The Econ Mod, What I'm Seein'
Thedillpickl
Papers I Like:
The Written Word
The Halfing Times
The Voice of Candor
A Resolute Mind
The Stench Of The Pigpen
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Disclaimer: This is not an attempt to attack eRep, the Admins or harm anyone. Hopefully, my article will be seen as constructive criticism and may possibly change the direction this is heading. I do not intend my words to start a public debate, merely to explore the facts [begin edit] as I see them. [end edit]
Hi Kids!
All I can say is 'this cannot be a plan'. If it is, the idea must be to make the Econ Mod work for everybody. If not an evil plot to uproot established players, Admins are being irrational regarding the Econ Mod. They appear to be acting as poor coders, who patch a program with a buggy patch. Then they write another buggy patch in an attempt to fix the first patch, instead of correcting the original problem.
The Start Of It All
> The first mistake was making it easy for anyone to start up a company.
Cutting the price of owning a company to 10 gold and giving free 'land' allowed almost anyone to start a company. Too many new companies raised overall production. As the markets were saturated, prices plummeted. Also, too many companies and suddenly there weren't enough good workers, wages soared. GM's couldn't sell for a profit
> To give more profit, GM's were allowed to work their companies for the cost of 10% health.
This provided them more profit as they, for all intents, worked for free. Please note that I have leveraged this 'feature' to my advantage and have progressed in several aspects of this game very quickly since this change went into effect. However, I believe it is an error to increase production even more and this is being compounded into the present day.
Patch, Patch, Patch
> Gold prices are manipulated.
> Overproduction is siphoned off.
I have absolutely no way to prove this, but there was funky shiz going on a few weeks ago. Finished products as well as RM's disappeared like crazy, prices went up dramatically and the gold market was jumpin'. Meanwhile no changes were made to the Econ Mod that would account for this.
Only The Strong Survive
> This is too hard for me!
The dumbing down of Econ, taking strategy out of the game is Admins main goal here. We now have several noobs running companies and they are floundering. Cries of, "Help me, I don't know how to do this hard thing!" are heard on the forums. Instead of letting nature take it's course (as it was starting to do), the maternal Admins stepped up and rescued the baby GM's. Here, Mama will make this so ever simple that even baby can run a company.
> Let's make it fair!
After all it's not fair that Bobby and Billy get q5 companies and I don't. Well lets just make 'em all the same then.
> Waaaah, Waaaah! I don't have enough RM's!!!
OK, Mama will give you extra RM's.
The Door Slammed In Your Face
> On day 1250, the Admins are to put business managers out into the cold.
Baby will be kept inside and warm. Little, one RM owners are pretty safe with the 1,000 unit limit on storage. Any one who owns a large corporation with employees is likely to be screwed.
Well, I said my piece. What do you think?
Comments
Let me know if you like the new "Bullet Point Format".
Let me know is you don't.
Just acknowledge that I'm alive, dammit!
I liked the new "Work as Manager" option as it allowed me to be Philanthropic (until I went overboard with it). Now, with the new production rates, I hope "going overboard" with philanthropy will be possible.
RM? What does it stand for? And your alive.
Accurate Article, Only the Strong will survive as the econ module becomes more utilitarian. Regarding the Storage Limit on 1250, it should be tied to #of land plots / character level beginning @ 10k, Adding an additional 5k per.(my opinion)
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"The dumbing down of Econ, taking strategy out of the game is Admins main goal here. We now have several noobs running companies and they are floundering. Cries of, "Help me, I don't know how to do this hard thing!" are heard on the forums."
Citation? It is easier than it was in the past. Far easier. And I haven't seen any new players come to the national forum complaining about being confused about the changes.
If you looked harder you would see that strategy is not being taken out of the game. It is being put back in.
@Bruce, yes, I especially like to help employees who are good workers. It helps me give to them what my first boss did for me. I would have my paper and work in the UIP, but Shaun taught me how to create wealth, which allows me to do so much more.
@Jon, sorry, maybe my new format is a bit too abbreviated. RM = Raw Material, as in grain, iron, oil and stone. Also the companies that produce them.
@Tiamati, pretty much agree with your thoughts on storage capacity. Unfortunately, I believe the Admins intend to use this to cripple businessmen who know how to use Econ to it's full advantage, thus favoring less skilled players. Whether this is to "be fair" or an attempt to use up gold, I believe it to be a bad idea.
@CRoy, I will look tomorrow for some 3 & 4 week old threads in the eRep forum where I noticed a few people asking how Econ worked. I was doing something else and was not researching for this article. They were only noticed in passing.
Please not the title above "The Econ Mod, What I'm Seein'", this is not an exhaustive exposition by any means. I'm trying a new format of concise, bullet point type observations mixed with hard facts, when critical and easily available. My new RL work schedule doesn't allow me to spend 10 hours doing research writing a fake article for a game. I hope you can understand that this is not an attempt to spread disinformation.
My point of reference as to the Econ Mod starts about four months ago, I am not familiar with older versions ease or difficulty. The new changes of which I speak are the response of Admins to the flood of new business owners since the "10 gold buys a company" change. I believe you've misunderstood my point. It is very easy now to run a company. Every thing is handed to you on a silver platter. There is nothing to learn. This tends to contradict your last statement of strategy being put back in. If you have less options to screw up and fewer choices to make, what opportunity is there for me to run my business different from yours?
This is starting to look like the glut at the end of V1. Even constant warfare could not consume all the product.
Admin's solution that time was to allow differentiation in products & work skills. Of course, since then, all that stuff was rolled back.
I expect them to reconfigure the production formula yet again rather than march into another V2 fiasco.
At least this time we can consume our own product directly from storage. My main question now is which storage items Admin will choose to lop off from our inventory on day 1240 (or whatever it is). Because the glut won't just be on the market. It'll also pile up in storage.
Relevant ....
But with one exception - "only the strong survive" - taking into account factor such unpredictable as Plato - the exponent of "strong" - is just a word ....
today you may be "strong" - and tomorrow - after unannounced patch you may be a bankrupt.
😁^ Amen!
IMHO there is one real solution to fix the main problem of oversupply in the markets. That solution is to remove "work as manager" and to go back to the old system of requiring companies to have 10 players in the company to get maximum production. That would revitalize the job market as well as put a brake on the constant oversupply in the regular markets. Simple as that.