Simple solutions to large issues

Day 701, 23:00 Published in USA USA by xanthrax

The eworld is suffering from a huge case of oversupply in most markets and all products. Some of this is caused by the abuse of hospitals to gain wellness making most other products useless, who needs good food a house or gifts when a hospital deos it all for free. Some is just a case of so many people gaining so much skill production levels are growing quicker than population. Some is just the creation of useless items like high Q moving tickets.

Here is my 20c worth of thought

Hospitals need to run with a progressive formula as almost everything else in game does. Removing the ability to gain wellness from them all together without crippling fighting ability is a must.

So something like "Fights today" * "Hospital Q " * 2, with a max gain of 50 wellness

5 fights at a Q5 gets you 50 wellness
5 fights at a q4 returns you 40 wellness
2 fights at a q5 returns 20 wellness
3 fights at a q2 returns 12 wellness

Its really that simple to me.

Hospitals could also be allowed to be upgraded once placed, just like a company being run by the state.

As for production and comsumption a simple /2 at the end of productivity calculations would ease overproduction greatly. Halving production would do wonders for markets.

Moving tickets could be corrected by adding non refundable cancallations and lay overs mid flight with increased likleyhood of occurence with lower level tickets.
For example:
With a q5 ticket never an issue
With a q1 ticket 20% chance of cancelation, 10% layover chance when travelling internationally.
A layover would be a stop in a country between origin point and destination where travel is then banned for 20 hours.
How attractive do Q1 tickets look now?

Isnt that all a pretty quick and simple fix to a lot of problems at the moment.