Improve other economies :)
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Some players should play a cooperative system and sell basic products for much less than market (without being illegal).
See how much power it takes for gold (e.g.)
If you can pay power .12 instead .24 what a difference !
That why cars are not profiteable.
We could make a group of players selling "fair price" so everyone could make decent profits.
See how much power it takes for gold (e.g.)
If you can pay power .12 instead .24 what a difference !
That why cars are not profiteable.
We could make a group of players selling "fair price" so everyone could make decent profits.
So your suggestion.Richbay wrote: All things being equal each product should offer an equal financial reward per m2 used per hour if it were unaffected by market conditions.
No matter what people do, their profit should always be identical?
What would be the challenge in that system?
I prefer people being forced to think to be able to make a profit or choose to make less profit in order to produce something different.
In response to Ronintje's statement about food not making huge profits:
If in real life the world was deprived of food like in the two years of Kapilands, demand would shoot up like crazy and the prices would be through the roofs, which would attract producers and thus, making their business profitable.
Also, after oil, coffee is the second largest commodity market on this planet, this is obviously not due to it's lack of profits.
And yes, the game does sell cars slower than milk, but not to the ratios of the real world.
As much as you would like to deny it, the economic system of Kapilands is evidently flawed. Maybe not to a large extent, but still considerably flawed to the extent that a lot of products only have the purpose of waiting till a contest is held in their name.
And since you've tried to ask for details and numerical values:
Since I brought up coffee as the second most traded commodity on the planet,
Realm 2 - Coffee powder has very interesting statistics.
COFEE POWDER: France
Demand: 162,252,970
Supply: 27
In real-life, When 162 million of coffee powder cans are needed, and only 27 are available, prices WILL skyrocket.
BUT wait, what happens in kapilands? The price will stay the average 11.63 caps.
If tomorrow I sold 100 coffee powders in France at a price of 0.01 caps, it'd bring the average price lower than 5, and anyone trying to sell at 11.63, would have a harder selling it.
What is wrong with this? Whether 0.01 % of the demand is being fulfilled, or 99.99%, the prices are the same, population behaviour is the same.
And in real-life, it wouldn't. You'd have to be stupid to think if it would.
If in real life the world was deprived of food like in the two years of Kapilands, demand would shoot up like crazy and the prices would be through the roofs, which would attract producers and thus, making their business profitable.
Also, after oil, coffee is the second largest commodity market on this planet, this is obviously not due to it's lack of profits.
And yes, the game does sell cars slower than milk, but not to the ratios of the real world.
As much as you would like to deny it, the economic system of Kapilands is evidently flawed. Maybe not to a large extent, but still considerably flawed to the extent that a lot of products only have the purpose of waiting till a contest is held in their name.
And since you've tried to ask for details and numerical values:
Since I brought up coffee as the second most traded commodity on the planet,
Realm 2 - Coffee powder has very interesting statistics.
COFEE POWDER: France
Demand: 162,252,970
Supply: 27
In real-life, When 162 million of coffee powder cans are needed, and only 27 are available, prices WILL skyrocket.
BUT wait, what happens in kapilands? The price will stay the average 11.63 caps.
If tomorrow I sold 100 coffee powders in France at a price of 0.01 caps, it'd bring the average price lower than 5, and anyone trying to sell at 11.63, would have a harder selling it.
What is wrong with this? Whether 0.01 % of the demand is being fulfilled, or 99.99%, the prices are the same, population behaviour is the same.
And in real-life, it wouldn't. You'd have to be stupid to think if it would.
or what you could do!! sell coffee at the maximum price it would sell for several days. you could easily sell 27 cans of coffee making the average price skyrocket!!
it the silly people who don't look at the demand. only the average price before selling.
if target sold cans of coffee for $11 but only sold 27
and no one else sold then once the twent 27 got sold who cares about the price.
but if target sold 27 for 1 mil each everyone would be like ohh look at the average price!! lets get into that industry and they of course want to make more money than target so they sell for 1.2mil each. and so the average price rises and more people start selling and the price gets higher. until the demand is reached. but it takes time for the price to get higher.
so if someone really wanted to make money selling coffee then start selling and each time sell for a higher price than before and soon the average price will go up!! but maybe i am wrong here. anyone try this idea and can tell me that if the average player sold the item for higher each time they tried selling the averge price would not go up?
it the silly people who don't look at the demand. only the average price before selling.
if target sold cans of coffee for $11 but only sold 27
and no one else sold then once the twent 27 got sold who cares about the price.
but if target sold 27 for 1 mil each everyone would be like ohh look at the average price!! lets get into that industry and they of course want to make more money than target so they sell for 1.2mil each. and so the average price rises and more people start selling and the price gets higher. until the demand is reached. but it takes time for the price to get higher.
so if someone really wanted to make money selling coffee then start selling and each time sell for a higher price than before and soon the average price will go up!! but maybe i am wrong here. anyone try this idea and can tell me that if the average player sold the item for higher each time they tried selling the averge price would not go up?
Read my post in full properly.Ronintje wrote:
So your suggestion.
No matter what people do, their profit should always be identical?
I suggest that yes all profit should be equal if unaffected by market conditions. But that profit should then be affected by supply and demand as in real life such that.
If everyone is selling the same product the demand is met easily and so the price paid in stores for that product is reduced so it's actually likely you will make a loss selling it or it just won't sell at all.
If someone sells something where the demand is not being met the price recieved for that item will be greater and hence their profits greater.
In that way you benefit from producing what is in demand not just wardrobes and gas like the current model. I don't know about you but i only have 1 wardrobe in my house but i need to eat daily. In the current kapiworld i'd be lying dead from starvation in a house containing no less than 1,000,000 wardrobes.
That is the way the real world works and so it should be the way kapilands works.
Well, this sounds very nice.nikhilm92 wrote:If in real life the world was deprived of food like in the two years of Kapilands, demand would shoot up like crazy and the prices would be through the roofs, which would attract producers and thus, making their business profitable.
Sadly the truth about the food business is a bit different and this game isn't real life.
However, coffee isn't food.nikhilm92 wrote:Also, after oil, coffee is the second largest commodity market on this planet, this is obviously not due to it's lack of profits.
Maybe thats cuz in real life food is sold alot below production price.nikhilm92 wrote:And yes, the game does sell cars slower than milk, but not to the ratios of the real world.
Would you do that in this game you would also sell a lot faster.
Would you please point out where i explicit claim the economic system of Kapilands is perfect?nikhilm92 wrote:As much as you would like to deny it, the economic system of Kapilands is evidently flawed. Maybe not to a large extent, but still considerably flawed to the extent that a lot of products only have the purpose of waiting till a contest is held in their name.
Shouldn't be to difficult if you claim i did.
Or people would buy something different.nikhilm92 wrote:In real-life, When 162 million of coffee powder cans are needed, and only 27 are available, prices WILL skyrocket.
But lets continue about your "real-life" issue...
Please tell me where in real life:
- Groceries sell only 1 item.
- Cattle only produces leather or only produces beef.
- German groceries sell chickens.
- Cars are sold using Quality 1, 2, 3, 4, 5 etc.
- Plantations are maximum 32.000m2.
- You find 32.000m2 groceries.
- Transport to stores in your own country is free of charge.
- Milk is produced from corn, without use of cattle.
- Cattle is produced on corn and water only.
- Cattle/pigs/lambs are stored in a warehouse.
This are only a few things that aren't so very "real-life'ish" in this game...
But to you not being able to make the same profit on food as one could on wardrobes is a huge problem which has to be changed cuz otherwise this game doesn't reflect real-life enough??
How about the suggestion: "Get a life"
Ronintje too long of answer. The game is biased in favour of certain products, and that is what we are complaining about, not that the game is not like real life.We are trying to come up with away to level the playing field for all products and your total negativity solves nothing. If you want to be so negative get a psychiatrist, stop posting such long messages and calm down.