.27 Power Cap

What's going on in Kapilands?
This section is for all about the game itself.

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Guest

Post by Guest » 20.10.2008, 19:40

Lets say that there was no price cap on power. Power goes to 1000 caps each.

A new player comes into this game. What should he do? The obvious choice is to immediately build a power plant. His cost of entry into the market is the exact same as everyone else. He starts making power and he is going to make a TON of money in a hurry.

The thing is, power won't go to a 1000 because everyone would start producing and selling power and the price would fall.

Guest

Post by Guest » 21.10.2008, 04:53

akeroo wrote:Lets say that there was no price cap on power. Power goes to 1000 caps each.

A new player comes into this game. What should he do? The obvious choice is to immediately build a power plant. His cost of entry into the market is the exact same as everyone else. He starts making power and he is going to make a TON of money in a hurry.

The thing is, power won't go to a 1000 because everyone would start producing and selling power and the price would fall.
So the game kapilands become a game of pure power selling game. That is not in its purpose.

Also please be reminded that no one will buy power as none can make money out of the high power price (None will make product that needs power, i.e. no product you can produce and you cannot even sell power as the demand is zero)

Guest

Post by Guest » 21.10.2008, 07:25

My opinion:

Even though in real life I have the same opinion as you (market can solve everything on its own), in this game price caps are needed.

For example steel. Steel is too hard to produce. And having no price cap on it can't change it. We would need half of all players to make steel in order to satisfy everyones' needs. But whre's the fun then....

About price caps on power. They are needed but it has different reason. All finished products can be sold in stores. But there is another price cap applying to them. It is maximum average selling price. (for exapmle: leather jackets - 2.400, cars and cabriolets - 150.000, golden watches and necklacess - 12.000....). When you cancel price caps you have to also cancel maximum average prices. Otherwise there will be no room for profit for finished products' producers and retailers.

And here comes another problem. Demand for finished products is represented by NPCs. But NPC do not have limited purchase power. If maximum average price has no caps, smart players would be able to expoit it. They would continuously sell for example milk for more and more (raising average price along the way) and one day we could end up with average price of milk around 1 million. NPC would pay it. As their demand is derived from average price and average quality. They have no limit on their spendings....

So to stop this you would also have to implement wages factor. You would have to pay your workers wages. Prices raise (like milk to 1 million) workers will want higher wages and thus reducing your profit back normal level.

But then it is not Kapilands but totally different game focused on maximum realism.


I hope I was able to describe it well. From my point of view to keep this game it is necesary to keep pricing caps. Canceling them would mean creating a new game......

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