The Economist ~ Why the admins should hire me – Part 1
Spite313
Dear friends,
It’s my habit every few months to make a brief stab at offering a better vision of the game. Over time I’ve waited for the admins to respond, to adopt or at least to acknowledge that the widely supported changes proposed are better than their own plans, and need not cost them the profits they need to keep the angry debtors at bay. Even as a game mod, when I could explain things to the admins face-to-face (at least in theory) it was incredibly difficult to get them to understand the motivations players had, and why they weren’t happy with this or that change. Thus I’m not really writing this in the expectation the admins will actually adopt any of my changes (or even reply) never mind hire me, but I figure if I am persistent enough eventually some iota of sense will leak through all the sand their heads are buried in.
Today I’m going to (briefly) talk about two ideas linked by the concept of population and citizenship, and how they can add another dimension to gameplay. With eRepublik being fairly two dimensional, we don’t have a lot of concepts to work with. At the minute, population and citizenship is one of the few, and yet it remains an unexploited opening for the admins.
Changes to resource bonuses
My first proposal is to change the way that resources are calculated. At the moment, each resource your country produces increases the baseline productivity of your companies by 20%. A full set of bonuses (for example) produces 20 Q5 weapons per worker. Whilst easy to understand, this robs the game of a lot of strategy. I can see potential for huge expansion of this area. Yes it involves complexification, but the game was somewhat complex in the past, and the community responded with tools, calculators and so forth. I am sure it would be a matter of minutes for someone like aVie to bash together a tool which calculates the most complex bonus complications, given formulas and so forth.
So my first proposal is to introduce three additional factors to bonuses.
First we will talk about the unifying theme here- population. In the real world, more people means more productivity. I don’t see why it should be any different here. A small country in an advantageous position can get resources quite easily. Let’s compare two countries- Macedonia and China. China has the advantage of being a fairly important power, in its own timezone, completely surrounded by weak countries. Any direction it strikes in, it can win, and so it has the full set of bonuses most of the time. It also has a huge amount of regions. Macedonia on the other hand has three regions and is bordered on all sides by superpowers. Getting any regions means first defeating a country as strong as China, and getting all ten is basically impossible. Yet Macedonia is one of the most populous nations in the game, both in terms of raw figures and in terms of activity.
Machines don't run themselves
What we need here is a reflection of that in bonuses. Regions with more population should be more productive. A bonus linked to population is also a reward for baby booms, and a challenge for would-be conquerors. Having taken the elusive rubber region, populating it could give you (for example) another 5%. Manufacturers would encourage workers to move there. Countries would fight hard to defend them. And what if you lost your stronghold- not only do you lose the direct bonus, someone else steals your workers’ productivity- just like in the real world. I could go into proposed formulas, but I promised to keep this theorising as brief as possible.
Secondly we will talk about my long term request for national projects. The idea has been kicking around for a while, and with the “market”, “training ground” and so on added to our “Land” page I don’t see what’s so difficult about adding a national project too. The project would be set by the CP in much the same way as the Campaign of the Day. Work would be carried out by citizens- it would cost a certain amount of health- maybe 20 or 30. Each citizen would contribute towards either constructing or upgrading a national project. Each region would be capable of building one. The projects (call them Railroads, Ports, Airports, Space Stations, Manufactories or whatever) would provide production increase to the bonus affected by the region. For example, you might construct a port in a fish region, it might give a 1% boost to food raw material/food production. Each upgrade would increase it by 1%. It might take a few months to get a Q5 fish port, even for a big country. But the 5% would be a big bonus and one attached to the region forever- again making the idea of regional strategy more central.
Your slave labour can bring us space travel!
Finally I want to talk about the idea of market dominance. If you have one grain region, you get a bonus. But what advantage for having 5 or 10? There are none. I propose that if you have over 3 of each resource and at least one of those is not from an original region, you should get an additional bonus to represent a monopoly of trade. This will encourage countries to hold onto more regions- and give enemies a good way to hamstring them. All those useless French regions? Poland now has a reason to own them. This still doesn’t give a massive advantage to countries like the USA- although personally I think their number of regions should be drastically reduced. 50 regions might be historical, but it’s not practical. It makes conquering the USA one of the most difficult tasks of the game, and gives them the ability to sacrifice and reclaim regions other countries don’t really have. I’d gladly merge a couple of UK regions on the map if it meant limiting countries to a maximum of 10 core regions.
All your rubber doth belong to me
Changes to Resistance Wars
I think that everyone agrees the current resistance war system is a poor one. The cheapness of a resistance war takes away the strategy involved. In the past, resistance wars were carefully planned and executed. Now, we see dozens every day- most doomed to fail and started mainly as an irritation or distraction. In the real world, an occupied people were often inclined to resist the rule of their masters. One of the ways this was prevented was to occupy soldiers in the conquered territory, and even to bring citizens in to occupy and hold the new land.
I propose that we adopt a similar situation in erep. The base cost of a RW will remain at 10,000 currency, but there will be a cost of an additional 50 currency per citizen of the occupying country present in the region. So for example, if 800 citizens moved to the region, it would cost 50,000 currency to RW. Why do I propose this? Firstly because it will give the conqueror an element of protection. At the minute game is too fluid- gains are too easily lost. Making it more expensive is something we’ve always had, the main twist being to associate the increase in cost with citizenship rather than population- after all your own population wouldn’t be opposed to the resistance.
La Clichéd image
These two changes, to production and to resistance wars, are easy to make. The admins could design and implement them in a month at most. It wouldn’t challenge their profit making, it would make the game (slightly) better by introducing some actual strategy. At the minute we’re all doing a mass impression of a woodpecker, bashing our heads against walls and calling it strategy. We need to introduce some actual thought into the game again, because right now countries gain and lose very little from war other than pride. And frankly, pride isn’t enough to keep me in the game.
Next time I am going to post some more ideas regarding the war module.
Iain
Comments
Too long to read it now, will read later.
Voted anyway.
vote
vo+1ed
good one, voted
Your ideas are good. Therefore they are likely to be ignored.
Your ideas are good. Therefore they are likely to be ignored. x2
worth reading 🙂
v+s
Voted
The business ideas are sound the RW ideas are slanted to rich country's at the expense of poor country's.
very nice idea about the region bonus and constructing stuff, but i think it would also need to cost gold otherwise mods wont listen to you..
that is also basicly what i read.. seeing as im in a hurry and i saw slave labour so i read that part 😛
IRL more population implies more production per se, cuz you have more workers. Having more population doesn't mean my workers will produce more :/
So, if you think it'd be nice to get a production bonus per population is ok, but don't use RL as an example.
Rest of ideas are kinda ok.
Your ideas are good. Therefore they are likely to be ignored x3
voted
This game became boring long ago and it's not improving. IMHO a lot of older players stays here just because the invested so much effort so far. I personally regret the time spent in game which became pointless, repetitive and doesn't bring joy anymore.
It's just I'm afraid the admins are scared too much to change anything after v2 disaster.
Your ideas are good. Therefore they are likely to be ignored. x4
@Leroy exactly. Rich (ie populous) countries do have a better chance resisting an occupying force than poor ones you know.
Even if the ideas are ignored, i believe they would represent an improvement on the gameplay. eRepublik became too immediate, lacking in strategy and requiring less intelligence.
Keep up the good work.
voted. Great Ideas!
But
Your ideas are good. Therefore they are likely to be ignored x4
🙁
Good ideas.
Good point!
Voted!
Voted and subscribed, liked the way expose your ideas 😉
This was some great thoughts and ideas, some of them perhaps a bit hard to carry out in the game, nonetheless it was definitely worth reading 🙂
Great ideas, rly
Sounds reasonable.
You are a wise man! Voted, really cool
Good ideas!
But why do you think the admins shut down their own forum? They don't want ideas, they want money
Your ideas are good. Therefore they are likely to be ignored. x3
"Regions with more population should be more productive."
They already are. Production = Population x employment rate x base production x production bonuses, if you increase population you increase production. This is really not worth suggesting.
"The project would be set by the CP in much the same way as the Campaign of the Day. Work would be carried out by citizens- it would cost a certain amount of health- maybe 20 or 30. Each citizen would contribute towards either constructing or upgrading a national project. Each region would be capable of building one."
This is solid, I believe this will happen. A military based one where influence is increased, an economic one where productivity is increased, and an ehuman interest one where you can recover additional health.
"The base cost of a RW will remain at 10,000 currency, but there will be a cost of an additional 50 currency per citizen of the occupying country present in the region."
This is a great suggestion and aligns with the cost of starting a war without NE. I would also add something along the lines of a 24 hour time limit between each attempted RW, and even further, increasing the time between RW attempts by 24 hours each time a RW is blocked. For example, if Poland blocks its third RW of Isle de Paris in a row, the next RW of that region could only occur after 96 hours (4 x 24).
Sounds interesting. Vote
I think you fail to understand what I am trying to say. Having more people in your country or region doesn't increase your production per worker. It might make getting workers easier. It might increase total gross domestic product. It's not the same thing.
vo+ed
voted, great ideas
"Yes it involves complexification, but the game was somewhat complex in the past, and the community responded"
This is what the game lost ..purposes for communities .
Now the only purpose for communities is war .Before,when the game was more complex ,there were mini communities inside the communities that worked together for a common goal ,even building a tool for a complex economic module was a community goal .
Bring purposes back to communities and the game will improve.
"IRL more population implies more production per se, cuz you have more workers. Having more population doesn't mean my workers will produce more "
:rolleyes: naive :rolleyes:
I really agree with your ideas about resistance wars
IRL higher population means a lot of things. There is a reason major industry is located in densely populated areas. Better access to high-skilled workers. More surrounding supportive industry. Good communication and transport links. Good local research institutes and universities. And so on.
I have an idea. Put it in your article Iain Keers. All countries to have same number of regions, for example 6.Because Macedonia has only 3, and USA, like u said, has over 50...
I'd like your ideas, some of them looks familiar like in a civ game, but like in more online games, I'm afraid that admins will ignore them as usual (don't know why they are so stubborn)
I am your master.
Nice article.!
But I suggest also equal number of regions for each country!
vote, excelent
Regarding your population bonus, I'm afraid that it would attract players to a few really populous lands in game. Thus leaving the smaller ones even smaller. Polorising the eworld to only really matter the superpowers. Who wants to fight for a lost country? Otherwise you have a good point here and please don't give up your fight for a better game.
Voted, nice ideas
Nice! Too bad it will be ignored...
So good!
Voted!
I sincerely hope the admins do not listen to any of the economical suggestions.
What you're proposing basically is to make the top 2 countries stronger and everyone else weaker, rewarding the rampant multi use in the game even more.
1. Higher bonuses for more players = who has the most multies, gets the bigest bonus. Also small countries are basically without a chance, because their players will be immigrating to bigger countries because of the bonus before they can accumulate them. The circle is magical and complete. Something of the sorts is happening right now, which is one of the bigest reasons for the strenght of both Serbia and Poland. If all the foreigners left all of a sudden and went to their respective countries, things might look much diferent then they do now.
2. The national project idea has some merrit to it but definately not in the way you're proposing it. Again big countries will build Q5 much faster then smaller countries and thus increase the difference between the two, increasing the immigration towards bigger countries from smaller countries and further disturbing the balance and killing the economy and strategy in the game.
3. This would be the icing on the cake or the last nail in the coffin if you wish. Cumulative bonuses for having the most multies with which you get more bonuses, which help you to get more regions which get you even more bonuses which make the players from smaller countries to immigrate to yours. This last change would mean the end of the game for sure if the other 2 have not finished it off. What you'll get is 4-5 mega countries being occupied to suppress the daily RWs on their territory and nothing else.
What the game needs is less accumulation, not more, less accumulating bonuses, not more. The constant indirect devaluation and accumulative bonuses as compensation that are being given are the main problem the game is in this dire state. Because with all of it, multies have been rewarded time and again, to the point where it is now more important to have 10 bonuses then anything else.
Because this way you attract all the multi production to your economy and thus all the multies are fighting for you in your battles. Once you get a large enough share of the multies in your country you're very hard to beat.
The RW idea is even worst, the system is indeed bad, but not because it is too liberal, but because it is too restrictive. What has to be done is to eliminate the 1 RW per country limit and make it at least 2 or better yet unlimited. Occupation should be hard and costly and not as is now.
Not to mention that with the new MU missions, RWs are 2 times as hard to achieve, because if you move to fight in RWs then you forfeit your mission and if you do not you are - 60 hits per player from the start.
All in all, each of your proposal are in the best interest of the big countries and ONE in general and against everyone else, making it easier, cheaper and more rewarding to occupy smaller countries who even now have little chance to oppose.
What this will lead is that the few other big countries still actually fighting to help smaller countries will give up, and will come to an agreement with the current ones to divide the smaller ones among themselves.
What we need is qualitative rewards, not quantitative rewards. Exactly going from qualitative rewards to quantitative rewards has lead to the imbalance, simplicity and low quality of the game currently.
Your ideas are good. Therefore they are likely to be ignored. x6