Higher Taxes!!!!!

Ideas how the game could be improved and suggestions for subsequent versions of the game. (this is just a space for ideas! We can't guarantee suggestions will be implemented!)

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Guest

Higher Taxes!!!!!

Post by Guest » 25.07.2008, 22:37

When I want to sell water on the market, I need to build a well and hire employees and buy power and take time pump it out of the ground. But, when the game sells water, it has an eternal supply that it gets simply by waving a majic wand. You can buy 10 million liters as many times as you want and you will always find another 10 million liters for sale.

For argument's sake, let's say the "government" regulates the market with the price control structure. Should these materials come from somewhere? Doesn't somebody need to actually make this stuff before it can be sold?

I say, if we support articial price controls in this game, then every time somebody buys an item from Raw Material LLC (NPC), then EVERYBODY should be taxed equally to pay for the costs required to support the price control.

Guest

Post by Guest » 26.07.2008, 01:02

Hmm, interesting idea, i like it, but i think the bigger company's should be taked more than the smaller company's to help out the smaller ones

Guest

Post by Guest » 29.07.2008, 14:15

I think this is a cool concept because it would be interesting to see how Kapilands designs a tax structure... value added tax, sales tax, property tax, consumption tax, income tax, fair tax, etc.

If you think rich player should pay more to help out new players, then you could also argue that taxes should be higher in the rich countries and lower in the poor countries. What are the chances that all countries agree on exactly the same tax?

It would also be interesting to see how much money is needed to be raised. When Raw Material LLC (NPC) sells steel at 135, is the supplier losing money because he is selling under the natural market price?

If you buy steel from Raw Material LLC (NPC), does the government buy it from the next higher order and resell it at the lower price? If so, we need to be taxed for the difference between the two prices.

Or do you say that the government is manufacturing steel and selling at a profit, so we only need to be taxed for the one time that the factories and mines are built? After that, it pays for itself? If this is the case, how much needs to be built to meet the demand and make sure nothing ever runs out? What happens when the government does run out?

"Higher Taxes" is actually tounge in cheek sarcasm because I don't want artificial price controls. But if the website policy is going to insisit that they are necessary, then I want to see how unlimited supply can possibly work in a real logistical model. Show me where all this unlimited supply actually came from.

If we didn't use price supports, then we wouldn't need taxes to pay for them. That is the best solution. I argue that the market is actually built wrong and the designers don't want to (or never thought to) fix it properly. That is why they have price controls built into the simulation.

This leads to the discussion of how the market should be built. That would be fun to see, too. Should it be like what an electronic day trader sees? Or a Dutch Auction? Or an aution where the supplier brings his lots of items and the buyers walk around and place bids and at the end of the day, highest bid gets the lot. Or will it be like the pit at the CBOE? This could be fun to watch happen.

Guest

Post by Guest » 29.07.2008, 16:02

lol, Palmhara, nice idea but sadly to tell you, your ideas definately wont be implemented. From the begining , the market, demand, pricing structures are not designed to be worked like real life or so logical as you thought. It is just a game to let some busy people to have fun and relax, and dont like to compete too much :P
And most of the players here do not have Economic background. And they just a regular people who like to play games, that is what the developer of this game target for.

Referencing outside games is against the rules of the board. -Mod

and people there talk like they are economist, probably those 50 year old bald virgin , lol joke!

Guest

Post by Guest » 29.07.2008, 20:22

just consider those npcs as chinese market. they have a state controlled price and they have unlimited amounts of goods. :twisted:

Guest

Post by Guest » 29.07.2008, 21:48

Thank you. I'll try it. That sounds more like what I was looking for when I wanted to find a business simulation.

Kapilands was fun at first, but now I'll probably try again later when they come out with realm 3. See if they have any exciting improvements.
Last edited by Guest on 29.07.2008, 21:51, edited 1 time in total.

Guest

Post by Guest » 29.07.2008, 21:50

GREED inc. wrote:just consider those npcs as chinese market. they have a state controlled price and they have unlimited amounts of goods. :twisted:
Yeah! And they also have everything at quality zero :lol:

Guest

Post by Guest » 29.07.2008, 23:06

Palmhara wrote:
GREED inc. wrote:just consider those npcs as chinese market. they have a state controlled price and they have unlimited amounts of goods. :twisted:
Yeah! And they also have everything at quality zero :lol:
That is a good one. Lead based products 90% lead 10% unwanted children (making a joke of the one child policy).

Guest

Post by Guest » 30.07.2008, 00:18

Hey all, I had to remove the name of that other game. I have no problem with discussing games privately vs PM (done it myself many times) but the board rules prohibit naming other games here.

And IMHO that game in particular - I never played it too much but it strikes me as not necessarily more realistic, just more high-level. But as I said, not the place to discuss that.

Guest

Post by Guest » 30.07.2008, 00:43

ok knoll. sorry for that.

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