F
FarmerBob
16 Feb 2009 04:02
Link
Tom's recent replies to our complaints revolving around the SimEconomy can be very confusing to those players who have not figured out that they aren't participating in a simulation of a Western-style Free Market system.
What SC uses is a Command Economy with a "costs-plus" profit margin. It is vital to grasp that those profit margins are dependent upon game mechanics that only occassionally mesh with free market principles and are locked into certain ranges based upon the factors of trade strategies, salaries, and timing within certain game cycles. Base Pricing, set by W3C and the defining trait of a Command Economic system, remains the largest determining factor for determining profitability.
Therefore, those of you expecting tradtional supply and demand forces to have the same effects in SC are operating on a false assumption.
Increasing supply or demand has little effect on product prices. Those are set by W3C and are not subject to the "invisible hand" forces of supply or demand pressures except with preset ranges of a few percentage points. Therefore, talk of increasing production in shortage products or heavy ordering as causing price changes is very misleading. Increased production would reduce the number of orders being converted to "Immediate" that would reduce top prices ,within the preset limits, from being inadvertantly paid for supplies, but would have little effect on overall prices. Likewise, reduced demand allows prices to depress to the bottom of the base pricing window, but only leads to "green" markets, a situation that we all know to be disastrous for suppliers, not for lower prices, but from unsold product.
The issues that are arising as W3C attempts to "scale down" are centered upon the small adjustments that are required to reduce factors of production and base pricing, while leaving salaries at relatively the same "realistic" levels. There is the problem from W3C's perspective. Base salaries have always been fairly realistic by real world standards while the rest of the model was at least 10times over real world numbers.
This is also why there is no overnight solution.
Should all other factors simply be reduced by a factor of 10 at a stroke, the entire price/profit structure would collapse unless salaries were reduced proportionally as well. We would have the bizzare situation of real world numbers in all other aspects of the game, but salaries would seem absurdly low.
This is not an excuse for W3C, or an explanation for all the other issues that are cropping up.
It is an attempt to at least explain what the SC economic model IS, so that much confusion can be avoided.
In addition, I will continue to harp upon this reality until W3C reps realize that they cannot use free market principles, as excuses, to explain away programming issues with their command economy model, shoving problems back onto players.
What SC uses is a Command Economy with a "costs-plus" profit margin. It is vital to grasp that those profit margins are dependent upon game mechanics that only occassionally mesh with free market principles and are locked into certain ranges based upon the factors of trade strategies, salaries, and timing within certain game cycles. Base Pricing, set by W3C and the defining trait of a Command Economic system, remains the largest determining factor for determining profitability.
Therefore, those of you expecting tradtional supply and demand forces to have the same effects in SC are operating on a false assumption.
Increasing supply or demand has little effect on product prices. Those are set by W3C and are not subject to the "invisible hand" forces of supply or demand pressures except with preset ranges of a few percentage points. Therefore, talk of increasing production in shortage products or heavy ordering as causing price changes is very misleading. Increased production would reduce the number of orders being converted to "Immediate" that would reduce top prices ,within the preset limits, from being inadvertantly paid for supplies, but would have little effect on overall prices. Likewise, reduced demand allows prices to depress to the bottom of the base pricing window, but only leads to "green" markets, a situation that we all know to be disastrous for suppliers, not for lower prices, but from unsold product.
The issues that are arising as W3C attempts to "scale down" are centered upon the small adjustments that are required to reduce factors of production and base pricing, while leaving salaries at relatively the same "realistic" levels. There is the problem from W3C's perspective. Base salaries have always been fairly realistic by real world standards while the rest of the model was at least 10times over real world numbers.
This is also why there is no overnight solution.
Should all other factors simply be reduced by a factor of 10 at a stroke, the entire price/profit structure would collapse unless salaries were reduced proportionally as well. We would have the bizzare situation of real world numbers in all other aspects of the game, but salaries would seem absurdly low.
This is not an excuse for W3C, or an explanation for all the other issues that are cropping up.
It is an attempt to at least explain what the SC economic model IS, so that much confusion can be avoided.
In addition, I will continue to harp upon this reality until W3C reps realize that they cannot use free market principles, as excuses, to explain away programming issues with their command economy model, shoving problems back onto players.