How exactly does the game work?
Moderator: moderators
How exactly does the game work?
Is there a guide that explains all the workings of the "STORES"? For example:
1. What makes the average price of a product in a specific country go up? or down?
2. Does that price correlate to the average quality in the column beside it?
3. How do supply and demand affect the prices in the stores?
4. Why is it that when flour has a demand of 108 million in Germany, there's only a supply of 6 (Realm 2), shouldn't this be a sign of great profits possible?
5. How does the total number of inhabitants in Kapilands affect the game? Is there a way to affect the rate of population growth in the game?
6. How does the ratio of jobs and population affect the game? Do the prices drop if the ratio increases? Does it even matter? Does population grow only when new buildings are built or does it always grow no matter what? And if it does depend on the buildings, what happens when no new players come in, not many new buildings are built and the population keeps rising but there are no new jobs?
And the final and most important question:
7. Are there any equations to portray any of the above? Have the creators released any algorithms? Has anyone tried to derive any or figure any of them out?
I personally think it'd help a lot of people if they could understand what factors affected the game and how? An what factors DO NOT affect the game?
Thanks in advance,
Nikhil.
1. What makes the average price of a product in a specific country go up? or down?
2. Does that price correlate to the average quality in the column beside it?
3. How do supply and demand affect the prices in the stores?
4. Why is it that when flour has a demand of 108 million in Germany, there's only a supply of 6 (Realm 2), shouldn't this be a sign of great profits possible?
5. How does the total number of inhabitants in Kapilands affect the game? Is there a way to affect the rate of population growth in the game?
6. How does the ratio of jobs and population affect the game? Do the prices drop if the ratio increases? Does it even matter? Does population grow only when new buildings are built or does it always grow no matter what? And if it does depend on the buildings, what happens when no new players come in, not many new buildings are built and the population keeps rising but there are no new jobs?
And the final and most important question:
7. Are there any equations to portray any of the above? Have the creators released any algorithms? Has anyone tried to derive any or figure any of them out?
I personally think it'd help a lot of people if they could understand what factors affected the game and how? An what factors DO NOT affect the game?
Thanks in advance,
Nikhil.
1. What makes the average price of a product in a specific country go up? or down?
The average prices that players set in their stores.
2.Does that price correlate to the average quality in the column beside it?
the average price you see is the avarage price of the average quality that is sold in the stores.
3.How do supply and demand affect the prices in the stores?
It effects the salestime, the bigger the supply the longer the salestime. At least I believe that is the case.
4.Why is it that when flour has a demand of 108 million in Germany, there's only a supply of 6 (Realm 2), shouldn't this be a sign of great profits possible?
Because almost nobody sells flour in their stores, the 6 you see might be 1 player who has sold 6 flour average in his store.
It is not a sign of great profits possible, it is a sign that nobody wants to sell it because it is not profitable at all.
5. How does the total number of inhabitants in Kapilands affect the game? Is there a way to affect the rate of population growth in the game?
The total number of inhabitants in Kapilands make the demand.
You can affect the rate of population growth in the game by hiring workers in your buildings.
6. How does the ratio of jobs and population affect the game? Do the prices drop if the ratio increases? Does it even matter? Does population grow only when new buildings are built or does it always grow no matter what? And if it does depend on the buildings, what happens when no new players come in, not many new buildings are built and the population keeps rising but there are no new jobs?
See 5.
Also, the prices don't drop if the ratio increases, it doesn't matter.
Population grows by building/expanding buildings AND hiring the workers in it.
The population = the workers.
7. Are there any equations to portray any of the above? Have the creators released any algorithms? Has anyone tried to derive any or figure any of them out?
I personally think it'd help a lot of people if they could understand what factors affected the game and how? An what factors DO NOT affect the game?
No idea.

The average prices that players set in their stores.
2.Does that price correlate to the average quality in the column beside it?
the average price you see is the avarage price of the average quality that is sold in the stores.
3.How do supply and demand affect the prices in the stores?
It effects the salestime, the bigger the supply the longer the salestime. At least I believe that is the case.
4.Why is it that when flour has a demand of 108 million in Germany, there's only a supply of 6 (Realm 2), shouldn't this be a sign of great profits possible?
Because almost nobody sells flour in their stores, the 6 you see might be 1 player who has sold 6 flour average in his store.
It is not a sign of great profits possible, it is a sign that nobody wants to sell it because it is not profitable at all.
5. How does the total number of inhabitants in Kapilands affect the game? Is there a way to affect the rate of population growth in the game?
The total number of inhabitants in Kapilands make the demand.
You can affect the rate of population growth in the game by hiring workers in your buildings.
6. How does the ratio of jobs and population affect the game? Do the prices drop if the ratio increases? Does it even matter? Does population grow only when new buildings are built or does it always grow no matter what? And if it does depend on the buildings, what happens when no new players come in, not many new buildings are built and the population keeps rising but there are no new jobs?
See 5.
Also, the prices don't drop if the ratio increases, it doesn't matter.
Population grows by building/expanding buildings AND hiring the workers in it.
The population = the workers.
7. Are there any equations to portray any of the above? Have the creators released any algorithms? Has anyone tried to derive any or figure any of them out?
I personally think it'd help a lot of people if they could understand what factors affected the game and how? An what factors DO NOT affect the game?
No idea.

What I meant to ask was if the supply and demand (on the stats page) affect the sales. You said that the supply affects salestime. How exactly is demand factored into it? If demand is high, shouldn't players be able to get away with higher prices because all the inhabitants want that product?sally wrote:3.How do supply and demand affect the prices in the stores?
It effects the salestime, the bigger the supply the longer the salestime. At least I believe that is the case.
But when you have that amount of demand for it, doesn't it mean that the inhabitants will buy them faster and thus, salestime should decrease, therefore it should be more profitable, especially if you are the only producer of flour?sally wrote:4.Why is it that when flour has a demand of 108 million in Germany, there's only a supply of 6 (Realm 2), shouldn't this be a sign of great profits possible?
Because almost nobody sells flour in their stores, the 6 you see might be 1 player who has sold 6 flour average in his store.
It is not a sign of great profits possible, it is a sign that nobody wants to sell it because it is not profitable at all.
Just because there is a demand for a product does not mean that product is profitable in itself.
If there is a higher demand for apples today then yesterday, I can set my price higher or I can set the same price and my stock will be sold quicker.
When supply is more then demand, you will sell nothing or very slowly, this happened a lot with Diamond rings.
In your shop it then says: no sale.
But selling apples is not very profitable at all. say i sell apples for 3 caps in my store, demand is high, so i think, well lets sell it for 3, 50.
Yes then profit is more, but still only 0,50 cents.
Compare that to wardrobes and the difference is huge,
This is why demand is high, nobody wants to sell it.
Demand can also be high in certain countries because there are a lot of buildings (workers) built there.
(for instance in Germany).
Look at wardrobes in Oman and in Germany and you will see.
If there is a higher demand for apples today then yesterday, I can set my price higher or I can set the same price and my stock will be sold quicker.
When supply is more then demand, you will sell nothing or very slowly, this happened a lot with Diamond rings.
In your shop it then says: no sale.
But selling apples is not very profitable at all. say i sell apples for 3 caps in my store, demand is high, so i think, well lets sell it for 3, 50.
Yes then profit is more, but still only 0,50 cents.
Compare that to wardrobes and the difference is huge,
This is why demand is high, nobody wants to sell it.
Demand can also be high in certain countries because there are a lot of buildings (workers) built there.
(for instance in Germany).
Look at wardrobes in Oman and in Germany and you will see.
Also there is a pricecap on each product.
At a certain point, average price will not go up anymore.
If you want to know this in details, use the search button: supply and demand, you can find very interesting posts there.
Esecially look for posts from Siberian Tiger, he has done many calculations about this stuff.
Sorry I can't explain it properly in the details you want, My English (and my knowledge) is not sufficient to go deep into the formulas of how it is all calculated.
At a certain point, average price will not go up anymore.
If you want to know this in details, use the search button: supply and demand, you can find very interesting posts there.
Esecially look for posts from Siberian Tiger, he has done many calculations about this stuff.
Sorry I can't explain it properly in the details you want, My English (and my knowledge) is not sufficient to go deep into the formulas of how it is all calculated.

Last edited by Guest on 21.09.2009, 22:34, edited 1 time in total.
How about this:
No one currently produces flour in Realm 2. Only 6 flour is sold in Germany, with a emand of 108 million. and the average price is around 8.
One can produce around 500 flour a day. If I took all that 500 flour and sold it at around 16 caps, it would take a few days to sell, but after that, the average price would have risen because I would own around 99% of the market. If I i this for a couple of weeks, I could raise the average price of flour significantly to make it profitable. Also, since the average quality is at 0.2 right now, quality is not an issue.
Hence, theoretically, it is possible to set up the market for yourself in flour so that in the long-run, you could earn a lot of money?
Please tell me where I am wrong above? Because this is how I have udnerstood this game until now.
Edit: I keep using flour as an example because it has the highest Demand to Supply ratio.
No one currently produces flour in Realm 2. Only 6 flour is sold in Germany, with a emand of 108 million. and the average price is around 8.
One can produce around 500 flour a day. If I took all that 500 flour and sold it at around 16 caps, it would take a few days to sell, but after that, the average price would have risen because I would own around 99% of the market. If I i this for a couple of weeks, I could raise the average price of flour significantly to make it profitable. Also, since the average quality is at 0.2 right now, quality is not an issue.
Hence, theoretically, it is possible to set up the market for yourself in flour so that in the long-run, you could earn a lot of money?
Please tell me where I am wrong above? Because this is how I have udnerstood this game until now.
Edit: I keep using flour as an example because it has the highest Demand to Supply ratio.
I edited my post abve so you might not have seen it:
meaning you can raise that price as high as possible and dominate the flourmarket since nobody else is selling it.
But like I said, you will not get rich quick by doing so, because of the price cap, and also because you are only one person and you can only supply so much.
But I can imagine it would be fun to try.
But theoretically, yes ofcourse it is possible for you to become Flour King of kapilandsAlso there is a pricecap on each product.
At a certain point, average price will not go up anymore.

But like I said, you will not get rich quick by doing so, because of the price cap, and also because you are only one person and you can only supply so much.
But I can imagine it would be fun to try.
Last edited by Guest on 21.09.2009, 22:42, edited 1 time in total.
It updates everyday somewhere around midnight, what you see re the results of yesterday.nikhilm92 wrote:My last question for today before I wait for all those creative people to post:
How often does the stats page update, so if I sold 10000 of a product, when will I see the supply page add 10000 to the supply count?
Did you notice the wardrobes in Oman?
I have a furniturestore there where I sell wardrobes.
I think I am the only one, (just did it to try it out) and I seem to have reached my pricecap.
Compared to Germany I didn't do so bad I think.
My salestime is a lot faster then I began too, which I think was a couple of months ago.