F
FarmerBob
07 Feb 2009 23:15
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One of the central issues with quality has been the fact that it serves very little purpose beyond artificially increasing corporate profit.
There is a quite simple solution: Translate Quality to reduced consumption, require quality supplies and quality upgrades to produce equal quality product, and essentially cap quality officially at 250.
I will elaborate point by point.
1. Translate quality to reduced consumption.
When calculating supply usage, apply an adjusted modifier for quality between 100 and 250. The modifier should be on a slight curve granting greater benefit as quality increases.
For example using quality benchmarks:
Country uses 1 million widgets per month at 100 quality. Each widget cost $100, costing the country $100 million.
At 150 quality, the country would use 40% less, 600k costing $90 million at $150 each.
At 200 quality, the country would use 60% less, 400K costing $80 million at $200 each.
At 250 quality, the country would use 75% less, 250k costing $62.5 million at $250 each.
Obviously, player countries would be ordering at max quality. C3's would buy at 100.
2. Require corporations to use equal quality supplies and upgrades to produce a given quality of product, but apply the same modifier to production supply usage.
For example:
Company A Widgets is an unupgraded state corp that uses among it supplies 1000 tons of steel at quality 100 to produce 1 million widgets per month of 100 quality.
1000tons X $1000 per ton= $1,000,000
Company B Widgets is a fully upgraded state or new, unupgraded private corp that uses 600 tons at quality 150 to produce 1 million widgets at quality 150.
600tons X $1500 per ton = $900,000
Company C Widgets is a fully upgraded private corp that uses 400 tons at 200 quality to produce 1 million at widgets at quality 200.
400tons X $2000 per ton = $800,000
Company D Widgets is a fully upgraded true public corp that uses 250 tons at quality 250 to produce 1 million widgets at quality 250.
250tons X $2500 per ton = $625,000
Sale pricing would remain the same.
Company A sells 1mil. widgets at $100 each for gross sales of $100 million.
Company D sells 1mil. at $250 each for gross sales of $250 million.
3. Cap quality at 250. This would occur naturally as only a fully upgraded true public, using quality 250 supplies could produce quality 250 goods.
Trade strategies would still apply as quality goods would actually be competing for buyers and sellers. There would be an effective cap here as well, considering that at some percentage over market, one would begin overpaying, negating cost reduction from higher quality.
The markets would likely be a mess for some time if this were implemented, but it would convey the following advantages:
1. Quality would actually fulfill a useful function.
2. Contracts, Common Markets, and self-supply would become useful again to ensure a steady supply at desired prices and quality.
3. Adjustments from W3C to keep the economy functioning would be much easier to manage and less disruptive to players.
4. Profitabilty would be built into the system if mininmalist, 100 Quality corps, were set to be at "break-even" with increasing types/upgrades/supply quality increasing profitabilty.
5. Demand for top quality goods would be ensured as countries finally have a use for higher quality.
6. True publics would become attractive to maximize profits.
Weapons and Ammo are the only current exceptions, but I have further suggestions for the War Engine to utilize Quality. That is a post for another day, however.
There is a quite simple solution: Translate Quality to reduced consumption, require quality supplies and quality upgrades to produce equal quality product, and essentially cap quality officially at 250.
I will elaborate point by point.
1. Translate quality to reduced consumption.
When calculating supply usage, apply an adjusted modifier for quality between 100 and 250. The modifier should be on a slight curve granting greater benefit as quality increases.
For example using quality benchmarks:
Country uses 1 million widgets per month at 100 quality. Each widget cost $100, costing the country $100 million.
At 150 quality, the country would use 40% less, 600k costing $90 million at $150 each.
At 200 quality, the country would use 60% less, 400K costing $80 million at $200 each.
At 250 quality, the country would use 75% less, 250k costing $62.5 million at $250 each.
Obviously, player countries would be ordering at max quality. C3's would buy at 100.
2. Require corporations to use equal quality supplies and upgrades to produce a given quality of product, but apply the same modifier to production supply usage.
For example:
Company A Widgets is an unupgraded state corp that uses among it supplies 1000 tons of steel at quality 100 to produce 1 million widgets per month of 100 quality.
1000tons X $1000 per ton= $1,000,000
Company B Widgets is a fully upgraded state or new, unupgraded private corp that uses 600 tons at quality 150 to produce 1 million widgets at quality 150.
600tons X $1500 per ton = $900,000
Company C Widgets is a fully upgraded private corp that uses 400 tons at 200 quality to produce 1 million at widgets at quality 200.
400tons X $2000 per ton = $800,000
Company D Widgets is a fully upgraded true public corp that uses 250 tons at quality 250 to produce 1 million widgets at quality 250.
250tons X $2500 per ton = $625,000
Sale pricing would remain the same.
Company A sells 1mil. widgets at $100 each for gross sales of $100 million.
Company D sells 1mil. at $250 each for gross sales of $250 million.
3. Cap quality at 250. This would occur naturally as only a fully upgraded true public, using quality 250 supplies could produce quality 250 goods.
Trade strategies would still apply as quality goods would actually be competing for buyers and sellers. There would be an effective cap here as well, considering that at some percentage over market, one would begin overpaying, negating cost reduction from higher quality.
The markets would likely be a mess for some time if this were implemented, but it would convey the following advantages:
1. Quality would actually fulfill a useful function.
2. Contracts, Common Markets, and self-supply would become useful again to ensure a steady supply at desired prices and quality.
3. Adjustments from W3C to keep the economy functioning would be much easier to manage and less disruptive to players.
4. Profitabilty would be built into the system if mininmalist, 100 Quality corps, were set to be at "break-even" with increasing types/upgrades/supply quality increasing profitabilty.
5. Demand for top quality goods would be ensured as countries finally have a use for higher quality.
6. True publics would become attractive to maximize profits.
Weapons and Ammo are the only current exceptions, but I have further suggestions for the War Engine to utilize Quality. That is a post for another day, however.