Improve other economies :)
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Guess why you can't find an engine buyer?COTAL wrote:Well, we could start if I had some partners. First, we can start with cars, if I could find a car engine buyer, I would have started a business long time ago.
You continue repeating your song, but the fact remains the shop price won't allow these businesses to become profitable.
Allright, you want to start buying cars....and then what??
You gonna store them untill you decide to quit playing?
Your idea might be honorable, but despite that it is impossible to achieve.
The only thing that can help this is the capacity of stores, and speed of selling.
The difference between cars and bags of milk is that at average price and quality in the real world, you can sell crazy loads of milk while one car gets sold. The game's equation does not differentiate that way. If it did, all products would be profitable based on supply and demand.
Also, in the real world, depriving a country of food would kill people and reduce demand in every sector.
What I am suggesting is that if the game managed to differentiate between food and other products in terms of selling speed and quantity, all products might have equal scope for growth.
The difference between cars and bags of milk is that at average price and quality in the real world, you can sell crazy loads of milk while one car gets sold. The game's equation does not differentiate that way. If it did, all products would be profitable based on supply and demand.
Also, in the real world, depriving a country of food would kill people and reduce demand in every sector.
What I am suggesting is that if the game managed to differentiate between food and other products in terms of selling speed and quantity, all products might have equal scope for growth.
Ronintje wrote:Guess why you can't find an engine buyer?COTAL wrote:Well, we could start if I had some partners. First, we can start with cars, if I could find a car engine buyer, I would have started a business long time ago.
You continue repeating your song, but the fact remains the shop price won't allow these businesses to become profitable.
Allright, you want to start buying cars....and then what??
You gonna store them untill you decide to quit playing?
Your idea might be honorable, but despite that it is impossible to achieve.
I would sell the cars in stores, and start doing a car business. But, myself isnt enough to improve the economoy, I need some partners.
Then after 2-4 people join me in the operation, we could make change.
We can improve average price if we were more than one. Also, in real life, cars are rarely bought, maybe 1-10 cars a day, but look at Germany's demand now, and this could help.
Guess the only solution would be for the programmers to throw out the products that are ignored by most of the players, like some of the foodproducts and replace them with others.
A while ago someone suggested production of musical instruments, like a piano, guitar etc.
Only problem would be, how and where to produce them?
Guitar, needed: Steel, plastic, wood, power and whatever.
Then, should it be produced in an Electronic Factory or should there be a Musical Instruments Factory?
Could turn out to be a profitable line of products.
Ofcourse it would change the game too much so they won't do it.
So I guess there will be no new products, and we are stuck with a couple of products that are not profitable because of the price cap.
I think that is a waste.
A while ago someone suggested production of musical instruments, like a piano, guitar etc.
Only problem would be, how and where to produce them?
Guitar, needed: Steel, plastic, wood, power and whatever.
Then, should it be produced in an Electronic Factory or should there be a Musical Instruments Factory?
Could turn out to be a profitable line of products.
Ofcourse it would change the game too much so they won't do it.
So I guess there will be no new products, and we are stuck with a couple of products that are not profitable because of the price cap.
I think that is a waste.
First of all, in real life like you are referring to....food also doesn't make any profit for producers...nikhilm92 wrote:The only thing that can help this is the capacity of stores, and speed of selling.
The difference between cars and bags of milk is that at average price and quality in the real world, you can sell crazy loads of milk while one car gets sold. The game's equation does not differentiate that way. If it did, all products would be profitable based on supply and demand.
Also, in the real world, depriving a country of food would kill people and reduce demand in every sector.
What I am suggesting is that if the game managed to differentiate between food and other products in terms of selling speed and quantity, all products might have equal scope for growth.
So in fact the real life situation you are referring to is currently what this game is showing us.
Second, you claim milk gets sold faster then cars "in real life" and not in this game.
Well, i guess you haven't been very active in the food and cars sales part of the game, cuz food does get sold a lot faster then cars.
Also, it all depends on the price.
If you sell cars cheap they get sold faster, if you sell food expensive it gets sold slow...just like in that "real life" thing you are talking about.
So in short, your post shows me you have no clue what you are talking about.
If you can't even post some facts, why should the crew consider your thoughts anyway?
And what difference would it be when you are selling cars compared to others who gave it a try?COTAL wrote: I would sell the cars in stores, and start doing a car business. But, myself isnt enough to improve the economoy, I need some partners.
Then after 2-4 people join me in the operation, we could make change.
We can improve average price if we were more than one. Also, in real life, cars are rarely bought, maybe 1-10 cars a day, but look at Germany's demand now, and this could help.
They couldn't make a decent profit so they abandoned the business, now you want to give it another try??
You really think when you start selling it suddenly ends up very profitable??
The fact remains, there is a sales cap and that combined with the expensive production of cars makes it impossible to make a profitable production line.
In order to let people make a profit you need people who make a loss and nobody can build a company when he doesn't make a profit.
Or would you say some people in profitable business should start producing those items that make a loss just to enable some others to be able to claim they managed to make a profit on cars business??
Isn't that a bit strange??
Face it, it won't work.
People gave it a try and noticed it is very poor business.
But if you really want it, go ahead and do it, you don't even need others to help you out since you can build the cars on your own just as easily as when you buy parts.
That way you can have your go with the industry and be proud if you manage a profit.
You know, there isn't a rule agains producing products that aren't great, but don't try to drag others into the swamp to cut your losses on their account.
Fact remains, if you want big profit the business you are referring to isn't the place to be cuz Wardrobes/LJ's and some other business will always beat your profit.
Or people just ignore the high Q wood and decide using Q0 npc wood makes a better profit.ILIYYILI wrote:COTAL wrote:Forget steel. Lets help other products grow, anyone with me? We can start by buying as much cars as we can for very high price.
lets improve the price of high Q wood!!
lets start buying high Q (30+) for very high price
it will make the wardrobes less profitable
I know there are idiots paying rediculous bonus for wood, but they just don't have a clue about the result and won't influence the majority of the players who know what they are talking about and will just ignore you.
So in fact you will only be hurting the idiots who already make a poor profit.
I've just come back to the game after almost 2 years out and i'm massivly surprised to see how little the game has changed to be honest.
I can't understand why no real effort has been made to adjust the economy so that all sectors can be profitable.
Just looking down the supply/demand in the stats section tells a tale in itself. Kapilands should reflect real life far better IMHO. In real life if you went to a shop and there was no food at all you'd be prepared to pay anything to get some eventually.
What effects everything is the income you can receive from selling the end product in shops. Ultimately all the money coming into the game comes from this source and it therefore effects the price of every in game item. If you want to specialise in engines as one poster mentioned this is entirely dependant ultimatly upon the final sale price of the cars made with those engines.
As it stands the economy is completely broken. The developers need to reasess every product with regards to:
1. The quantity produced by a factory in a set time
2. The cost and quantity of materials that goes into each product
3. The final selling price paid by the kapi population for end products in stores.
4. Real life supply/demand needs to be implimented such that if no-one at all is selling a product (as is currently the case) the margins you can recieve on it are astronomical. By the same token if demand is being nearly met it needs to be reduced significantly. It should even be possible for a product to be over produced meaning on average you'd actually lose money. The total demand needs to be tied to the number of active accounts and then the active m2 of buildings held by those accounts then monitored closely.
All things being equal each product should offer an equal financial reward per m2 used per hour if it were unaffected by market conditions.
If this is properly implimented all products should be profitable to make, the ones that are more profitable will be dependant entirely upon how far the demand is met. So for example if you made and sold chocolate ice cream you'd be making a fortune at the moment. Whereas if you were selling wardrobes you'd be making almost nothing maybe even losing money. That should encourage a much better economy that is constantly evolving but is active in ALL areas and ALL products.
Think of a situation where you had an ice cream manufacturer, rather than arbiterally deciding to make strawberry ice cream as always. They could check the market on the day and change to coffee ice cream where the demand is greater and they know they can sell for a better price. This would encourage research focused on all areas rather than just one and production of all in game products.
In many ways it would encourage competition where none exists and reward people for meeting the needs of Kapi people. Currently its just a case of looking up the most profiatable industries and focussing solely on them, not really challenging (or dare I say particularly interesting). Players specialising in just one area would find their profits are depandant upon economic conditions rather than fixed formulae. You could even impliment growth in demand particular industries or simulate a capi boom or recession by varying the relative indutrial demands. E.g. this week Kapiland is in recession, food demand is unchanged but prices are down, demand for luxury products is halved overnight :O Tied into the paper this makes an interesting world different to the one where competitions are the only other factor effecting the economy.
Potentially you even get knock on effects like people stockpiling a product when the price is low and waiting for demand to pick up before selling it. It starts to become a lot more realistic and involved just from changing a very small number of variables and adding in the human behaviour and strategies that players provide.
Honestly I can't understand how this has been allowed to remain like this for so long! I don't consider it too hard to impliment properly.
I can't understand why no real effort has been made to adjust the economy so that all sectors can be profitable.
Just looking down the supply/demand in the stats section tells a tale in itself. Kapilands should reflect real life far better IMHO. In real life if you went to a shop and there was no food at all you'd be prepared to pay anything to get some eventually.
What effects everything is the income you can receive from selling the end product in shops. Ultimately all the money coming into the game comes from this source and it therefore effects the price of every in game item. If you want to specialise in engines as one poster mentioned this is entirely dependant ultimatly upon the final sale price of the cars made with those engines.
As it stands the economy is completely broken. The developers need to reasess every product with regards to:
1. The quantity produced by a factory in a set time
2. The cost and quantity of materials that goes into each product
3. The final selling price paid by the kapi population for end products in stores.
4. Real life supply/demand needs to be implimented such that if no-one at all is selling a product (as is currently the case) the margins you can recieve on it are astronomical. By the same token if demand is being nearly met it needs to be reduced significantly. It should even be possible for a product to be over produced meaning on average you'd actually lose money. The total demand needs to be tied to the number of active accounts and then the active m2 of buildings held by those accounts then monitored closely.
All things being equal each product should offer an equal financial reward per m2 used per hour if it were unaffected by market conditions.
If this is properly implimented all products should be profitable to make, the ones that are more profitable will be dependant entirely upon how far the demand is met. So for example if you made and sold chocolate ice cream you'd be making a fortune at the moment. Whereas if you were selling wardrobes you'd be making almost nothing maybe even losing money. That should encourage a much better economy that is constantly evolving but is active in ALL areas and ALL products.
Think of a situation where you had an ice cream manufacturer, rather than arbiterally deciding to make strawberry ice cream as always. They could check the market on the day and change to coffee ice cream where the demand is greater and they know they can sell for a better price. This would encourage research focused on all areas rather than just one and production of all in game products.
In many ways it would encourage competition where none exists and reward people for meeting the needs of Kapi people. Currently its just a case of looking up the most profiatable industries and focussing solely on them, not really challenging (or dare I say particularly interesting). Players specialising in just one area would find their profits are depandant upon economic conditions rather than fixed formulae. You could even impliment growth in demand particular industries or simulate a capi boom or recession by varying the relative indutrial demands. E.g. this week Kapiland is in recession, food demand is unchanged but prices are down, demand for luxury products is halved overnight :O Tied into the paper this makes an interesting world different to the one where competitions are the only other factor effecting the economy.
Potentially you even get knock on effects like people stockpiling a product when the price is low and waiting for demand to pick up before selling it. It starts to become a lot more realistic and involved just from changing a very small number of variables and adding in the human behaviour and strategies that players provide.
Honestly I can't understand how this has been allowed to remain like this for so long! I don't consider it too hard to impliment properly.