get a real item in the end



Skill based productions

- Maybe add a skilling system for high quality items
- BUT: This may excludes new players from this module
- BUT: Do new players need access to this complex part of the game?



Make items dependent of each other

- If you want to include new players, they need to have the possibility to maintain companies with at least some profit
- Maybe make it required to use low quality items in order to create high quality ones
- This is also in a quite deep connection to the production lines



Give players the chance to get a company more easily

- Spending thousands of gold for a Q7 factory isn’t really worth it
- Maybe create one factory and buy more “machines” which make it possible to create more end-products
- New players will get a chance to directly start with a more or less profitable production
- BUT: Low quality weapons will continue to stay unprofitable



Temporarily increase the usage of items

- The current situation at the food and housing market is a good example
- The demand increases and so does the price
- BUT: It only fights the symptoms
- BUT: New players may may not be able to afford those items



Add a weekly challenge or leaderboards for the economy module

- Right now it feels like only the military module gets rewards
- Add a rewarding system for the economy module
- Think of: Who was the most productive player? Who created the highest amount of profit? Who had the most employees working?
- BUT: Be aware of possible abuse when people may just start to buy stuff from each other



Somehow deal with organizations

- All active organizations together own more than 130.840.731 currency and 208.767 gold
- Some of them can easily control the whole monetary market and even the whole item market
- The 10g transfer limit handicaps normal players whereas owners of organizations are able to live a quite luxury life
- The allocation of organizations in countries is unfair as every country has a different amount of orgs available
- We need to find a way to balance the system together with normal players
- BUT: Overpowered influence on the market could also exist if you only got a hand full of rich players
- There isn’t a real solution as e.g. the removal of organizations in connection with unlimited gold transfer just shifts the problem into another area of the game



So, once again dear reader, what are your ideas and opinions? Let's talk! 🙂


(Attention: Due to christmas and in order to have good discussions, the next article will be released on 27th dec.)