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Offline Xavier Darkmyre

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Economics Overhaul
« on: August 16, 2011, 21:38:09 »
This week on the preview server, we will be overhauling the economics module to address a number of balancing issues, introduce new industries and features, and rebalance the distribution of raw materials. The following lists all of the planned changes, so that citizens can prepare for the new economic module.

Company Concessions
  • For a brief period after the change, it will be possible for companies to change their industry. This will not incur any costs, but will destroy all RM and stock within the company.
  • During this period, it will also be possible to move companies anywhere in the vWorld (of course, RM companies can only be moved to regions containing the RM). This will also be free of charge during the transition period (and if popular, worldwide moving may remain available beyond the transitional period).
  • Finally, during the transitional period, companies can be sold for 50% of their base networth (company creation cost and any tier upgrades).

RM Redistribution
Due to the introduction of new RM and community feedback concerning the over-abundance of RM, all RM have been redistributed. This has indeed already occurred, however the new distribution will not be used until the full changes are released. Company owners and national leaders can view the new RM distribution on the region page. It should be noted that in the new system, there is no more high/medium/low categories, a region either has a particular resource or it doesn't. Resources remain finite, and will restock over time similarly to how they currently do, with restock rates depending on the resource in question and weather conditions in the region.

New Products
  • Rice and Coffee will be added to provide a basic level of health/happiness maintenance for all nations. These basic industries require no RM, but offer a lower rate of Health/Happiness recovery than food/beverage industries.
  • Fish will be added to coastal regions, accessible via a new mini-game that will be playable once per day. This will particularly give new players an easier way to provide food for themselves before their salary grows, or if the food industry in their nation is dormant or under supplied.
  • The Food, Beverage, Residence, Medicine, Vehicle, Armour and Ammunition industries will be expanded to 3 Tiers each.
  • A new Electronics industry will be added. Electronics devices can be used once a day inside a house. They can be used 30 times before they break, and provide increased relaxation in houses. This industry may be expanded to include new mechanics in the future.
  • The Cotton RM has been replaced by the new Fibers RM
  • Coal reserves around the vworld have run out.

Production Changes
  • Without coal, power companies have learned to use a more renewable resource: oil. Coal companies that have not changed industry at the end of the transition will automatically become oil companies.
  • Paper production cost will be increased to 1
  • Steel production cost will be decreased to 1
  • Pizza production cost will be decreased to 2
  • Bread health gain will be decreased to 1
  • Pizza health gain will be decreased to 2, and happiness boost removed
  • Beer happiness gain decreased to 1
  • Beer intelligence loss increased to 0.25
  • Magazine (T1 Book) happiness boost decreased to 0.25
  • Textbook production cost decreased to 2
  • Apartments will now require only cement
  • Apartments production cost increased to 80
  • Apartments daily gain decreased to 1
  • Houses will require cement instead of iron
  • Houses production cost increased to 200
  • Houses daily gain decreased to 2
  • Painkillers will now require fibers and saltpeter
  • Motorcycles will now require only iron
  • Motorcycles production cost increased to 15
  • Motorcycles fuel consumption when working in an adjacent region decreased to 1
  • Cars will now require iron and plastic
  • Cars production cost decreased to 20
  • Pistol production cost increased to 15
  • Pistol damage increased to 15
  • SMG production cost increased to 20
  • SMG damage increased to 20
  • Rifle production cost increased to 25
  • 9mm Bullets (T1 Ammo) will now require only chemicals
  • T1 Armour will now require fibers
  • T1 Armour production cost increased to 10
  • Vehicle production will now be affected by strength
  • Fuel production will now be affected by Athletics
  • Iron will require manufacturing instead of gathering

Goods & RM Conversions:
  • Paper stocks will be cut in half
  • Steel stocks will be doubled
  • Pizza stocks will be doubled
  • Textbook stocks will be doubled
  • Apartment stocks will be reduced by 66%
  • House stocks will be reduced by 66%
  • Painkiller stocks will be cut by 20%
  • Motorcycle stocks will be incremented by 66%
  • Car stocks will be incremented by 150%
  • Pistol stocks will be cut by 66%
  • SMG stocks will be cut by 40%
  • T1 Armour stocks will be cut by 20%
  • Coal inside power companies will be converted to oil (1:1)
  • Iron inside residence companies will be converted into cement (2:1)
  • Chemicals inside medicine companies will be converted into saltpeter (2:1)
  • Steel inside vehicle companies will be converted into iron (1:2)
  • Iron inside ammo companies will be converted into chemicals (1:1)
  • Iron inside armour companies will be converted into fibers (1:1)

New Features
  • Food and drink no longer yield less benefits the more you eat/drink
  • Textbooks (T2 books) will now be the only book usable at the University, and will no longer provide a work skill increase. Manuals (T3 books) will now fill that role instead.
  • Pistols will now use 9mm bullets (T1 ammo), SMG's will use T2 ammo (5.7x28mm), and rifles will use T3 ammo (5.56x45mm)
  • Armour will prevent damage according to the Tier. T1 will prevent 5 wounds per hit, T2 10 and T3 15. Obtaining less wounds will allow a soldier to stay on the battlefield for longer. All armour breaks after receiving 100 shots.
  • Vehicles will lose integrity based on the action and vehicle. Motorcycles will lose 2% when working, cars will lose 2% when moving and 1% when working, yachts will lose 2% when moving to another nation, and 1% when moving to another region. Yachts cannot be used to work.
  • Besides losing 10% integrity when repacking, houses will lose 2% integrity/day provided they dont have power. T1 houses consume 1 power/day, T2 2 power/day, and T3 3 power/day.
  • House owners will be able to place job offers for builders to repair their houses. Percentage of integrity repaired will vary depending on the building (T1 0.4166%/pp, T2 0.2%/pp, T3 0.13888%/pp)
  • House effects will be based on their integrity - ie at 50%, a house will provide half its normal maximum bonus.
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Re: Economics Overhaul
« Reply #1 on: August 16, 2011, 22:12:36 »
Quote
Textbooks (T2 books) will now be the only book usable at the University, and will no longer provide a work skill increase. Manuals (T3 books) will now fill that role instead.
Pistols will now use 9mm bullets (T1 ammo), SMG's will use T2 ammo (5.7x28mm), and rifles will use T3 ammo (5.56x45mm)
This is lame if we can't convert t2 books to t3, t1 ammo to t3 and other goods based on PP ratio...

For example we produce ~500000 t1 ammo but if we cant convert it to our t3 weapon - this is garbage cause we dont use pistols.

Maybe better make it possible to convert goods too?

Offline Xavier Darkmyre

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Re: Economics Overhaul
« Reply #2 on: August 16, 2011, 22:14:07 »
This is lame if we can't convert t2 books to t3, t1 ammo to t3 and other goods based on PP ratio...

For example we produce ~500000 t1 ammo but if we cant convert it to our t3 weapon - this is garbage cause we dont use pistols.

Maybe better make it possible to convert goods too?

We will include an option to convert ammo to the new tiers, and may consider extending this to some other industries.
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Re: Economics Overhaul
« Reply #3 on: August 16, 2011, 22:19:48 »
It would be good for all industries, cause t2 books without ability increase skill - also garbage when all population already complete both courses in the University (for which t2 needed after update, if I inderstand it correctly), etc

Offline jany

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Re: Economics Overhaul
« Reply #4 on: August 16, 2011, 22:26:43 »
It looks a little bit complicated but all ideas are good :). What about yachts? I did not understand what they use (benzin or wind?:) and how they are produced?

Offline Xavier Darkmyre

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Re: Economics Overhaul
« Reply #5 on: August 16, 2011, 22:34:41 »
It looks a little bit complicated but all ideas are good :). What about yachts? I did not understand what they use (benzin or wind?:) and how they are produced?

Yachts will use Iron, Plastic and Zinc, and allow movement between any coastal region.
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Offline Boogiepop

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Re: Economics Overhaul
« Reply #6 on: August 16, 2011, 22:37:45 »
Fishing seems odd and unnecesarry...everything else is produced industrially, but fishing is individual, I find it strange. Its ok to have a minigame, but giving individual means on gaining food to players smells travian'ish and FG'ish. Me not like.

It'll be sad to lose such a big chunck of accumulated goods, but Soviet Russia will get over it  :)

Offline HaoS

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Re: Economics Overhaul
« Reply #7 on: August 16, 2011, 23:39:19 »
Will be good if you'll write more info about resourses: idustries which use them etc.
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Offline Xavier Darkmyre

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Re: Economics Overhaul
« Reply #8 on: August 16, 2011, 23:43:24 »
Most of the changes apart from some of the new mechanics are now available on the Preview Server. Tomorrow, I'll go through and update the wiki to reflect the new information (including new goods and resources).
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Offline HaoS

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Re: Economics Overhaul
« Reply #9 on: August 17, 2011, 00:39:47 »
I think it's better to create more metal resourses, because too many low-food resourses makes all other bread tiers useless. Chocolate looks ridiculous, really.

Also, for expanding vWorld's need in building job it'll be better to make such a thing:
resourse: limestone, gathering skill (which could be used also to build roads project - building job);
industry: building materials (t1 brick which is used for t1 and t2 houses and t2 concrete which is used for t2 and t3 houses) which uses building skill.
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Offline Bombee

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Re: Economics Overhaul
« Reply #10 on: August 17, 2011, 02:18:27 »
Wow, that's a big change.
What gold does? it will have it's own company?

Offline JohnnyNT

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Re: Economics Overhaul
« Reply #11 on: August 17, 2011, 04:35:40 »
Quote
Food and drink no longer yield less benefits the more you eat/drink

ALL types of food and drinks?
And all these changes are final, we can start changing wiki? :D

EDIT: and will be there some productivity formula changes?
« Last Edit: August 17, 2011, 04:46:17 by JohnnyNT »

Offline gogoretti

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Re: Economics Overhaul
« Reply #12 on: August 17, 2011, 04:51:52 »
House owners will be able to place job offers for builders to repair their houses. Percentage of integrity repaired will vary depending on the building (T1 0.4166%/pp, T2 0.2%/pp, T3 0.13888%/pp)

You hate house companies, dont you Xavier?

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Re: Economics Overhaul
« Reply #13 on: August 17, 2011, 05:56:18 »
House effects will be based on their integrity - ie at 50%, a house will provide half its normal maximum bonus.
I think this is not good, cause half-dead-countries without producing power even when they can produce houses get everyday reduced different bonus from house, which not comfortable to daily calculations with health

Maybe better if house work with permanent bonus before full destruction?

Offline Apiaguaiki Tumpa

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Re: Economics Overhaul
« Reply #14 on: August 17, 2011, 09:42:53 »
House owners will be able to place job offers for builders to repair their houses. Percentage of integrity repaired will vary depending on the building (T1 0.4166%/pp, T2 0.2%/pp, T3 0.13888%/pp)

You hate house companies, dont you Xavier?

maybe house repairers will need an UNIVERSITY DEGREE?
Hasta la Victoria, Siempre!


 



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