Further Reflection Part TWO
Natster
Average Wage :: $24.81____________________Work Tax :: 2%
__________________Cost/FRM Worked :: 0.4962
PRODUCTION
Q______FRM______WRM____________WProd____FProd
1______35_______35______________10______100
2______70_______70______________10______100
3______125______125_____________10______100
4______175______175_____________10______100
5______250______250_____________10______100
6_______________________________10______100
7_______________________________10______100
INITIAL BREAKDOWN
Q______F SELL______W SELL______RM______RMCost___Self-Produced
1______0.05________0.08________100______3_______0.5
2______0.08________0.19________200______6_______1
3______0.17______0.38__________300______9_______1.5
4______0.24______0.79__________400______12______2
5______0.36______1.79__________500______15______2.5
6______0.48______3.49__________600______18______3
7______0.79______9.19__________2000_____60______100
REVENUE/FEES
Q______F REV____W REV___FVAT____WVAT____WORKTAX
1______5.00_____0.8_____0.010___0.016___0.49
2______8.00_____1.9_____0.016___0.038___0.49
3______17.00____3.8_____0.034___0.076___0.49
4______24.00____7.9_____0.048___0.158___0.49
5______36.00____17.9____0.072___0.358___0.49
6______48.00____34.9____0.096___0.698___0.49
7______79.00____91.9____0.158___1.838___0.49
REALIZED PROFIT
Q______FNET_____WNET____RM COST__Food GT___Weapon GT
1______4.254____0.288___0.49_____3.76_____-0.21
2______7.104____1.366___0.98_____6.61_____0.87
3______15.65____3.238___1.47_____14.17____1.74
4______22.31____7.246___1.96_____20.32_____5.26
5______33.70____17.05___2.45_____31.22_____14.56
6______45.10____33.71___2.94_____42.13_____30.73
7______74.55____89.576__9.80_____69.59_____84.61
With current rates, producing your own food production isn't profitable until Level 3 and Loses profitability at q7 as well.
Caveat is that if you produce your own weapons, you are profitable at lvl 2 and above. However, that is only if you don't do any WRM purchases.
I was out by a factor of 10, did the same mistake below as well.
FIXED above and we can see it's not so bleak...
This whole formula gets thrown out the window with a lower overall average wage. Believe it or not, based on raw numbers, my prior article becomes a stronger case for players and for industries.
The last article would most certainly get the average wage down of the player across the industry (maybe even to the tune of $3). This would reduce the cost of generating WRM and FRM. $3 * 0.02 = 0.06 cents per unit. At this point WRM and FRM work tax could be increased to 5-10%. This would give a .15-.30 cent per 100 FRM (less than 1 cent per unit). Even a newbie player, would see a big profit potential on their WRM and FRM sales. For established players, they would see their margains grow larger.
Some have argued that the current way of the structured system is better, but as you can see above. This is not true. With the previously proposed system, you would find it easier too attract businesses and allow players to be self-sufficient earlier.
I do agree to the fact we need resources and amongst the army and government we need to discuss how we get access to those resources and to what amount. The more the bonuses, the more the cost to produce. With the current system, there is no way to tier the tax, and I simply couldn't figure out another beneficial to everyone scenario.
The Proposed System
See below for what I see happening with the end game of the WORK TAX AT 100% for Weapons and Food, but WRM and FRM at 2%.
REMEMBER THE TRADE OFF IS THAT YOU HAVE TO USE EMPLOYEES TO GENERATE REVENUE
Only Exception would be FRM and WRM
Average Wage :: 3____________________Work Tax :: 2%
__________________Cost/FRM Worked :: 0.06
PRODUCTION
Q_______FRM_____WRM_____________WPROD___FPROD
1_______35______35______________10______100
2_______70______70______________10______100
3_______125_____125_____________10______100
4_______175_____175_____________10______100
5_______250_____250_____________10______100
6_______________________________10______100
7_______________________________10______100
INITIAL BREAKDOWN
Q_______F SELL___W SELL___RM RQ'D_____IF BOUGHT___IF PROD
1_______0.05_____0.08_____100_________1___________0.06
2_______0.08_____0.19_____200_________2___________0.12
3_______0.17_____0.38_____300_________3___________0.18
4_______0.24_____0.79_____400_________4___________0.24
5_______0.36_____1.79_____500_________5___________0.3
6_______0.48_____3.49_____600_________6___________0.36
7_______0.79_____9.19_____2000________20__________1.2
REVENUE/FEES
Q_______F REV___W REV___FVAT____WVAT____WORKTAX
1_______5.0_____0.8_____0.01____0.016___0.06
2_______8.0_____1.9_____0.016___0.038___0.06
3_______17.0____3.8_____0.034___0.076___0.06
4_______24.0____7.9_____0.048___0.158___0.06
5_______36.0____17.9____0.072___0.358___0.06
6_______48.0_____34.9____0.096___0.698___0.06
7_______79.0_____91.9____0.158___1.838___0.06
REALIZED PROFIT
Q_______F NET___W NET___RM COST___FOOD GT___WEAPON GT
1_______0.430___0.724___0.06______4.63______0.664
2_______0.724___1.802___0.12______7.48______1.682
3_______1.606___3.664___0.18______16.03_____3.484
4_______2.292___7.682___0.24______22.68_____7.442
5_______3.468___17.482__0.30______34.08_____17.182
6_______4.644___34.142__0.36______45.48_____33.782
7_______7.682___90.002__1.20______74.93_____88.802
Again modified the tables above where I missed my factor of 10
Also, I truncated the math and used 100 WRM as the figure to hit and didn't factor in the +25 produced. However, both scenarios are given the same handicaps and abilities.
What's awesome about the 100% work tax since it's based on average salary, When working for yourself at level 1 food, you are still profitable.
The big idea pushed would be to get all companies to fix wages at 3.00 or don't offer a job.
This would make extremely profitable for everyone in the long run.
Than the market would bear a higher VAT as well, as we would be able to compete on the global level. However, I think a closer look at that would be necessary. The key to this is our average wage. Believe it or not, by doing the average wage as low as we can, everyone benefits. If we get it down to the $3 price point this quickly turns around our whole economy.
Adding my two cents
Comments
Voted. Impressive work as always.
Thank you. I realized I needed to reformat to make it more legible though.
Again, another great article.
Theoretically, by getting everyone to quit working for other people, and work for themselves instead, it's better for the economy. The 100% work tax would actually make this work nicely.
It would be than more profitable for a worker to work for themselves, the average wages would drop and the VAT could be raised to compensate.
Now, by setting the min @ $3 business would flock to our country, but we would still have revenue streams. Once a player has an L1 food they won't need gov't assistance, and to make more than $30/day, they only need to be L5. So a new irish citizen should get an automatic L1 food facility (produce 100 food)
If everyone worked as a manager though, that might drop our revenue stream on the work tax as our average income would be $0. In which case you could increase the vat incredibly high.
However, to help out a brand new player, I'm thinking 50% work tax should be fine to help you get started. This would give you an automatic income of $1.50 / day. After a period of time, let's say 30 consecutive days worked for a business, the gov't could probably have enough money in the coffers to aide the player in buying their first l1 food factory.
Maybe to make sure everyone is working for $3, to be eligible for war supplies it might be considered mandatory to work for a business. A list of businesses who commit to the $3 principle, would be necessary, and be on the list for new players to get employed by. This also would be the additional mandate needed to ensure dropping down the minimum wage
I should say mandatory to work. Have a list of business that will pay $3 or less
Nice work you spent some time on this.
Thanks