online games, multiplayer games
Simcountry is an Online Digital World where you are the President of a country.
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What is Simcountry?

Suggestion

Simcountry: Simcountry Bulletin Board  Suggestion

ZERO ONE

Monday, May 10, 2004 - 01:12 am Click here to edit this post
Introduce transport costs of goods to allow regional trading monopolies. i'll argue the benefits to the game of this suggestion, if implemented. i'd like to hear what others think of it, if they can be bothered reading it all. lol, though i doubt it ;)

it's a very simple thing which would introduce much greater complexity into the economic/political aspects of the game. corporate transport costs for goods could increase exponentially by the amount of regions needed to reach its destination. extra costs would be added for crossing continents.

the purpose of this would be to create regionalised trade relations. the current situation is of an industrial era production system with an unrestricted lassiez-faire capitalist system which has no analogy in historical fact. the claim that this game is realistic is, imao, untrue in this regard.

historical empires competed for trade routes and dominance in important industries. trade/economic dominance was an expression of military dominance, since industries were guarded and expanded by military force. the european colonial era is a perfect example of this. the indian cotton market was destroyed by the british backed trading companies in order to force indians to buy english cotton, for one specific example. c3 countries in this regard would be the 'native' countries, ready for economic exploitation by presidents.

the effects of this suggestion, if implemented, would be that sim countries would seek to build empires which have colonies across several regions, and possibly continents. transport costs across player owned countries would be minimalised, meaning that having a far imperial reach would be vitally important, both to gain access to foreign regional markets and to reduce transport costs.

countries could then use military power to destroy selected industries of other players and c3s, so that the monopoly country could sell their goods within a region at a higher price without competition. obviously, high ppw industries would be the main target for a monopoly. ultimately, a country would use military power to protect its monopolies.

federations would become more important. each member could attempt complement the monopolies of other members, and a fed could have monpolies controlled over many regions and industries, making power politics an aspect of the game again.

trade tariffs (increased tax on imports in selected industries) would complement this situation, because countries could use tariffs to support their domestic industry and challenge any monopolies. the necessary downside to this is that their corps would have to pay an extra amount on un-tarrifed goods, to simulate the tariff retaliation of other countries. this would make the case of whether to introduce tariffs an important satrategic decision, with both drawbacks and benefits.

also, the president/ceo interaction would become more complex, as ceo's choose to either accept or challenge the monopoly. if they choose to, they could attempt a hostile takeover up the presidents monopolised industries for their own profit, and presidents could attack the ceos indusatries in retaliation.

it seems as if the gamesmasters are discouraging inter-president war, but alowing economic competition, within the limits of the current unrealistic trading system. my suggestion would not compromise this, but complement it, as the main reasons for war would become the destruction of corps, not total destruction. economic competition would become much more dynamic.

trade and military empires would then become standard. currently, the only real reason to build an empire is to transport population into the main country, which makes empire building pointless to most people if there is no aspect of competition. my suggestion would reintroduce that competition without compromising what seems to be the way the gamesmasters want simcountry to be played.

i don't know much about programming, but it seems to me that the code for this wouldn't be particularly complex. i guess it all depends on what vision the w3 staff have for the game's future ;p

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