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W3C - Expected New Features - update

Topics: General: W3C - Expected New Features - update

Andy

Tuesday, September 27, 2011 - 04:28 pm Click here to edit this post
In the coming 2 to 3 months we expect to add the following functions: (The priority for implementation of these planned features is not necessarily in the order they are listed).

1. Space trading will be improved by adding a column showing the average of the quality of products on offer.
2. Quality for consumption products with improved auto-ordering procedure and influence of quality on the welfare index.
3. Space craft maintenance. DONE. September 20.
4. The professional army. The feature was described recently on the forum. - Development underway. will be installed as the next major update. Expected in October.
5. Direct trading will be extended to additional products that are not traded on the space markets. (Currently gold coins & game money & Cargo Shuttles only). - Expected on October 4.
6. Introduction of third party space transport.
7. Space trading features to be available for CEOs.
8. Improvements to the war maps and the way units are selected for movement.
9. Further reduction in the size of military units and reduction of the numbers of destroyed weapons in war. - Next update on October 4.
10. War Feature: mobile units.

At the same time, more smaller features, problem fixing and improvements of existing functions will continue.

These features should not be seen as written in stone and the list may undergo changes.

Andy

Friday, October 7, 2011 - 05:30 pm Click here to edit this post
Features Update:

1. Space trading will be improved by adding a column showing the average of the quality of products on offer.

2. Quality for consumption products with improved auto-ordering procedure and influence of quality on the welfare index.

3. Space craft maintenance. DONE. September 20.

4. The professional army. The feature was described recently on the forum. - Development underway. will be installed on October 11.

5. Direct trading will be extended to additional products that are not traded on the space markets. DONE October 5.

6. Introduction of third party space transport.

7. Space trading features to be available for CEOs.

8. Improvements to the war maps and the way units are selected for movement.

9. Further reduction in the size of military units and reduction of the numbers of destroyed weapons in war. - Next update on October 11.

10. War Feature: mobile units. More details will be published soon on the forum.

At the same time, more smaller features, problem fixing and improvements of existing functions will continue.

These features should not be seen as written in stone and the list may undergo changes.

Andy

Friday, October 14, 2011 - 10:28 am Click here to edit this post
Features Update:

1. Space trading will be improved by adding a column showing the average of the quality of products on offer.

2. Quality for consumption products with improved auto-ordering procedure and influence of quality on the welfare index.

3. Space craft maintenance. DONE. September 20.

4. The professional army. DONE October 11.

5. Extended Direct Trading DONE October 5.

6. Introduction of third party space transport. - DELAYED

7. Space trading features for CEOs. Virtual Space Center in each Enterprise.

8. Improvements to the war maps and the way units are selected for movement. Extended to an improvement to all Simcountry maps. This is a major change and will take several months to complete.

9. Reductions in the size of military units. DONE for now. This will restore stability in the weapons industry and remove the need for GM purchases of weapons.

10. War Feature: mobile units. Document published on the forum. Expected late October or early November.

Smaller features, problem fixing and improvements of existing functions will continue.

These planned features should not be seen as written in stone and the list may undergo changes.

SuperSoldierRCP (Little Upsilon)

Friday, October 14, 2011 - 11:17 am Click here to edit this post
2. Quality for consumption products with improved auto-ordering procedure and influence of quality on the welfare index.

---Tommi---

Can more info be provided? This is a major update and could change a lot of factors in simcountry. My Question is how much will this effect production of corporations? If the effects aren't large enough it could cause the opposite effects of which you want.

---------Example of my nation---------
Total Income of all Workers this month 664669.02M SC$

(based on market cost * 3.70Q * monthly consumption)
Construction 55B
Services 50B
Electrical Power 60B
Home Equipment 52B

Putting aside that some it taken out for various reason i don't see nations being able to buy higher Q goods unless the GM intervenes to a degree.

If you want me to contract construction to my self to be self suffient i use 15M units a month. The corp only makes 30M a year by my math it would take 7corps @ full production to supply me with all the construction i need. Services are another 8 meaning id need 15corps of just those 2corps alone. Cars are another 8corps(i buy 400,000 per month) Before this update can the GM look into maybe reducing the amount of materials used by a nation monthly. I guess what im asking is

-How much of a benefit will be seen in welfare index?
-How much of that will transfer to corps?
-How will this effect profit?
-Will are nations be able to still by there own stuff without running out?(a lot of nations cant afford to buy the basics due to the "supply fairy" as some called it being gone. It can be seen in country newspaper a lot, some nations need 10+ consumer goods and are unable to buy them going into the negative amount of what ever the good is)
-Will production in some corps be increased things like services or construction really do need production increases.

I am for one glad very excited to see this change being added and i cant wait to see this jumping into effect. SC has been long lacking this and i have HIGH hopes for it along as we can work out any kinks now. Other wise KEEP these Q updates coming :)

Crafty (Kebir Blue)

Friday, October 14, 2011 - 01:42 pm Click here to edit this post
I think you are going to have to be a bit smart SSRCP. It may work a bit like ASQ but of your country supplies. Need to wait to see the influence it has. Its certainly going to be good to trade strat order stuff at different Qs.

Maestro2000 (Little Upsilon)

Friday, October 14, 2011 - 03:45 pm Click here to edit this post
2. Quality for consumption products with improved auto-ordering procedure and influence of quality on the welfare index.

This is a step in the right direction.

Making quality matter.

Maestro2000 (Golden Rainbow)

Friday, October 14, 2011 - 06:00 pm Click here to edit this post
On the Quality issue:

1) Electric Power for Corporations:
Corporations using higher quality Electric Powers are run more efficiently. Have higher production and require less units for production.

And the game should add pollution as a corporation cost. Corporations using higher quality electric power have lower pollution costs.

2) Factory Maintenance Units:
Corporations using higher quality FMU's are run more efficiently.. Have higher production and require less units for production.

3) Production Plants
Give higher quality production plants some free boost. Production would start at a higher quality for these corps.


And the list can go on for product quality modifications.

nix001 (Little Upsilon)

Friday, October 14, 2011 - 07:08 pm Click here to edit this post
Yes Maestro2000 'And the game should add pollution as a corporation cost. Corporations using higher quality electric power have lower pollution costs.' I like that idea.

What they could do is if you use Nuke energy, your corps and countries pollution costs and environmental taxs are lower, but that would be off set by the cost of a nuke power plant melt down every 50 years or so. That is unless you employ full time nuke disaster teams at your country's cost, which would deal with the nuke melt down thus reducing the off set cost at a percentage that would still make the corps and country more profitable using nuke energy in the long run?

Helloa GM. When you gonna introduce some more sustainable energy sources?

Maestro2000 (Fearless Blue)

Saturday, October 15, 2011 - 12:45 am Click here to edit this post
Andy,

Thanks for all the postings you are doing. Question on #7.

7. Space trading features for CEOs. Virtual Space Center in each Enterprise.

When is the ETA for this feature? Can you give some details on how this will work?

Cheers,

Maestro

SuperSoldierRCP (Little Upsilon)

Saturday, October 15, 2011 - 02:41 am Click here to edit this post
With these Q updates - The GM should add to the levels of boycotts and make them more severe. If You nation has no Power, and corps cant buy goods it should drastically lower the welfare index after a point 70 or below riots/rebellions happen.

Lvl 1 = Forbid the buying of the countries most imported item(non consumer).
Lvl 2 = Forbid the buying of the countries 3 most imported items(non consumer).
Lvl 3 = Forbid the buying of the countries 5 most imported items and 1consumer item.
Lvl 4 = Forbid the buying of the countries 10 most imported items 3 consumer items.
Lvl 5 = Total boycott nothing in or out unless its though contracts to other nations.

Right there if a boycott goes on long enough Corps cant buy good and if CEO where effected it add new dimensions. If boycotted CEO can leave with no penalty. But if both CEO/states where effected it really make a player willing to work with the nations of the world not only that but it would force econ players to compete with each other


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