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Simcountry is an Online Digital World where you are the President of a country.
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Contract mechanics improvement? (Kebir Blue)

Simcountry: Simcountry Bulletin Board  Contract mechanics improvement? (Kebir Blue)

Procras Tinator (Kebir Blue)

Sunday, October 31, 2004 - 05:43 am Click here to edit this post
I'm finding -- at least in my early days with this game -- an irritation with contracts.

Because contracts are done as absolute quantities, they don't reflect changes in production, which changes are happening to me a lot right now as I try to rescue this country from the ravages the automation inflicted, including a huge lack in LLW.


Suppose a coorp contracts to sell X units, representing 30% of its production, to a second coorporation which thus purchases 98% of its need in that commodity.

But suppose next month the productions of the two coorps change -- now the seller, still selling X units, is selling 45% of its production and the receiving coorp, whose production has dropped, is now buying 110% of its need.


Would it be more realistic to have selling and buying done as percentages -- i.e. coorp A contracts to sell 30% of its production and coorp B contracts to buy 90% of its need; and each month the minimum (or maximum) of those two values generates the X quantity which is sold?

It certainly would make for a smarter automation, doing what the players would probably want to do if they had the time to micromanage everything...

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