GREED inc. wrote:
p.s. the biggest problem i see with npc is that there is THE end product (wardrobes, maybe also tables to a smaller extent) that can be made purely out of npc products
Yay, someone sees my point.
At Horizon, it is important to note that the reason supply and demand works is because steel wouldn't actually make it to 600. Eventually, people would choose to change their business to things that make more profit, and as the profit of wardrobes plumets, people would have to choose another industry. This would cause the market to change at a reasonible rate (after the initial shock), and cause it to become truly stable. The invisible hand does work, and it works twice as well inn a game like this, because there aren't things like banks that force things to happen, governments that give really good reasons to do certain things, or loyalties through past generations ext. Would i become the head developer of kapilands tomorrow, this is what i would do.
1.) The next patch would involve the ability to change buildings to a different type of building. This change would be fairly cheap (1/10th of the FA of the building maybe), and would be fairly quick (a max size building would take about a week or two). This would allow the invisible hand to actually work, and would eliminate your concern of being stuck with buildings.
2.) Lower the demand of the kapi people. I would also make supply and demand effect something. If demand isn't even close to met, the prices would go up. They wouldn't go up too quickly, but over a large time period of demand that is not met, the prices would become very high, encouraging companies to enter those industries. Companies branching out is good for the game.
3.) I would start by limiting what people can buy from NPC. Set a limit of the amount of each product you can buy per day from the NPC. It would be a fairly low limit, but it wouldn't affect everyone immdiately, it would only affect large producers at the begining, which is good. Those are the people that mean more when their joineries are converted to powerplants, or mines, or wells, or even factories for steel. The limits would get smaller and smaller until NPC is eventually eliminated from the game. This phasing out would probably take 6 months to one year.
4.) I would eliminate the different build times for different buildings. To be honest, the industries that have higher build times aren't the most profitable industries anyway, and it's not good for anyone to discourage the use of mines and wells. I have never understood this, and i really think that the double build times for some buildings is rediculous. On the other hand, i may put different build times on farms, factories, and stores. Farms would be the shortest, factories would be the middle, and stores would be the highest build times, as they don't suffer from DMR and are always the most profitable in the end, for a player who is of a high level. These difference in build times wouldn't be very large, however, and wouldn't affect most people too much.
These changes would allow a free flowing economy, and would change the way we look at the game. I know it's hard to imagine, but i've played games a lot like kapilands that have done these changes, and it worked out really really good.
Just a few cents

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APCE