How to Foster a Diverse economy.
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How to Foster a Diverse economy.
I think i speak for a lot of people when i say a more diverse economy in this game would be a lot more fun. Here is my idea on how to achieve this.
This is aimed to establish a market equilibrium that will force people to produce things least produced to maximize profit (a diverse economy). This models how a real economy works and it should succeed assuming players seek to maximize profit.
1) Take the current population # and set that to a maximum population.
2) For every demand that is satisfied by less than 10% 4% of the population dies per week and for each demand satisfied by 10-25% 2% of the population dies per week. The maximum a population can die is 15% a week.(15% is based upon current population not maximum)
3)goods sell 3* faster if demand is satisfied by less than 10%. 2*faster 10-25% and 1.5* faster if 25-50% 1/2 normal speed for 80%+
4)For every demand that is satisfied by more than 60% the population grows 2% weekly and for every demand that is satisfied by more than 80% the population grows 4% weekly up to the maximum population.
How this works.
Now there is way too much demand vs. supply so initially everyone will get bonuses, but the population will slowly die until demand is more in line with supply.
As the population and demand diminishes markets that are overproduced will loose their bonuses and start to see penalties. People who want to make the most profit will switch from overproduced markets to under produced markets to get bonuses. This will mean more diversity.
As people switch to under produced markets the supply will go over 25% and the population will stop dying.
The population will remain steady until supply for some markets exceeds 60%. Then the population will climb again increasing demand.
This market equilibrium automatically scales itself, and penalizes overproduction, while rewarding those that produce overproduced goods.
Anyways what do you think kapiland?
IGN-Ainoodle
This is aimed to establish a market equilibrium that will force people to produce things least produced to maximize profit (a diverse economy). This models how a real economy works and it should succeed assuming players seek to maximize profit.
1) Take the current population # and set that to a maximum population.
2) For every demand that is satisfied by less than 10% 4% of the population dies per week and for each demand satisfied by 10-25% 2% of the population dies per week. The maximum a population can die is 15% a week.(15% is based upon current population not maximum)
3)goods sell 3* faster if demand is satisfied by less than 10%. 2*faster 10-25% and 1.5* faster if 25-50% 1/2 normal speed for 80%+
4)For every demand that is satisfied by more than 60% the population grows 2% weekly and for every demand that is satisfied by more than 80% the population grows 4% weekly up to the maximum population.
How this works.
Now there is way too much demand vs. supply so initially everyone will get bonuses, but the population will slowly die until demand is more in line with supply.
As the population and demand diminishes markets that are overproduced will loose their bonuses and start to see penalties. People who want to make the most profit will switch from overproduced markets to under produced markets to get bonuses. This will mean more diversity.
As people switch to under produced markets the supply will go over 25% and the population will stop dying.
The population will remain steady until supply for some markets exceeds 60%. Then the population will climb again increasing demand.
This market equilibrium automatically scales itself, and penalizes overproduction, while rewarding those that produce overproduced goods.
Anyways what do you think kapiland?
IGN-Ainoodle
Have you take in consideration the buildings expansion time? Remember that the majority of the players are specialized in 1 or 2 products, and to switch all their production chain and selling would take too much time.
The problem here, is that the ingame population prefers to buy Gas, Wardrobes, Leather Jackets and Cars than to buy food stuff (products that don't give any profit) and other products, and the players only go for the products that give them profit.
The problem here, is that the ingame population prefers to buy Gas, Wardrobes, Leather Jackets and Cars than to buy food stuff (products that don't give any profit) and other products, and the players only go for the products that give them profit.
I have
For every good in the market the demand is at least 4* the supply. At the population diminishing at maximum 15% a week it will take 3-6 months for the penalties to kick in. If people are smart they will build all NEW buildings as buildings that are under produced for the long term. There will be a shift toward equilibrium BEFORE the penalties kick in. Yes those producing gas will suffer a little, but its not as much as you think since there are several months that will pass where people start to build under produced goods thus making the transition less sharp. I don't think that too many people will need to sell all their buildings and rebuild.
In the long term assuming people produce what is most profitable all goods will eventually become near equally profitable to produce just like the real economy (at least for perfect competition markets which is what we have here)
Anyway maybe the 3rd server will have some sort of market equilibrium so things don't get so one sided.
For every good in the market the demand is at least 4* the supply. At the population diminishing at maximum 15% a week it will take 3-6 months for the penalties to kick in. If people are smart they will build all NEW buildings as buildings that are under produced for the long term. There will be a shift toward equilibrium BEFORE the penalties kick in. Yes those producing gas will suffer a little, but its not as much as you think since there are several months that will pass where people start to build under produced goods thus making the transition less sharp. I don't think that too many people will need to sell all their buildings and rebuild.
In the long term assuming people produce what is most profitable all goods will eventually become near equally profitable to produce just like the real economy (at least for perfect competition markets which is what we have here)
Anyway maybe the 3rd server will have some sort of market equilibrium so things don't get so one sided.
The one thing that does annoy me with this game is the fact that I can sell virtual unlimited amounts of wardrobes to a population (something in the range of millions) they must break at least 50% of what they buy within the first day 
Giving all the different areas of sale equal opportunity would be great because we would no longer have the endless store based giants who are secure in the fact that prices will never fall. I worked it out that to make the same profit as just the wood component of wardrobes you would need to make and sell a up to 100 apples at the MAX price allowed! Giving such areas as food an actual chance we could open up the game to a huge range of different sales and a more healthy trade balance. As for death of he population.
Population is tied into build workers so are players going to be short staffed?
Also sales would be effected in the first day of deaths as if there is less people things sell slower no matter how much is actually being sold.
If however areas of the market that are under valued should be raised and that wouldn't effect the established players other than to slow their huge supply of new players making wardrobes.
H

Giving all the different areas of sale equal opportunity would be great because we would no longer have the endless store based giants who are secure in the fact that prices will never fall. I worked it out that to make the same profit as just the wood component of wardrobes you would need to make and sell a up to 100 apples at the MAX price allowed! Giving such areas as food an actual chance we could open up the game to a huge range of different sales and a more healthy trade balance. As for death of he population.
Population is tied into build workers so are players going to be short staffed?
Also sales would be effected in the first day of deaths as if there is less people things sell slower no matter how much is actually being sold.
If however areas of the market that are under valued should be raised and that wouldn't effect the established players other than to slow their huge supply of new players making wardrobes.
H
if this idea is to drastic for people we could simply do this
5*bonus sell speed for least supplied product (by supply/demand %)
3*bonus for 2nd and 3rd
2*bonus for 4th and 5th
this would correspond to a shortage in the market.
or calculate the time in production vs sell price and reset the sell prices and times
ex: say it takes 1hour to sell make power,oil,gas and sell the gas for $1000
and it takes 5 hours to make power,water,seeds,fruit and sell the fruit for $1000
the time of production and sale for fruit would be lowered so say it only takes 1.5hours to make $1000
5*bonus sell speed for least supplied product (by supply/demand %)
3*bonus for 2nd and 3rd
2*bonus for 4th and 5th
this would correspond to a shortage in the market.
or calculate the time in production vs sell price and reset the sell prices and times
ex: say it takes 1hour to sell make power,oil,gas and sell the gas for $1000
and it takes 5 hours to make power,water,seeds,fruit and sell the fruit for $1000
the time of production and sale for fruit would be lowered so say it only takes 1.5hours to make $1000
Petition, People put your name down here!
1> HH
2> adi2412
3> fornication
4> warrior1993
5> agent00skid
6> ?
And why should it not be implemented? The game should follow as close to the RW rules as it can and there is no reason I should not aim to be as life like as possible
H
1> HH
2> adi2412
3> fornication
4> warrior1993
5> agent00skid
6> ?
And why should it not be implemented? The game should follow as close to the RW rules as it can and there is no reason I should not aim to be as life like as possible
H
Last edited by Guest on 10.06.2009, 07:48, edited 3 times in total.