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Buy missing products

Topics: General: Buy missing products

Lotato

Friday, October 18, 2013 - 08:18 am Click here to edit this post
when creating a unit and clicking buy all missing products button , does it immediately buy them and so higher amounts of cash are paid , or its normal purchase orders at mrkt price?

thnks!

Star Foth

Friday, October 18, 2013 - 07:22 pm Click here to edit this post
Immediate buy at bad quality w/ purchase premiums

lenpeat

Saturday, October 19, 2013 - 07:49 pm Click here to edit this post
Our Navy was in a Port, oversea's, and yeah, sure we needed a few things, and we clicked and Bought immediately, Woke up deep Broad Trough, where are Money sholud have been, The Holland my Pocket and the expense overhead.. Let this Saile a word,
For all Nation's Navy, Go home, GO HOME, and work out Broad General Trade agreements with your fellow
adventurer's not too go where i had gone.

Andy

Sunday, October 20, 2013 - 08:41 am Click here to edit this post
Orders are immediate if there is a shortage on the market.
The price of weapons and ammo when bought immediately, if higher but not by 50% or 400% as some think.

it is however reducing the amount you can spend.

If your spending space is 400B, you can only purchase immediately for 100B.

You do not spend 400B but only 100B.

It means that buying immediately can solve a problem but you cannot purchase the same number of products.

Lotato

Sunday, October 20, 2013 - 02:02 pm Click here to edit this post
hey andy thnx for your response

i think u mean that i actually spend the 400B by buying immediately, but these 400B spent buy less number of products than expected/or less than what the spending space can potentially buy.

is it like this? what youre saying is that it reduces both : the spending space and number boughts but i think spending space remains same while the number of products that can be bought with this spending space falls greatly.

but either way its pretty same , buying immediately = less products = significantly higher price per product

i just want to make sure of , if theres shortage in market then doing "buy all missing products" (while making unit) function is the same as immediate purchase order function?

Andy

Tuesday, October 22, 2013 - 08:10 pm Click here to edit this post
I will explain with an example.

Imagine you spending space is 100B.
and a tank costs 50M

you can order 2.000 tanks. The price will be 400B, or higher with quality taken into account.

If you want to purchase them immediately, it will use you spending space 4 times faster. as if your spending space is only 25B.

now you can purchase only 500 tanks.
The cost will be 500 x 50M + about 30% for the immediate delivery.

This is 25B + 30% or about 32.5B
You pay 32,5B but you cannot purchase any more weapons this month.

The cost is not 4 times higher. It just reduces your spending space and you can purchase on 25% of the number of weapons you could purchase in regular orders.

The weapons are a bit more expensive but you cannot order huge numbers of weapons immediately.

XON Xyooj

Tuesday, October 22, 2013 - 10:18 pm Click here to edit this post
@andy,
i'm trying to understand the rationale behind this "spending limit" for every product.

my guess is that you/gm don't want one player to buy up all the available quantity of a single product? thus create more shortage on the market, then this player could re-sell this product at a much higher price that you/gm don't want?

the increased/higher price when you buy immediately is already a big punishment for your failure to plan, but why the spending limit too?

Andy

Wednesday, October 23, 2013 - 03:42 pm Click here to edit this post
Allowing players with money, to purchase everything they need, independent of market supply or demand shortages or surplus, trivializes the process.

hence the limitation on the number of products you can purchase immediately.

craigwilliamson79

Wednesday, October 23, 2013 - 07:48 pm Click here to edit this post
Absolutely. It would be so stupid if we could just spend huge amounts of money and build a massive military overnight. You have to at least prepare for a few real life days before beginning anything.

lenpeat

Thursday, October 24, 2013 - 12:46 am Click here to edit this post
Fortunately, the Navy is always looking for Men,
with Knowledge of Hurt a Culture,
too Maintain the Shear Audacity of those IVY League Ports which have no other way too validdate their training in Preparation against the Outbreak of the
Payment June Clauser.

thewhy

Thursday, October 24, 2013 - 01:50 am Click here to edit this post
im assuming that the availability of surpluses is supposed to determine weather players can just purchase all they need with a click as long as they have the money.... but for some reason this system is broken so the GM must implant spending limits?...... ive suggested a waive of the spending limits for stuff you buy on contract because i think people working to attain stuff should yield some benefit.... for example in a war if you produce your own stuff with corporations (have a war industry) or make allies with someone who does this should have some benefit

XON Xyooj

Thursday, October 24, 2013 - 08:58 am Click here to edit this post
how can any player buys any product independent of the market's supply?

the real problem i see is that any player can "immediately" buy any product regardless of the shortage of such product on the market, so long as such player is willing to pay the premium price for the product. in another word, how can you buy a product if there is none on the market? should it be that what quantity you can buy is depended on what is available on the market?

i believe this limitation is nothing more than a gateway to keep aggressive players in line. i think allowing any player to buy any quantity of the available products, such as military wares (weapons and ammos), on the market create competitiveness in the game in many ways, such as a player would have (1) the need to join a fed, (2) the need to join a common market, (3) the need to have direct contracts, (4) the need to have friends/allies, (5) the need to have his own corps for the products he requires, and so on....and on....

if i plan to go to war with another player, i would make sure i buy all the military wares ahead of time before i declare the war? if i don't know who will declare war on me, should i have my own corps to produce military wares just in case my enemy bought up all the military wares on the market already?

SuperSoldierRCP

Thursday, October 24, 2013 - 09:21 am Click here to edit this post
I don't agree to often with Andy
but i got to take his side here guys.

A spending limit is required to an extent, i was here during the times when people where able to buy weapons and ammo for C3 nations over night. It was a NIGHTMARE. People with newly taken C3 would use all the cash and pump it up full of military assets then dec someone much much larger and most the time they would win and even if they didn't they would non stop nuke making the losses for another player FAR more then anything i could recover in the war.

To an extent the spending limits are a safeguard to prevent overnight military creations. Personally id like to seem them relaxed.

Going back to 1T a month would be much nicer in my opinion or a tab for contracts should be offered.

If there was a page where players could post open contracts for production that anyone could accept would be awesome. If i could go on to a page and click Nuclear Defensive Missiles then see there was 9 contracts on the Global market and accept them that would be VERY COOL IDEA, but with that aside.

Im with Andy on this one Spending limits should remain.
(wonders if Andy died because this is one of those times i agreed and i'm not being a pain in his ares)

thewhy

Thursday, October 24, 2013 - 11:56 pm Click here to edit this post
i think there should be a spending limit aswell i just dont think it should apply to products bought on contract

Andy

Sunday, October 27, 2013 - 02:11 am Click here to edit this post
Contracts must be included in the spending limit.
Otherwise, the spending limit will be trivialized.
It is easy to contract any products in large numbers and build a very large army very fast.


1T is for most countries much more than their total yearly spending and spending such an amount on weapons and ammunition each month is far too high.

As the price of weapons and ammunition continues to decline, the military spending is buying more weapons and ammunition than before and the monthly amount should in fact be corrected.

thewhy

Sunday, October 27, 2013 - 02:25 am Click here to edit this post
would it actually be trivialized? or would it untrivialize in game alliances?... i can see why there should be a spending limit for contracts but maybe a separate one?

Andy

Monday, October 28, 2013 - 04:40 pm Click here to edit this post
may be.
or the spending limit should be such that it allows for a reasonable number of contracts and leaves space for additional spending.

prices are declining, (again in the next update) while the spending space remains unchanged.

Richard

Thursday, October 31, 2013 - 12:00 am Click here to edit this post
So Lenpeat, are you a poet or do you just not know the English language?

XON Xyooj

Thursday, October 31, 2013 - 12:35 am Click here to edit this post
interesting to see that vets want controls and limitations :)

it is not though that having a large military has no operating expenses. the military so far has only been a money draining pit and not generating money directly.

this game needs more freedom, such as you can buy whatever amount of products you want so long as you have the money to buy these products and these products are available for you to buy.

even the limitation of buying max of 120 months of products for my corp is lots of work, because i cannot go on several earth weeks without checking your empire/enterprise. when i go on vacation for 4 earth weeks or more, i don't want to log into sc to make sure i'm not shortage on any products for my corps. the automatic buying and selling of products do not always work as far as i have experienced.

why the limitation for what a player can buy any product, if such product is available on the market? i see this limitation as nothing more than to control growth or decay, and not letting the market comes to an equilibrium.

as i have posted on this forum, if the production and consumption of the products in sc have been properly designed, there would be no need to have controls (buy limitations) on any product to be in anyone's subjective direction. yeah, don't tell me that i don't understand how the market works in sc,...especially american concepts which this game has been patterned after?

on earth, i know how many loaf of bread i need to make each day to meet the demand of my customers. if i produce too little, then i will loss sales and possibly loss customers to my competitors because these customers would see me as incompetent to produce this product to meet their demand. if i produce too much of this product, then i will not be able to sell all of them, and may have to lower my prices so that some customers could be encouraged to buy more quantity than they normally would buy, or that i will have waste if all the produced quantity are not sold.

please keep this game in common sense :)

lenpeat

Friday, November 1, 2013 - 02:07 am Click here to edit this post
Richard, i function as an Entrepeneur. Which mean's
i use English to move Capital Resource's from outside; into The Capital Pool inside.
see also, "Billiard's.


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