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

Automation

Topics: Suggestions: Automation

XON Xyooj

Monday, September 16, 2013 - 11:26 pm Click here to edit this post
there is an option to "Automatic placing orders for products that your country needs"
this option needs to have a choice of how much you want to buy for your country's needs, such as any multiples of its monthly use.

is there an option to "Automatic selling products that your country has over supply"

which over supply = your specified inventory level

where specified inventory level = monthly use x number of months you feel comfortable to stock that product


this same feature to be available for the corporations too. there are now strategies for "selling production" and "buying supplies" for corps. the sell strategy is confusing, because the percentage is base off the market price, which should it be base off your cost of producing that product? the cost of production should be the base to start from, and not the market price because the market price will vary base on how fast other buyers want their money for their products? to be base on production cost so that as your factory becomes more efficient then it should cost you less to produce that products, which you should be able to be competitive on the local, common, and world markets.


your input much appreciated, these features will be helpful.

Andy

Tuesday, September 17, 2013 - 04:31 pm Click here to edit this post
Under trade.
did you try order Strategy and Quality?

Star Foth

Tuesday, September 17, 2013 - 06:25 pm Click here to edit this post
Lol, XON knows 'bout dat, Andy :P

He means sell with strategy.

XON Xyooj

Tuesday, September 17, 2013 - 10:47 pm Click here to edit this post
yes, i'm talking about sell strategy. can this be similar to buying/ordering strategy?

my country just keeps buying, so i need to sell automatically any quantity over my specified inventory level.

some products that my country has 0 monthly use are still being bought too. i'm too wondering my people don't eat wheat (monthly use = 0), but they drink over 80,000 bottles of wine per month?

Star Foth

Tuesday, September 17, 2013 - 11:24 pm Click here to edit this post
They eat bread, not pure wheat grains. Bread and 'other food products' use wheat.

I would say :"I dun wanna go to your house for Thanksgiving, lol.", but I'm not in the mood. :(

XON Xyooj

Sunday, September 22, 2013 - 01:42 am Click here to edit this post
most products in sc should have consumption by the population, the corps, or both.

need automatic sales strategy for country so don't have to manually do all the times.

XON Xyooj

Sunday, September 22, 2013 - 01:49 am Click here to edit this post
president specified minimum inventory = monthly use x specified # of months to stock this product

sales order = products in stock - minimum inventory


products in stock would also be known final inventory, to less the confusion.

final inventory = final inventory last month + all incoming products

all incoming products = corps production + country purchases

XON Xyooj

Sunday, September 22, 2013 - 01:59 am Click here to edit this post
in order to make the local market and common market working, or worth the efforts

local market recommended price = 200% x production cost of the product

common market recommended price = 200% x local market recommended price

world market recommended price = 200% x common market recommended price

perhaps these be the base recommended prices for these three markets.
as existing, my experience is that local and common markets work only well for products you cannot get from the world market, such as strategic weapons/materials

for players to max the price of their products, say each booster can reduce the corp's workforce by say 10% and increase production efficiency/effectivity by 10%. an upgrade booster increases the life of the corp by say 10 game years. with no upgrade, the corp life be say 100 game years.

XON Xyooj

Sunday, September 22, 2013 - 02:19 am Click here to edit this post
also that country total asset cannot go below zero, when it reach zero then it is bankrupted and turn over to GM but any outstanding debts (i.e. loans) get transfer to the player's account, leader country, or other empires or enterprises.

the current option, if each c3 can be bought at 300 GC then this 300 GC need to be in the country's account. if player use all these 300 GC plus whatever is existing in the c3 before the purchase, and the country total assets reach 0 then the country is bankrupted.

the better option would be that country needs to be say $1 USD each, and there is no free country in any empired. as i have been advocating, get rid of GC and just direct conversion between $1 US to $1T SC. if you spend your $1T SC plus whatever the country has before you bought it, and your total assets reach zero, then you wanna play you need to buy another country at $1 USD.

premium player needs to be able to sell and buy countries, empires, enterprises, and corporations between other players and the GM. no restrictions on how many you can buy, build, expand, spend money on as long as you have the cash SC $ to do so.

XON Xyooj

Sunday, September 22, 2013 - 02:29 am Click here to edit this post
those who wants to be credit cards warriors, GM will welcome your US $ contributions to help make more developments to the game.

those who don't want to be credit card warriors, you can still get your SC $ by playing the game well.

makes everyone happy :)
makes more people be more active in sc :)

Killson

Sunday, September 22, 2013 - 05:58 am Click here to edit this post
This game is keeping my attention,which is rare for me anyways.

And i've thought about being a credit card "warrior" it's just im,
much too cheap for your idea im kinda upset i used my card 3 times already.

XON Xyooj

Sunday, September 22, 2013 - 01:40 pm Click here to edit this post
if you're saying my proposal would make the game too cheap?

if so, it will kill the excuses that there are players that are students, kids, etc that cannot afford to play the game

it's more security for the game if there are 100,000 players each paying $1 than to have 1000 players each paying $100?

many people will not take notice that they have spent $1 even though they have done it 100 times. but many will be reluctant to spend $100 even just once.

XON Xyooj

Sunday, September 22, 2013 - 03:46 pm Click here to edit this post
another automation would be to allow the people within an empire to move to any of the empire's countries freely, without the transfer as existing now.

the empire's people can go to any of the empire's country, wherever there are jobs/positions for their professions.

if a country is cancel, then the quota can be applied to the country being cancel, but the limit should be the original population of being a C3 when the president took over the country. a president needs to be allowed to take what he has created for the country.

XON Xyooj

Monday, September 23, 2013 - 05:24 am Click here to edit this post
when looking at my "available materials and contract services" for a corp, not once is any of my "last price paid" lower than the "market price"

i often just use "buy immediately" so i'm paying premium prices for the products i want/need on the world maket price. but if these products are plenty on the world market, then i should get the world market prices?

would local and common market exist to automatically solve these prices? where i can set the local prices and common market prices?

XON Xyooj

Monday, September 23, 2013 - 06:04 am Click here to edit this post
when you're building a new corp, it should tell you how much you need to build that corp. these would include all the materials and workers needed to operate for say 12 game months.

as existing, it only list the market price for the product the corp will be producing, the world market situation for the materials you need for the corp, and the number of workers from each profession that you need.

every earth business/corp has a minimum startup cost.

in sc, it seems that each time i build a new corp the workers of my corps are changing even though i have the same salary index. i can understand that the workers would rebalance themselves if the salary indexes for the corps are different. when workers are going thru transitions, then it seems that corp production is not maximizing?

how do you automatically avoid this rebalancing of workers in your corps?

XON Xyooj

Monday, September 23, 2013 - 06:49 am Click here to edit this post
my priority is to be able to produce all the products that my country needs (for populations and corps). the products that i produce within my own country must be made to be cheaper than they are on the world market

how does a country becomes self sufficient in sc?
or how does an empire become self sufficient?

how do you change the automatic ordering for your country so that it does not buy the products that you have 0 monthly use and only buy the quantity that monthly use? i change the country's automatic buying feature, but it automatic change back to keep buying even for products that my country has 0 monthly use or buying thousands of units of a product even though my country only have 200 monthly use.

XON Xyooj

Monday, September 23, 2013 - 09:12 am Click here to edit this post
when you set "contract full production to your country and accept"
you should not have any unsold quantity of that product?

unless your country do not have the cash to purchase this product?

this is an automatic option in sc now, but why do i still have "some left unsold" or "high unsold" of the product?

Star Foth

Tuesday, September 24, 2013 - 02:34 am Click here to edit this post
It can only license 100% max production.

It's likely you have more than 100% in the production section

XON Xyooj

Tuesday, September 24, 2013 - 05:07 am Click here to edit this post
@starfoth, so full production = 100% and anything over will not be taken?

my corps do produce over 100% so that extra % will not be accepted by my country then?

XON Xyooj

Tuesday, September 24, 2013 - 05:42 am Click here to edit this post
i'm still back to trying to figure out how local market, common market, and world market work.

i thought it would be less issues, if a corp could sell its products to the local, common, or world market....but not to a specific corp in any of these markets.

example would be,
XON 1 Chemicals 1 sell chemicals to XON Local Market, Common Market, World Market

XON 1 Chemicals 1 buy oil from XON Local Market, Common Market, World Market


you can have your own preference of which of the three markets you want to go shopping at first. if you produce too much quantity of a product for the local market, then the extra goes to common market; if still too much quantity of this product, then the extra can overspill to the world market.

you can also have the option to choose to buy and sell all your products in just one, two, or all three markets too. this would work well for the concept of boycott. you can boycott any player by not offering your products in a market that player is not part of (i.e. common market).

within each of these markets, then the buy orders and sell orders will be executed according to your specifications (i.e. Q100, Q200, etc), the price you're willing to pay, and so on. these buy and sell strategies will be how you setup for your corps, which are existing. these markets do not have to take ownership of your products, but rather just a holding place for the products. when a buyer does a transaction for a product, then a transaction log (debit and credit) can be created for the transaction....such as debit chemicals from XON 1 Chemicals inventory to credit XON 1 Oil 1 inventory, and debit cash from XON 1 Oil 1's account to credit XON 1 Chemicals 1's account.


as i have stated before, using local/common market contracts seem to always cause hiccups for me because i am contracting directly between the buying corp and the selling corp.

i realize that gm needs to be able to know where to debit from and where to credit to in all the transactions, but creating these three markets as entities so that debit and credit transactions can be attach to them would eliminate the hiccup issues (supply chain issues). because within these markets, there will be many buyers and many sellers, so if one seller does not produce enough quantity for the product you want, you can buy from the next seller in that market.

my priority for shopping (buying/selling) would be local market, common market, and world market. every player will have their choice of which of these three markets he/she wants to shop first.

if your country is producing high quality products, you can have a choice for your population and corps to consume your own high quality products. if you want to buy low quality products, but sell all your high quality products your corps produce then you can do that too.

all of these can be setup and automatically run by the game engine. if a players change his/her strategy, then just change at setup. this automation still requires that presidents/ceos check on their buy and sell orders, because of the prices and quality available in these markets. for those that want to micro-manage, he/she can go into each market and select from the selling offers or buying offers.

frustrated, but hope that this would help make these markets in sc work better.

if the quality has to stay in this game, then the pricing structures have to be invented or modify to work for all three markets.

thank you for reading these :)

XON Xyooj

Thursday, September 26, 2013 - 10:19 am Click here to edit this post
pricing a product base on quality (subjective judgement) is what i think really screw up why the three markets do not function as they should.

the price of a product needs to be base on the cost to produce that product, not some imaginary "quality" concept which is irrelevant to most products.

if electricity generated from coal are more expensive or has a higher cost to produce, then it's price should reflect this cost. if electricity generated from nuclear power plant is cheaper or has a lower cost to produce, then its price should be base on this cost.

the same applies for all products.
i cannot imagine the difference between a Q3000 strategic bomb at $41.70B SC and a Q100 strategic bomb at $13.90B SC. it would be more realistic that a Q300 strategic bomb be a hydrogen bomb and a Q100 strategic bomb be a uranium bomb.

i would like to know how many players out there can manufacture a strategic bomb at or under $13.90B SC. if you can, please share how you do it because the corp has a running cost of more than $1B per month and the corp can only produce one every 12 months if every thing works perfectly (i.e. all materials and workers available, with at least 100% productivity). i cannot produce one bomb a year, because of supply chain problems. if i don't check every day, i'm out of plutonium, or the plutonium corp is out of something and creates a domino throughout all the chain. would be awesome to automatic these :)

XON Xyooj

Thursday, September 26, 2013 - 10:36 am Click here to edit this post
i can't wait to build try building space cargo shuttles at a base price of $29B and you can only produce one per 12 months too :)

if my monthly running cost for the strategic bomb corp is $2B, i would guess the monthly running cost would be about $4B for the space cargo shuttle corp?

no one buys this product either except those participating in the space industry :)

these are my real challenges of playing simcountry, trying to do the impossible, creating products that very few consume :)

XON Xyooj

Thursday, September 26, 2013 - 10:46 am Click here to edit this post
it's difficult to understand that i have construction corps that produce about 7,000,000 per month, yet my country has a shortage of about 3,000,000 per month.

is there an automatic procedure to correct this?

if i send the full production of my corps to my country, then i have to manually sell from the country's inventory (products in stock) every day. this is a lot of works for just even one country, how do presidents with many countries which also has many corps are able to do these buy and sell acts manually?

XON Xyooj

Friday, September 27, 2013 - 11:39 pm Click here to edit this post
we need an automatic inventory control system in sc

the current ordering and buying strategies are too confusing and too much manual labor to correct

a very simple system is that if my country owns my corps (state or national) then i have the option to sell all the productions of these corps to my country. the inventory control system must be smart enough that if the products from my corps are more than what my population can consume, then the extra amount will be automatically set to be sold on the markets (local, common, world).

my country must have the ability to order for both my population and my corps on one page, which would be shown on the "products in stock" where one column is "country monthly use" and another column is "corporations monthly use". this is so that i can buy and sell products for my whole country without jumping from pages to pages, going to individual corps to see what products are in shortage, and so on. if i have 30 corps that have a monthly use of 10 factory maint units per corp, then i can just order how many months of fmu i need for my all corps.

as existing, one of my corps still has 3000 fmu yet another corp cannot have production because it is shortage on fmu, is just too much manual labor for me to check through every corp.

i cannot imagine the earth hours to manage countries and enterprises with thousands of corps, if these procedures are not in place automatically.

XON Xyooj

Sunday, September 29, 2013 - 12:09 am Click here to edit this post
we need another option for the sale strategy

now we have
1. best price
2. time based
3. follow quality

we need the option that you can markup your product, such as if the cost is $1.00 and you put the markup as 200%, then the price = 200%/100% x $1.00 = $2.00

this should not require too much modifications to the game database since the profit/loss statement of a corp already has the cost to produce the product, and the only thing you need to do is put in your markup percentage.

this fourth option would be simply name "markup"

XON Xyooj

Tuesday, October 1, 2013 - 12:32 am Click here to edit this post
notice that selling a product at a fixed price may require you to check manually to make sure you don't sell the product under the cost to produce it

this option of the price to "follow product cost" will automatically set your price base on your cost, similar to the existing "follow product quality"

this new option will be useful to local market and common market contracts.

if you want, you could set your own world market price base on this option too :)

XON Xyooj

Tuesday, October 1, 2013 - 12:34 am Click here to edit this post
oh, please come vote for this new option at Public Voting

:)

:)

XON Xyooj

Tuesday, October 1, 2013 - 04:32 am Click here to edit this post
looking through my corps,

for my strategic bombs corp, last year had a cost of $26,951.69M and income of $19,920.60M

therefore i made a loss of $7,031.09M

even the corp performed at 100% hiring and 107% production?

since the world market price is set by gm at $13.90B for this product

the only way that i can just break even is to produce at Q = 26.95169B/13.90B = 194%

i have reached the max Q273 for this product before, and didn't make a profit.

i feel that this game is designed so i can fail, because i cannot produce this product much less than the world market price set by gm, and even if selling at the world market price i would still make a profit!!!

just sad

XON Xyooj

Wednesday, October 2, 2013 - 11:02 pm Click here to edit this post
there must be something wrong with this game, i twig my strategic bombs corp every day to make sure that it has all the materials it needs, it has 100% hiring and is always at 107% production, yet i cannot produce one bomb per year as stated in the documentations

what's the problems?

this seems to be for all my corps, they cannot produce according to the documentations for this game even if i am at maximum productivity.

does anyone else has these problems, or am i getting too details while most of your just look at the bottomline whether the corp has profit or loss for the month?

as i kept saying, i cannot produce certain products such as these strategic products to be above the quality requires to make a profit because my annual costs are more than the price of the product.

it's great to see that i made a profit of 24B in one month, but the rest of the months are running cost of 2B each. so in 12 months, i made no profit and even loss producing these products.

why?
because the price set for these products are base on their quality !!!
you cannot increase the quality beyond 273, so no matter how you play with ASQ you will either well below or way too high in the cost of your ingredients to create these strategic products.

XON Xyooj

Wednesday, October 2, 2013 - 11:06 pm Click here to edit this post
i have sufficient number of corps to support each other in my empire, i can do JUST-IN-TIME (JIT) manufacturing process for all my corps if i can set my own prices for my products that i want to put back into my manufacturing process.

without being about to do JIT, i am constantly in shortage because i cannot control the quantity of products on the world market and their prices.

please allow automation for JIT, with price to follow cost for every product.

XON Xyooj

Thursday, October 3, 2013 - 11:17 pm Click here to edit this post
been dwelling in this game for details, i kept wondering why products that you can create at higher game levels are often not as profitable as products in the lower game levels?

it would be incentives or encouragements for players to climb the game levels, if products in your game level 2 corps are twice more profitable than products in your game level 1 corps, this would keep players climbing the game levels.

profitability for products needs to increase proportionally to game levels, such as
game level 2 products = 2 x game level 1 products
.
.
.
.
.
.
game level 10 products = 10 x game level 1 products
.
.
.
and so on


but as you climb the game levels, the number of workers you need per corp is either increasing proportionally or decreasing proportionally....and not simply just random as existing. i cannot find a pattern of how workers are allocated to corps, regardless of your game levels. by this i mean that (1) if you're at game level 4, and you're building a game level corp such as oil then the number of your workers in this corp should be less than another player who is at game level 1 building an oil corp. otherwise (2) would be that the number of your workers for this oil corp would be much more than another player who's at game level 1 building this oil corp.

this can be automatically be done, by mapping a player's game level to his/her game level corps

we really need corps with fewer workers, so that we do not have millions of people unemployed in our countries. as i have suggested in another post already, we need the following corps in this game:

small corps = up to 1,000 workers
medium corps = from 1,001 to 100,000 workers
large corps = from 100,001 upward = current corps in sc

XON Xyooj

Sunday, October 6, 2013 - 01:27 am Click here to edit this post
there are many aspects of this game that could be made to be automatic, so that players can focus on the big picture (high level view) or his empires or enterprises.

this is a game of scarcity of resources, there should be no war levels. every player automatically get minimum of 2 earth months and maximum of 12 earth months in secured mode.

that means for the first 2 months of being a newly register player, you cannot declare any PvP war on any other player or any other player cannot declare PvP war on you. After this grace period of 2 earth months, you may declare any PvP war on any other player. BUT once you starts your first PvP war then you will no longer have secured mode for your empire/countries. without secured mode, any player can declare any PvP war on you.

if you have not declared any PvP war on any other player after your grace period, then you may continue up to 12 earth months maximum secured mode.

after 12 earth months, there will be no secured mode. at any time that you declare any PvP war and starts fighting, then you lost your secured mode.

but every player can buy secured mode at a maximum of 2 earth months each earth year. therefore, you better make sure that you scheduled your vacation times (holidays) when you buy secured mode. secured mode will cost you $250B SC per earth month--that's if we get rid of GC.

war will no longer be country vs country, it will be president vs president. that means if you got 1 country and fighting with someone else who has 10 countries, then that's your luck. also all countries in the federation you belong to, can help you whichever way they wanted. so if you got a fedmate with 20 countries, then this fedmate can fight with you with all his 20 countries. this is the reality of war anywhere.

but to prevent too powerful federations, the maximum number of fed members will be 100 players.

if you join a fed, but do not participate in PvP war with any of your fedmates during those 12 earth months, then no other players can declare war on you. that means you cannot participate in an PvP war with any of your fedmate before your grace period of 2 months.

again, this game is about scarcity of resources, players should be fighting for resources or creating these resources? there will be no more immediate fulfillment of any product that has a shortage on the world market, so you have to trade with players who have what you want or you have to build corps to produce those products. this will require that you have some good plans when you decide to build your corps.

quality of products will no longer be use, so every product will have its manufacturing cost and you can decide how much you want to sell your own product to anyone you want. for example, electricity will be electricity, and no more Q100 electricity, Q200 electricity, and so on. electricity from coal power plant will be coal electricity; electricity from nuclear power plant will be nuclear electricity; electricity from hydrodam plant will be hydro electricity.

this game needs to be simple, but fun and not so much time consuming tasks.

XON Xyooj

Sunday, October 6, 2013 - 01:54 am Click here to edit this post
population is the most important product in this game, it will no longer be award 20M to any player. players can buy and sell population, but people will move between nations according the the gravity model.

gravity model is that if your country has 200M yet your country's indexes are very poor, then your population will emigrate to other nearby countries that have better indexes. the best way to gain population will be to have the best index in your region, continent or world. your people will emigrate to other countries if you don't have too great country indexes.

the way it is now, i seen countries with 300M population around countries with 10M population, yet the indexes are not much different. doesn't jive my imagination.

if you got many countries in a world, your people are free to move between any of your countries. this makes the game more dynamic, such as i'm not restricted to just live in california even if there are large unemployment in this state; i can move freely to florida should i choose to.

XON Xyooj

Monday, October 7, 2013 - 09:47 am Click here to edit this post
does any of you know how to track where your money go in sc?

i cannot see behind the closed doors.
my corps make profits monthly, yet the total assets and cash of my countries just kept going down.

the basic accounting equation does not seem to work here.

XON Xyooj

Monday, October 7, 2013 - 10:35 am Click here to edit this post
what is the rationale that a player can only build one corp per month in a country or max of 10 corps in an enterprise?

you should be able to build as many corps as you have the resources (money, workers, etc). it is very difficult to build profitable corps at the start, so you need many corps to balance each other to have a positive cashflow. if you got only a few corps, then it takes very long time for some corps to become profitable, so you are lossing millions of dollars every game month.

this restriction needs to be changed.
for enterprise, you can build as many corps in a month as you have the cash to startup them.
for country, you can build as many corps as you have the workers and cash for these corps.

the current baby-steps of restrictions/redtapes are just annoying !!!

i want to be able to auto startup 100 corps for my enterpises in a game month, if i have the cash to start them. just tell me the startup cost for each type of corps, and i can do these automatically without having to come back to mannual start them

XON Xyooj

Wednesday, October 9, 2013 - 09:03 am Click here to edit this post
this game is getting farther and farther away from the central objective of building a great country.

everywhere you turn, the panelty is to pay with gold coins. you can generate billions of sc$ and you can't buy more countries or more population to grow your empire.

why can't we be allowed to build great countries in this game? you cannot have too many countries because you will have rebellions in your country when you're beyond 10 countries. why would there be rebellion n any of your countries if you take good care of your countries with all your indices well above the standards?

would it be that to build great nations, you need to first take care of your own people first? if so then the productions from your corps in your country must first be for the consumption of your population/corps. when you are so good a producing more than your country can consume then that's when you can export to others?

it should be very simple to build great countries:
(1) self-sufficency = production - consumption => 0
(2) deficiency = production - consumption => less than 0
(3) surplus = production - consumption => greater than 0

let's get back to the basics?
automatic these simple ideas?

XON Xyooj

Thursday, October 10, 2013 - 07:51 am Click here to edit this post
the world market price set by gm has no base, because i have not been able to manufacture my products under this preset world market price.

if anyone else can, i'd appreciate you letting me look at how you do it.

for example, the preset world market price for precision bombs is $12.41M, my monthly running cost for this corp is $1.6B per month. the max production is 780 bombs per year. one year (12 months) has a running cost of $19.2B; the cost for these bombs would be about $25M per bomb.

yet the gm world market price is $12.41M?
therefore to breakeven, you must manufacture this bomb to be at least Q201.

why isn't the preset world market price for this product be much higher so you can make a profit even if you sell at this preset world market price?

this preset world market price does not even reflect the manufacturing cost of this products, so does anyone have a clue how this preset world market price came to be?

looks like it's just an arbitrary figure so that the value of our products could be computed?

XON Xyooj

Sunday, October 13, 2013 - 01:40 am Click here to edit this post
General Cost of Government

does this make sense

"This is the cost of the government facilities and administration. It also includes the cost of local government and the police. The cost of government depends on the size of the economy and the population. Rich countries have more money to spend on government services, peaceful countries that are not burdened by the cost of defence also have more money for government functions and the cost of government is higher."

should a peaceful country has lower government cost, due to without military costs?

we need more details, so we can minimize this item. doesn't help me as a president to run my country better, if only the total cost is given.

James the Fair

Sunday, October 13, 2013 - 02:36 pm Click here to edit this post
I agree that war should definitely be president vs president and not country vs country like it is now as that doesn't make sense for a portion of your empire to be at war with another player, this should be your entire empire to be at war with that player.

I also agree that quality of the products should no longer be of use (except for military weapons) as I have not really seen any real difference in buying any other high quality products for my country's consumption. You should also definitely decide of how much you want to sell these products for as well which would enable a free market, rather than the controlled market we have now.

In terms of the size of your corp sizes. I think instead that you should be able to build just one type of corporation and upgrade it as much as you like. It would certainly be easier to have 1 big electricity corp for example than having 10 of them. So the more workers you have working at corp, the more of that product it will produce.

XON Xyooj

Monday, October 14, 2013 - 06:51 am Click here to edit this post
@james,
yeah, that's how small corps get to be big corps on earth. i do not know of any corp starting at over 100k workers on earth.

on sc, we got upgrades and boosters doing the same. perhaps one of these advancements should be different?

there is no incentive to be good in this game, i just like it due to the balance of resources.

XON Xyooj

Monday, October 14, 2013 - 08:41 am Click here to edit this post
the existing "order Strategy and Quality" is too frustrating and confusing

it either orders way too much or none at all for any product, regardless of how i set the parameters.

we need a new way for country and corps to buy the products that they need and sell the products the corps produce. the aim of every country should be self-sufficiency, and consume the products produce by its corporation before going outside the country to import. the only possible way is to have a method that allows the country's corps to sell the products to the country profitable. when the consumption needs of the country is fulfill then any extra amount can be sold outside the country (export).

as i have said above already, i just don't understand why my country's people has to consume the low quality products while my corps are selling the high quality products they produce to outside the country. the whole concept of rebellions in a country should be base on this unfair treatment of the country's population, and not because i have so many country. my people must be allowed to consume the best products that my corps produce. if i cannot produce enough for the consumption of my country, then i should have rebellions and loss points in this game.

why can we not be allowed to become a self-sufficient country/empire?

Star Foth

Tuesday, October 15, 2013 - 04:48 am Click here to edit this post
Umm? Go to common market>offer contracts> put in 100% and sell to local, then save. Then go to accept, accept local contract offers, and your corps at the time of performing, now sell to eachother .
Then go to country contracts> accept all local.

Star Foth

Tuesday, October 15, 2013 - 04:50 am Click here to edit this post
Also, general cost of government is police, fire, administration, parks, etc. There is no way to lower it.

XON Xyooj

Monday, October 21, 2013 - 05:08 am Click here to edit this post
@starfoth,
thanks, work beautifully for a few earth days then any supply chain hiccups, and the train crash. thus, profit and cash run out the door much faster than they came in.

would be nice if we had the option for the military to be law enforcement (i.e. police) when they're not at wars? :)

i would very much like to know a specific figures on the government cost items, either as a percentage of revenues or fixed amount from a base?

XON Xyooj

Monday, October 28, 2013 - 12:42 am Click here to edit this post
it's really bugging when i look at my corps and the tips just said "Production last month was limited due to a lack of workers"

this needs to be shown automatically which categories of workers is the choking points for the corp, just like it is shown for which materials you are in shortage for the corp. showing which profession is causing this problem would really help me to correct my workers' balance because the education priorities page only gives the total number of workers for the whole country.

anyone else knows any other way to figure out, please share :)

Satomi de Gaia

Monday, October 28, 2013 - 06:51 am Click here to edit this post
The "Education Priorities" page should also tell you the amount of workers you need for 100% production.

XON Xyooj

Monday, October 28, 2013 - 10:27 pm Click here to edit this post
@satomi,
yes, that education priorities page tell me the number for the whole country, doesn't point out for individual corp.

would help very much if when i go into my corp, it tells/highlighted to me that shortage of high tech engineers is preventing the hiring of all my other professions.

just like for shortage in materials, it tells/highlighted to me that i'm shortage of oil that's preventing my corp's full production.

Satomi de Gaia

Tuesday, October 29, 2013 - 12:33 am Click here to edit this post
When you click on a corporation, click "Employees". It should show you the number of employees you have and next to that column is "Estimated employees
at 100% Hiring". Hope this helps.

thewhy

Tuesday, November 5, 2013 - 04:10 am Click here to edit this post
makes the game to easy but i agree theres alot of development that could be done

Erin

Friday, November 15, 2013 - 07:55 am Click here to edit this post
yes

Andy

Saturday, November 16, 2013 - 12:40 pm Click here to edit this post
You can offer your money as loans to others.
it works as long as the game is around.

if anyone needs loans, they will get them form you or others who make offers.

if nobody needs loans, your money will not be loaned.

Same with banks.
if nobody asks for a loan, the bank is sitting on the money.


Add a Message