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Good bye speech - very long

Simcountry: Simcountry Bulletin Board  Good bye speech - very long


Friday, September 12, 2003 - 12:44 am Click here to edit this post
Cube, See ya! Thanks for spurring me to build my millitary while you were in my neighborhood. I didn't pay close enough attention to your advise on ecconomy. Any advise before leaving? A better ecconomy could help me build a better war machine, and I'll be reset soon. HELP!

Happy trails friend!


Friday, September 12, 2003 - 01:51 am Click here to edit this post
soft cocks

... as opposed to roadkill.

I still can't see how anyone can think this is a game of economics. Worker relations isn't a factor, except for the unreasonable fact that paying more and more and more and more (thus putting up more in the expense column) universally makes a corporation more profitable. The "Quality Upgrade" system is unreasonable-- no allowance is made for a corporation to make its money by making lots of cheap products instead of fewer amounts of higher quality products. In a real economy, both high and low quality products have their place. Consider food-- McDonald's vs. Fine Restaurant-- Ground Beef vs. Prime Rib. The "quality" of the production process, as well, is not usually "invested in" with "upgrades." A company chooses a production process and hires its workers based on the machinery they can get and the quality and quantity they wish to produce. Yes, if this were an economics game, production facilities would have more than just one building that costs the same amount (barring the useless, in this case, quality statistic) for everyone. It would have to buy different kinds of machinery. It would have a variable workforce that doesn't simply stop at "100%". Quality products should cost more, but you shouldn't be able to produce as many of them. Quality in this game is a must, in the real world it is a choice, and often not a successful business practice.

A way to make quality work, and relatively simply, would be to have players set a quality when building the corporation and need to buy an additional production plant (or some sort of "upgrade") if they wish to change their production process quality-- but they could change it quickly and without having to go from 100 to 120 by in 3 step increments. The quality would be a determinant not only of the value of the product but of the amount that can be produced. A quality/quantity ratio would need to be figured out for each product. Demand for products by different populations could be a function of a histogram of the income of each person. (This way, lower quality beef wouldn't directly compete with prime rib, as it doesn't in the real world.) Instead of a nation buying products and services for its people, (and people getting sorta angry when the government doesn't come through for them) the population as a whole could pay for what they need and in what quantity based on their various incomes.

Local economies, in this game, are ignored. Shipping costs are ignored. Tariffs are a non-issue.

If we want to build on my idea for quality, the population of a country can deterimine what it will pay for certain products again from a histogram of the income. When the population of a nation is rich, (and especially if its "poor" and "middle-class" people are wealthier than in other nations) it would demand more of everything. It would pay more for it, too. Raising salaries and lowering unemployment would improve the demand of your country. But why would this be beneficial? Tariffs, of course, and the simple fact that a corporation in that country can make a better profit because those specific tariffs won't apply to them. When an entity buys something, the tariffs that apply to the buyer could be deducted from the selling price to determine whether a corporation will actually sell. So then we have a choice: Protectionist vs. Free trade? This would be a place where the common markets on GR would be extremely useful. (Perhaps common markets could have the option to reduce tariffs amongst themselves.) The possibilities are exciting: build a completely self-sufficient nation that perpetuates itself by paying its workers alot and maintaining high tariffs. A free-trade nation that makes and exports alot of goods and imports little because it pays its workers next to nothing. (How workers are paid could also effect population growth, of course.) A free-trade nation that makes and exports alot of goods and imports alot of goods (with low tariffs) and pays its workers adequately, like the United States.

Anyway, one thing is clear: quality, as it stands in this game, is broken. The only reason a country demands higher quality products is because it is lazy and clicks (or doesn't bother with) "Best Price" or because it is a C3. A nation derives no benefits from a higher quality consumer product.

In conclusion, I think that in order for this game to go anywhere, the economy must actually become realistic *or* the war system has to make sense (without arbitrary limits, no matter the size of someone's war machine, on attacks, for instance) and be possible between two giants. *Both* would be awesome, but we at least need one. This game has alot of potential, and I don't think simply instituting limits or artificial fixes is going to solve its problems. We need to look at the system that is employed and make fundamental revisions; really think about how to make a model of real-world economics and war, before we go "perfecting" it with little "fixes" here and there. The ball is in your court, w3c.


Saturday, September 13, 2003 - 10:10 pm Click here to edit this post
And to build further on that idea, since the absence of quality upgrades would make transportation index useless, transportation index could be part of the determining factors of how much a country will buy. And that would make sense: Easier movement of goods and services does make a market more apt to buy things.

New Fort Knox

Saturday, September 20, 2003 - 07:20 am Click here to edit this post
errr.. look im sorry your quitting but some of us love this game or at least like playing it till there other game is back up and running. so why mess up the fun if any of other players by decclaring war on them? its just a game if ye not like it then dont play. i love wars games, this ones ok to me.SO DONT SCREW ME OVER BECAUSE YOUR POOR FRIEND IS QUITTING.


Saturday, September 20, 2003 - 09:36 pm Click here to edit this post
Screwing you over is fun. I see no problem with it. Screw you.

New Fort Knox

Saturday, September 20, 2003 - 10:08 pm Click here to edit this post
u woulnd say that if ye where in any of us new players possitions.

Northern Elf Empire

Saturday, September 20, 2003 - 11:18 pm Click here to edit this post

New Fort Knox

Sunday, September 21, 2003 - 02:40 am Click here to edit this post
Wartime, if u bored with htis game i have a few suggestions, (down for today but man is it awsome) (pay to play only problem)

battle realms( cd game buy at wall mart cheap) site with a large library of war games rpg all of dat for online play) like the one above only not as many) game library to fit all your gaming needs. )

www.zdnet. com and have a loads of games u can downlaod but iu have to look alittle first.

so there hope all works out for u and your life, and i hope u find some enjoyment in other games you wish that shoulda been in this one, so bye :)

eskon prime

Sunday, September 21, 2003 - 02:54 am Click here to edit this post
Ummmm......He's gone. Been gone since he posted this thread.

But I'm sure others will find your list helpful.

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