TRC: Worker Skills in the V1 Economy
Kaleb
V1 is coming! And with it there are going to be a number of neat changes and new additions in various aspects of the game.
The beta community's help will be needed as much as ever in V1 as there will no doubt be some fine-tuning needed in the new economy in order to get the balance just right.
One such change that will be coming is a re-categorisation of citizens' work skills.
At the moment, your citizen has a skill for each product they procude. So if you makes Houses you have a skill in Housing, if you make Weapons you get a skill in weapons.
This is a bit unrealistic as in real life if you are good at making houses it may be fair to expect you would be good at making other constructions too! This is also unwieldy as in V1 there are going to be new types of companies and new products to go with them. I am sure in V2, V3 etc there are going to be more and more. So it is going to be awkward is you have to be able to see your skill in each product!
So what will be changing is that in V1 companies will be grouped according to their type and citizens will get a skill based on their "industry type" rather than the actual product they make.
The re-categorisation will be as follows:
Construction: Housing, Hospitals + a new product
Manufacturing: Weapons, Food, Gifts, Moving
And... there will be a new 'Industry'...
RAW MATERIALS!
There will be 5 raw materials that are needed to produce other products.
If you have skill 5 in Housing you will automatically get skill 5 in Construction in V1. If you have skill 3 in Gifts and Skill 2 in Moving then the plan is that you will receive Skill 3 in Processing. So your highest skill in an industry will be the one that is transferred (although this bit is not confirmed yet).
These changes are being announced in advance so citizens can take this into account when developing their own skills or running training companies.
Subscribe for further updates and please also register on [a url=http://www.myerepublik.com]MyErepublik.com[/a] where we trying to get together a modding community to develop our own applications and discuss the new features of V1.
Comments
I\'m excited beyond wonders..
Thanks a lot, Kaleb, for all the help,
One thing to mention - the industry domains will be 3:
Construction: Housing, Hospitals + a new product
Manufacturing: Weapons, Food, Gifts, Moving
Raw materials: 5 industries
Sounds awesome!! Can\'t wait for it any longer, make me beta tester! 😃
hmm... a \"universe\" where raw materials do not depend on existing natural resources, but on the will power of the people to create those resources from thin air, it sounds like magic 🙂
@George, thanks - I\'ve corrected the article 🙂
@maeghith - who said there won\'t be existing natural resources? 😉
Sounds really neat Kaleb, now I\'m really excited for V1. Thanks for the update!
Sounds good, I\'m glad I chose to skill up in housing after getting 5 moving skill.
Thanks for the update, Kal. Any indication on timescale?
Thanks for the info Kaleb. And William, I think Kaleb mentioned it coming out around September in a post on the forums, I\'m not sure where but I\'m fairly sure of the time. So not too long then, hopefully 😉
I think that it\'s not fair that those that worked in different areas lose skill because of the \'merge\'. I didn\'t expect to have the sum, but having the higher of them seems to be the most unfair situation.
I think that it\'s not fair that those that worked in different areas lose skill because of the \'merge\'. I didn\'t expect to have the sum, but having the higher of them seems to be the most unfair situation.
Great article - thanks a lot.
The \"new\" skill should be a sum according with the days worked for the actual industries. For example, if you have worked 30 days for weapons and 20 for food, you should have the skill of \"50 days\" for manufacturing, instead of the skill of 30 days worked.
That sounds cool
So if I\'m good at making Guns I\'m also good in the kitchen. I\'m off to make muffins!
Great!
I\'ll love V1.
:neat changes\"
You said it wrong
Omg i\'m Crying i\'m soo happy
well not really crying, but I am soo so happy.
I had orgasim
Liar admins told me there would be SIX new Industries. I\'m wholly disappointed.
Thanks for the informashon.
awesome....
Agree with docjones.
Looking forward for the V1 😃
Nice info, thank\'s.
It will be much interesting. Good work!
Anyway I still don\'t understand the media skill
@docjones & penyaskito - the way skills are transferred has not been decided yet. I agree, taking the top skill is the easiest way but it isn\'t \'fair\'.
@Inferno: \"Liar admins told me there would be SIX new Industries. I\'m wholly disappointed.\"
There are going to be six new industries. 5 in raw materials and 1 in construction
Interesting! Really interesting!
And a lor useful for us!
Are you allowed to defer to us whether the Raw materials will all be \'one\' type of skill, or different ones?
Also -w/ regards to companies, will Gifts companies now be able to make moving tickets?
I like the sound of this though, definitely a step in the right direction. It also makes future worker relocation a lot less painless.
Great, i see that you can espect a more realistic future.
@William of Orange: What we can say for sure is that v1 will be available this fall. We will also have a contest on the forum, something like \"Guess the launching date of v1?\" with special prizes (wild-cards for v1 testing and so on)
Great article Kaled. You\'ll be receiving a trackback soon 😉
Sweet, I can just see wars over raw materials, new side to the game. Can\'t wait to see what the new goods are!!
Moving should be splited in 4 sections: Q1 - inland traveling, Q2 neighbour country travel, Q3 continent travel, and Q4 world travel. This would preserve moving industry from bad things as - Q1 costs half of Q2, and there is practically no difference in wellness
This sound great!
Btw, will there be different raw materials available in different countries/regions?
And what about the region\'s productivity factor? Will it be related to raw materials?
@IP: \"Are you allowed to defer to us whether the Raw materials will all be \'one\' type of skill, or different ones?\"
All companies in the same industry domain will require the same skill. So if you work in a company of Raw Material A and then switch to Raw Material B you can use the skill you gained in A.
\"Also -w/ regards to companies, will Gifts companies now be able to make moving tickets?\"
No, Gift companies can only make gifts. But if they hire a skill 4 worker from a moving company it would mean they will be skill 4 in the Gifts company too. So it will allow greater movement of workers between companies as long as they are in the same industry
@Roby_Petic: The way Moving works will be given an overhaul in V1 as well. The current system of different Q affecting your wellness will definately be scrapped and some concept of distance travel introduced.
@Nerevar and Sandtux: Yes and Yes
After these changes export/import will probably be even more important!
Thanks Kaleb. Voted and subscribed!
Excelent post!
One \"raw\" material, if we could call it that way, could be electricity!
Did you guys thought of it? I mean, will it be implemented?
Without electric power on the grid, per region or per country the companies wouldn`t be able to produce or would get production penalties, for example!
Great news!
Voted and subscribed...
###### I hope this is not considered spam, as it is related to this article:
http://www.erepublik.com/forum-topic-48741.html
######
Kind regards,
Eunito.
I don\'t see that as spam 🙂 - more info will be coming as things take clearer shape. I\'m still finding things our myself! Admins do want to keep a number of things for a surprise though.
Some of the new features will mean that new citizens who havn\'t been aware of the beta will be able to make a start without being at a complete disadvantage to the beta community (ie everyone will be skill 0 in the raw materials industry).
Aw.. sweet scent of war over natural resources...
still hope they implement the resistance system, to avoid political takeover from the invaded country 😕\
btw, excellent article ! voted and subscribed
Thanks! 🙂
i think this is so much interesting!!
but what about the meaning of tickets? i think is a major problem as higher quality is almost useless as gifts are much cheaper to rase wellness..
Gifts and moving ticket industries need to be made better, currently q1 = best, theres no reason to buy q2.
I suggest raather than THESAME skill in other industries there be a multipler, so, for example, if u have skill 5 in weapons, you have skill4 in food and skill 4 aswell in hospitals, ie multipler = 0.8
Not fair, i have 4,99 in housing and 4,35 in weapons. I will just get housing. 🙁
But i will like the other things. 🙂
In the last weeks, in the Suggestion page in the Forum there was several discussion about moving tickets.
V1 will be socialist i see that GMs will not be too rich ! this game is already super but first step must be -remove bugs ! and next step is great
@Tath: \"Not fair, i have 4,99 in housing and 4,35 in weapons. I will just get housing. 🙁
But i will like the other things. 🙂\"
No, you will get 4.99 skill in Construction AND 4.35 skill in Manufacturing.
Oh, thx Kaleb, I\'m happy now, looks like i didnt understand, got to practice 😉
(Yep misunderstood it, i see it now)
I am happy because I have worked in only gifts and hospitals. so I will get skills in the two areas without having wasted time by doing work for multiple types in the same area.
awesome.
great to hear about manufacturing btw. i cannot wait to see how this will liven up the economy.
\'The \"new\" skill should be a sum according with the days worked for the actual industries. For example, if you have worked 30 days for weapons and 20 for food, you should have the skill of \"50 days\" for manufacturing, instead of the skill of 30 days worked.\' docjones, 23 Jul 2008 16:42
I totally agree with William of Orange.