Proposals To Change The Economic Module.
Ronald Gipper Reagan
For a long time plato began to implement "great" changes for the benefit of their pocket, but does not realize that these changes are killing the game, these changes have made the world population down to a 1/4 of what it was only three years ago.
All these changes have been oriented to the military and self-production module, which plato doesn't know is that self-production is the end of the community, and the end of the community is the end of Erepublik, because at the same time destroys the political module which feeds largely the journalistic module.
That's why I want to propose a number of changes, some more important than others, to fix this module and rescue Erepublik from its inevitable collapse if it continues down this path.
1. National Economy: The following proposals are intended to improve and rescue national markets.
Back to National Currency
One of the two fundamental changes is return to the national currency, without this change no other changes may work, others may be implemented perfectly, but without this change, the community keep being just as secondary for the player. Why that? It turns out that in the past, each country had its own currency, it was around 50, and if you know how to change them, expect its ups and downs you could made a small fortune, or if you did wrong, you could waste all your capital.
But the national currency had an even more interesting feature, it represented all variables in the economy, income level, number of players, the number of visas, the bonuses, the number of companies, and this coin directly affected the general price level, quite different for every country.
If in Colombia a tank worth 10 COPS, in ARG could be worth 25 ARS, and if Colombia or Argentina went to war and lost a bonus these prices could rise to 30 or 35, as each country had its currency, the players didn't have many motivations to migrate to other countries because if the government had a good economic policy you could be just as profitable in Colombia than in Argentina.
Currently we live in a mercenary society where the country that put CO is the winner, but this didn't happen before, despite the damage used to be bought and had mercenaries, the cost of a country losing a bonus was incredibly high. Oldies like me should remember the battles for Aquitania, or the Amazon, battles for the bonuses on Paraguay, ETC. What happens now is that the only difference of having full bonus is that the tanks go from 6 to 5.98, and that's RIDICULOUS they say that now the battles are epic, nothing more absurd, when in fact the countries used to be worried about losing bonuses, were truly epic battles and came to break alliances and friendships of months or years because a country conquered certain region.
Limit the number of companies
This is the other fundamental change. Without this change, it is unlikely that other work. There may be two options, or limit the number of companies to 10 or 15 for example, or that for each extra company that builds productivity is lost, I mean, if I have 10 companies I produce all 100% + Bonus, but if I have 15 I produce 100% + Bonus subtracting 5% for each extra company. This would make players think about the best companies to maximize their profits, some say that this would generate a terrible shortage of RAW, and can be true at first, but this way countries with largest number of rookies, and consequently more companies to build will be more profitable, in short, to understand it, the big ones will need the BBs.
In conjunction with this change I would suggest the elimination of the job as manager, all geared to eliminate overproduction and self-sufficiency, but only if the following change is implemented.
Labour productivity by the number of worker medals
What rewards we have to spend days and days working? Or by spending years in this game? What I propose is that, by the number of wined worker medals, productivity is highest paid by employers. If, for example for each medal you earn 5% productivity increase, when 12 medals are taken, productivity will be 179% (1 + 0.05) ⁿ where N is the number of medals won.
Of course, there must be a limit productivity, say 500% where it can’t go higher and employers in factories Q7 seek the best workers, and lower factories seek to novice seeking to maintain them, as it was before, with wage increases.
Before countries benefited greatly of a Baby Boom, but now this term is no more than a utopia, one unnecessary expenditure of time and resources because they are going to die anyway.
Sectorize market
When plato launched the rocket factories naively believed that this would increase the demand for other than the Q7 arms weapons, could not be more wrong, if the weapons Q7 are cheap, everyone will want to fight with Q7 and everyone will want to have a Q7 to feed themselves, the idea with this change is that there is a real reward for climbing division, and what better reward than to use a weapon with greater firepower, what I propose is that certain weapons are locked for certain divisions, so we encourage their use and create more jobs.
International Economics: The following changes are oriented to create a new module for dynamic the alliances and relationships between countries.
If we are a little dreamers, we can imagine that plato agreed to implement the above changes, which will attract new players visa and serve to launch new and attractive promotions, now with the national economies fixed we can recommend a couple of changes to the interaction between countries, one dependent from the other.
Construction of factories on a single territory
How we do that an specific region has a fundamental value for a country or alliance? We could propose that companies are built on a single territory where is located the natural resource, in that way the rubber factories only could be built in regions of rubber and fish factories in regions of fish, factories could be built in either, but could not move from there, the bonus of the country of course affect the company, but this would pay taxes to the country having the region, and sell the products in the country owner of the region, without a license.
So in the few regions such as deer or rubber, a number of companies that would be vital to fiscal sustainability of a country and the ability to purchase damage of an alliance would be created.
Do you imagine the battles for the control of these regions?
You might think that this resource is depleted at a specific time, and only recover if the government stops production in this region by law, but this would be a little more complicated.
International trade agreements
Argentina has no rubber, how does Arg to stock rubber enough to maintain competitive their factories internationally? You have two options, or invades Amazon, taking it away from Colombia or rent it, or signing a trade agreement with Colombia to sell Raw weapons in Argentina, I mean, any Colombian may sell in the Argentine market only paying taxes that apply to sale (VAT) without a license. This would make the alliances are not only military but economic, as they were before.
All these proposals can think deeper and change, improve them or include new ones, but for that you need all players who understand economics to get together on a eMundial Economic Forum, and propose plato to make changes that really benefit all, not like the changes that have implemented the developers, who as economists are very good comedians.
PD1: If you have a change in mind write it, or if you have a review / improvement to the proposed changes also write it, all contributions can help that together we improve this game.
PD2: The idea of this article is to spread it around the world, if you want to publish in a large country such as Poland and Serbia here is the doc
In English
https://docs.google.com/document/d/1FGRx9pNEYfrwrUn6ocRsiHZO1uJE64Yzc7KIIsjjmiM/edit?usp=sharing
En español
https://docs.google.com/document/d/1DWZdEh4s7s_crxr6YSz329oI4_v5l4dyStt3NLmtI5I/edit?usp=sharing
Forum: https://forum.erepublik.com/index.php?/topic/3999-proposals-to-change-the-economic-module/?p=55555
Let’s change the economic module
http://www.erepublik.com/en/article/2513473
Proposals to fix the module that plato ruined
Vote & Shout
PLEASE VOTE:
Greece: http://www.erepublik.com/es/article/proposals-to-change-the-economic-module1-2513492/1/20
Romania: http://www.erepublik.com/en/article/let-s-change-the-economic-module-eng--2513511/1/20
Netherlands: http://www.erepublik.com/en/article/proposals-to-change-the-economic-module--2513521/1/20
Polan
😛http://www.erepublik.com/en/article/proposals-to-change-the-economic-module--2513751/1/20
Spain: http://www.erepublik.com/en/article/-esp-cambiemos-el-m-dulo-econ-mico-by-xxvanhelsingxx--2513585/1/20
Colombia:http://www.erepublik.com/es/article/cambiemos-el-m-dulo-econ-mico--2513515/1/20
Bosnia and Herzegovina: http://www.erepublik.com/en/article/proposals-to-change-the-economic-module1-2513805/1/20
Australia: http://www.erepublik.com/en/article/proposals-to-change-the-economic-module1-2513799/1/20
Peru: http://www.erepublik.com/es/article/cambiemos-el-modulo-economico-2513800/1/20
Belguim: http://www.erepublik.com/es/article/proposals-to-change-the-economic-module-1-2513802/1/20
Switzerlan
😛http://www.erepublik.com/en/article/-proposals-to-change-the-economic-module-xxvan-helsingxx--2513815/1/20
Comments
i say we just need more war!
a bot for combat orders! a bot that issues 10 cc per million damage automatically every battle.
or an alien invasion 🙂 some space attack, a plague if you will, that can only be defeated with fighting. it attacks every nation and grows stronger the more territories it takes. and when it takes over the entire world the last country defeated gets 1000 gold 🙂
this way no one needs to break alliances, it can be a one time thing (maybe try to plan it for a month) it would be interesting to watch the bonuses drop of all the nations 🙂
[removed]
Voted. Any change is good change at this point
This is a solid article. (Nice job, XxVan Helsingx😵
I mean, I think everybody recognizes that overproduction is the core problem, but the thing about it is that any real fix to that will be controversial (among goldbuyers especially), and that means that Plato's bottom line will take a hit in the short term. In the long run, the game may improve and become a fundamentally better place, but the people in charge are too focused on that bottom line.
Honestly, I think after the failure of v2, the mindset of eRep administration started to change considerably, and now, they are simply not willing to take a financial risk of the magnitude needed to fix this, even if it would mean a better game in the long run.
GG, but doubt Plato cares any longer about the game.
I'd just say to make the markets more realistic...like they were in V1, even with all the cheating and multis. The multi problem is mostly gone now (most likely because there's little incentive), and any cheating would be limited to 10 gold per day.
Hell, I started playing eRep for the econ module. I pulled out of day-trading when Obama took office, and needed another distraction on my lunch breaks.
Now, it's just W.T.F. (Work. Train. Fight.), collect your candy, and say seeya tomorrow.
i do think removing national currencies and worker skill were very very poor decisions. i doubt correcting that now would help much if at all. :/
i personally preferred when companies were tied to a specific region for production level but the argument made sense to change that mechanic.
we lost a lot of pretty great players every step of the way as the economy was dismantled. how many others might have joined and promptly left the game after looking at economy? it's all very sad to reflect on really.
The game started as an economic simulator and degraded into a shooter as the developers chased the cash those who fight throw at a game. The problem is, the war aspect cannot exist in a meaningful way without the economic game since it and nationalism provide the incentive to make bad credit card decisions. This is why the current conflicts feel empty.
I wouldn't eliminate manager work entirely, merely limit it to a number of times a day. There is a real problem with labour shortage. New player cannot compete with established players. V1 clearly showed that only older players and those spending cash could get into business. Give players, for example, 35 number of manager work units they can do in a day. Make a company use its quality level in manager work. Thus a Q5 takes 5 manager work units. This gives younger players the ability to get into the market, but prevents older players from ever becoming entirely self-sufficent without workers.
GG, but doubt Plato cares any longer about the game. x2
awsome article i dont have much to add as everyone else has touched what i thought above. i thought all of this was a good idea until i reached limited companies of course this would fix over prodution but i joined the game for the economic module. this would limit my dream and drive for the game of course that means i would have to sell companies i have now to meet this quota but love everything else 🙂