Ways on how to improve eRepublik.

Day 1,652, 20:15 Published in North Macedonia North Macedonia by Ingame54
I’ve read a lot of articles with suggestions on how to improve the game, this is just a collection of some of them, because I don't remember them all... and it's also 5am 😃

Economics.

Economy is not my strong side, so I’ll just copy everything that jamesw wrote in his article and hope he won't be mad 😃

First of all, lets remove the "absolute" costs of companies. The cost of a company should be relative to a citizens time spent in the game. At this moment in time, I could buy myself 2 Saltpeters a day, without spending a penny. Conversely, lets look at some of the players I used to employ in Legion. I gave them 10 Q5 weapons per day for working, which they could sell for a net income of around 320 GBP a day. With the free companies from admin, they can also produce another 80-ish GBP. That means that it would take them around 40 days to make what I do in a day. As amazing as I am, is it fair that I make money 40 times "better" than new players? - Of course not.

Instead of Saltpeters costing one amount for all, I would propose that as you level up, the costs increase. Lets say to start with, everything is 20% of its current price. That means Saltpeters are 1700 currency. A new player who joined could create one saltpeter, without spending any money, in 4 days, as opposed to the current 18. Every time you level up past level 10, the relative cost would increase by 10%. This ensures a better ratio between new players, and the established ones like myself.

Going further, what about also forcing those with a higher income to also contribute more? Again, it would seem fair to increase the price of new companies based on your current stock: for every RM company you buy, the price of the next one will also increase by 10%. This would mean that those who spend money cannot continue to be placed on the level playing field with those who do not; as well as also acknowledging that the profits from companies these days are, relative to what they were when I started my first companies, miniscule. I could make around 9g per day from my Q5 weapons company around 18 months ago. Now, I could make around 1 gold, unless the wage/weapons market drastically changed.

We should, however, not completely remove the advantage of old players - otherwise countries will simply become revolving doors; as the old die, the new take their place. Thus, I would propose that the 'old tax' - the 10% price increase per company owned, would be a tax that contributes to a country's treasury. It makes sense for a state to take from the rich, and use this to give to the new; its a duty that players in eRepublik have accepted - because no-one else; Plato, admins, moderators, coders or other eRep staff seem that interested.


Economic Boosters

At present, there is little that citizens of most countries can do to increase their countries economic boosters, short of spending mountains of gold in conquest to gain regions, or in defence of already conquered regions. As well as this, alliance politics also ensures that countries who are not Serbia, Poland, Croatia or Bulgaria have the potential to ensure they receive the necessary damage from their allies. Geography also plays a part: China and Brazil, thanks to their borders and bordering nations, can easily maintain 100/100 economies; with little effort required by either, or a huge effort required by ONE, to undo this.

Why not introduce a social dimension to Economic Boosters? Instead of being "final", what about a monthly booster, granted based on a countries increase in population, damage or voter turnout? This not only rewards players for recruiting or retaining players, it does so outside of the war module - to place such an importance and benefit outside of the dreary war page is a welcome improvement; if countries put as much effort into retaining or recruiting citizens as they did fighting their eternal enemies, there would be millions of players on this game.

If you want a proposed formula: fine. Lets say during a month, Country A recruits 1000 players. Country A had a previous population of 3000. Thats a 25% recruitment rate. Thus, we get the first part of the social economic booster: (3000/1000) or (previous population/new recruits).

To finalise the booster, lets account for how many players the new nation retains. In the UK, retention is hard to gage, but we get over 1000 new recruits a month. Our population has remained steady, but lets propose that we currently retain 100 of those. That means we retain 10% of those who join. This could be demonstrated in the final part of the formula as recognising that we have added roughly 3.5% to our population. Meaning, our bonus would be:

3/0.3=10, or to make it simple;
(previous population/new recruits) / (new recruits/previous population). So, in return for increasing our population by 3%, all our citizens would benefit from 10% extra production for the following month.

Of course, this would need to be pegged to stop awful things happening should babybooms occur; it isn't right that people could produce 100-1000% extra, right? So just as military boosters are limited, I'd propose that the total amount of booster available would be pegged at 25% of total production. This is by no means trivial though; if the UK had this 25% boost, its 'normal' economy (60/60) (post-agreed region swaps with Ireland) would equal that of China or Brazil, (100/100).



Finally, lets make Presidential goals actually mean something. At present, they are political tools to lure new citizens into voting for players who promise the world, nothing more. I propose that a staged monthly booster is attached, to reward good Presidents and Governments, and also make it important to be a responsible President; don't promise what you have no intention or ability to deliver. The booster I propose would be;

Achieve 1 goal - 5% booster for economic production or military damage
Achieve 2 goals - 10% booster for economic production or military damage (or 5% booster for each)
Achieve 3 goals - 25% booster for economic production and military damage

As these rewards are lucrative, especially if your country is "victorious", this of course necessitates a change of the goals a President can set. First, let us remove any percentage increase below 10% - a 1% increase is something which can be granted without any attention whatsoever. A 10% increase in population will necessitate a government to work diligently.

Let us also replace the GDP measure (which has been broken for a long time anyway) with average wage. It makes sense for a government to be able to promise meaningful promises in both social, economic or military matters.

I'd also propose that we remove the necessity to keep control of conquered regions. In this module, as we have seen, any country can lose any region in a RW. It is pointless to offer Presidents a goal where they can only realistically achieve it by attacking the mentioned region(s) a few days before the end of the term. Instead, I would propose that the goal is completed when the proposed regions are owned at the same time; for instance if my goal was "Newfoundland and Labrador" and "Prince Edward Island", ie promising my voters I would get them some Deer to increase their economic output, the moment the UK owned the regions of Newfoundland and Prince Edward, I would have completed my goal. This in itself is complex, but if you were feeling even more so, what about setting an allotted amount of time that you would own the regions? A week? 10 days? The choice is yours, Presidents

** I should add, when referring to boosters, it seems unfair to make them cumulative. They should be based on the notion of original region economic benefits, of which every country is capped at 60/40 or 60/60. The effects of having an effective output of 180% would probably cripple a country, or force it to dump elsewhere. So, instead of your economic booster being 25% on top of your "conquest" booster, it seems fair that both boosters would add 25% of your "original" base production. Same rule applies for political too!


Political Module

President’s and Ministers
I must agree with jamesw with this one, the Political Module is really dull. My idea is to give ministers a bigger role here. The President can set the following roles:

-Minister of Defense – he can propose Natural Enemy laws and change the Campaign of the Day
*The MoD has 2 Deputies.
-Minister of Economy – can propose Donation Laws and Trading Embargos.
*The MoE creates a council of himself, the President and 10 more people (preferably who know something about economy 😃)
-Minister of Foreign Affairs – proposes MPP laws.
*The MoFA has 2 Deputies and has the ability to set Ambassadors in every eCountry.

The CP can change the Minister only once during one term.


Congress
Now about the Congress, another idea by jamesw, a congress should be allowed to decide a countries progress, should they be a social, economic or military one. They can also change the type of Government the country has.

-Social countries increase the rewards from medals by 25%;
-Economic countries can receive benefits from 3 regions not connected to their capital, by declaring these regions “outposts”;
-Military countries share their NE bonus with all of their MPP nations. (eg, if Poland is a military nation, all of polands MPPs will do the 10% bonus in wars with one of Poland's natural enemies)

Government organization
The organization of the countries.
Democratic nations hold the normal elections every month, and all of those elected get the normal powers. Players receive a democratic bonus of 1 gold whenever they vote; in MU, party, congress and president elections.
-Theocratic nations elect only a president, MU leaders and party presidents. This president then appoints a congress and the ministers. The country receives 10% more tax revenue because of its efficient structures.
-Anarchist nations elect a leader once every two months and have no political parties. The president appoints 5 citizens to his office, 1 for finance, 1 for the military, 1 to represent the military units, and 2 to represent the people. All citizens get an additional 150 wellness points added to their capital, as they are happy and contented.
-Dictatorship nations have one party. All citizens are automatically members of this party, and receive 5 free weapons per day, on top of their +1 XP and +1 strength bonus for working and training. Any battles involving this nation, when active, are the only battle that anyone with this countries citizenship can fight in. When there are no battles involving the nation, the leader selects 1 battle in its place.
Federation
In the eWorld we have seen a lot of unofficial federations, like Germany and Denmark, Denmark and Sweden, Netherlands and Belgium etc. so I thought of a way to make it official. It begins with the Presidents of the countries who want to be part of the Federation, send a message to the admin with a name of the Federation and preferably a flag. Than the admin unify's it's regions, changes the name and flag. The countries that are part of the Federation have their own President (who is elected every 10th of the month) and a supreme president that is elected every 5th, so if there are two countries in the Federation, there are 3 presidents, two country and one supreme president. On every 20th, a referendum is held where the citizens of the countries within the federation can vote:
A: Stay in the federation;
B: Leave the federation.


War Modules and similar

Civil War
I have thought of two ways how to start a Civil War.
1. The first way can be started only by a man who lost the CP elections in that month. He needs 100 supporters (they don’t have to pay anything) who are from the same party that he is in. Than there is a battle for the capital region between the current president and the rebellious president. The winner is crowned President till the end of the month, or at least until he loses a Civil War.
2. If a country is part of a Federation and in the referendum the majority is for the country staying in the Federation, than the citizens who voted NO can start a Civil War, again they need 100 supporters.

Military Units
There are hundreds of ideas for the MU’s, I’ll just write a few of them.
There are two types of MU’s, civilian units and army units.
1. Army units can own companies where only members of the AU can work. The commander can set the number of how many tanks can be sent to the members. Tanks can be sold and buy Weapon Raw Material. The AU’s have 10.000 storage, which could be upgraded. The companies in the MU can’t be sold, but can be dissolved. The companies are also 30% cheaper.
2. The MU leaders (Commander, 2nd Commander and Captain) can change their rank. For example instead of Commander the leader could be renamed to “The Boss”, the 2nd Commander is “Underboss”, the Captain is “Caporegime” and etc. The MU can also have a council which can also be named.


Like I said, there are many ideas (unfortunately I don’t remember them all 😃), if you know one, just PM me and I’ll change it.


And also, it would be cool if we brought back the fortresses 😃