Simcountry is a multiplayer Internet game in which you are the president, commander in chief, and industrial leader. You have to make the tough decisions about cutting or raising taxes, how to allocate the federal budget, what kind of infrastructure you want, etc..
  Enter the Game

W3C - Gamenews March 14, 2023

Topics: General: W3C - Gamenews March 14, 2023

Andy

Wednesday, March 15, 2023 - 01:53 pm Click here to edit this post
Birth rates and Death rates

We have tuned birth and death rates to reduce the decline of the population in countries with very high population numbers.

The change is quite significant and will make a difference, especially in the long run.

Birth rates are higher and as before, they decline with the increase in population numbers.
However, the decline does not go as far as it did before and at very high levels, birth rates remain more than 0.5% higher on yearly bases.

Birth rates are higher but as before, they are reduced a bit by cases of natural death that occur in all age groups.

The numbers of death cases per game month now depend even more than before, on the health care levels in the country.

Currently, after this upgrade, very high health care index levels can more significantly reduce death rates. At very very high levels of the health index, the numbers of death cases can be reduced very significantly.

Very low health index levels will be more damaging in terms of the number of people dying at alll ages.

Debt Levels in Corporations

With the size of corporations now larger than before, these corporations some times need larger loans.
We have increased the max levels of loans corporations can get before they are considered insolvent.

Corporations in Enterprises

Enterprises can now own more enterprises in a single country. The number is doubled.
Enterprises can also purchase more gamemaster corporations each game month. The number is increased from 6 to 12 corporations, per enterprise per gamemonth.

The Enterprise Score

The enterprise4 score is computed in a slightly different way. The main change is a reduction of the assets factor in the score.
The fact that an enterprise has very large amounts of cash is not a good reason for a very high score.

Tiny Atlas

we are progressing with the development of Tiny Atlas and its release date ig getting closer.
The main issue currently is the stabilisation of the country simulation in a new setting with countries that have no population, or very small numbers.
Some values and some indexes get extreme values and some corrections are needed.

we expect testing and corrections to be completed in the next 2 or 3 weeks.

When starting countries on Tiny Atlas, it will become possible to transfer population, each game month to the new world.
Population however needs food and many other products that are not available on Tiny Atlas and must be brought from our current worlds.

These products should be transported ahead of time.
Shortages of food on Tiny Atlas, or shortages of other essential materials will cause famin and death and the population might decline or even disappear completely.

Before moving people, players will have to prepare, find out what is used in the current worlds and set up transports of materials to Tiny Atlas to be able to sustain the population.

There will be no international market to speak of as long as material are not available and not produced locally.

SuperSoldierRCP

Wednesday, March 22, 2023 - 09:35 pm Click here to edit this post
Andy,

As the game and economies are changing can we see a "Qualify of life" change for the converting of citizens?
Changing the profession of 200,000 people per month for a small county might helpful, but when you a 70m plus nation is it no where near good enough. If you have larger nations it has no impact.

I would suggest the GM look at increasing it to 400,000 which makes it equal to what nations an trade.
At the minimum could we get an increase to 300,000

Lord Mndz

Thursday, March 23, 2023 - 05:16 am Click here to edit this post
I would love to have 1M as a limit, also it can be accumulated by adding 200k each time. Simply it takes alot of time to do it for a single country, for each category of specialists.

Another approach would be to set minimums in education priority page of how much specialist should be kept, and the rest could be automatically changed.

SuperSoldierRCP

Thursday, March 23, 2023 - 07:28 am Click here to edit this post
I would agree with Mndz

After a certain point, you have more "educated" then "non-educated". Upping the limit would be a nice quality of life change.

Andy

Thursday, March 23, 2023 - 09:02 am Click here to edit this post
converting big numbers can have an influence on age groups.
Exchanges of professionals with other countries that can go up to 400.000 per game month, are also contributing.

instead of increasing the numbers, I would like to find out what conversions you are making most frequently and try to fix the initial distributions of workers to reduce the need for such conversions.

From what I see, most shortages are in the high level workers.
most frequent reason for problems is a very high education index converting very large numbers of low level workers into professionals.

This can be prevented by lowering the education priorities to a total lower than 120.

I am looking at the initial number of high level workers.
I might make a sight change to increase the number.

Hern

Thursday, March 23, 2023 - 06:39 pm Click here to edit this post
Yes, if we could make education priorities more dynamic by setting minimum professional numbers, that'd be a huge improvement. Right now, most of my gameplay is going to each country and checking what specialist is currently at 0, then tweaking that number upward. I'm not building schools or anything, just these priorities.

SuperSoldierRCP

Thursday, March 23, 2023 - 07:36 pm Click here to edit this post
Andy,

The big issue I am seeing in many countries is specifically medium level workers.

I think you are doing great on the High level workers issue. I have seen very positive changes over the last several updates, which I think has been helpful in balancing the game.

If you want I would be happy to give a comprehensive list, but for now these are some corporations to check.
- All entertainment
- All Utilities
- Nearly all mining
- More then half of all food
- Military services and Construction

Your welcome to cross check, but once upgraded those corps either need the same amount of medium level workers to low level workers ---or--- in some cases they need MORE medium level then low level.

If converting workers is to much of an issue, then might I suggest the GM look at a small decrease in "Medium level workers" in corporations. I do not think anything dramatic is need, maybe 1% or 1.5% of medium level workers.

Lord Mndz

Friday, March 24, 2023 - 06:59 am Click here to edit this post
I have 8M engineers and 80 education priorities in one of my countries, it will take a while to optimize it. What would help, e.g. at least have some information how much workers i will get from lowering education index, this information can be added to the page and would let people estimate or plan the change over the time.

Lord Mndz

Friday, March 24, 2023 - 06:59 am Click here to edit this post
.

SuperSoldierRCP

Saturday, March 25, 2023 - 04:47 am Click here to edit this post
I agree with Mndz,

Just knowing how many workers I am getting would be helpful!

Banedon Runestar

Wednesday, April 19, 2023 - 11:17 pm Click here to edit this post
I would love if Hern's idea became reality


Add a Message