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<title>Simcountry Poll Results</title>
<link>http://www.simcountry.com/cgi-bin/cgid?votenews</link>
<description>
W3Creative is publishing all the ideas that have a good chance of being implemented into the game. Proposals that have been implemented and proposals that are nice to have but are unlikely to get the priority and enter the game are removed from the vote news page.
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    <title>Simcountry Poll Results</title>
    <link>http://www.simcountry.com/cgi-bin/cgid?votenews</link>
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<item>
    <title>Welfare Overview Page </title>
    <link>http://www.simcountry.com/cgi-bin/cgid?votenews#welfare_overview_page___status__we_agree__please_read_our_response_april_11__2012</link>
    <guid>http://www.simcountry.com/cgi-bin/cgid?votenews#welfare_overview_page___status__we_agree__please_read_our_response_april_11__2012</guid>
    <description>As Welfare is one of the most important index, if not the most important as it reflects the other important indexes as well, I think it is worthy of its own 'overview page'. On this page the indexes that work together to form the Welfare index should be listed and how they contribute to it so everyone can easily see which Index is the one he has to improve next to increase Welfare. Like Employment Index 85.5 =&gt; Welfare 120.5 Health Index 110 =&gt; Welfare 110 So you easily see for the Welfare index to increase in this example you need to increase Health before you have to increase Employment (speaking of course only Welfare-Index Wise). This would especially make it easier for newer Players to access how the Welfare index works and how they can improve it effectivly. Vote Yes if you think such a Welfare-Page would help Vote No if not</description>
</item>
<item>
    <title>Transportation price break or bonus </title>
    <link>http://www.simcountry.com/cgi-bin/cgid?votenews#transportation_price_break_or_bonus___status__rejected_april_11__2012</link>
    <guid>http://www.simcountry.com/cgi-bin/cgid?votenews#transportation_price_break_or_bonus___status__rejected_april_11__2012</guid>
    <description>I believe that one thing that is very lacking in this game is the transportation element.  I realize that we have roads, train tracks and Water treatment facilities in our country to pump up as our transportation. The way we buy things it�s similar to commodity based pricing, real world example is paper for corrugated it sells for the same price if you are buying from your mill or someone else�s mill (I�m sure there are more examples) The price will fluctuate as well but is set by an outside body (sound familiar?) Where this is important is it�s similar to the way we buy goods in SimCountry. In the above real world example you would never buy paper from the other side of the world even though you would get it for the same price, shipping would kill you!  You buy close to home to save on shipping. I propose a simple model to implement into SimCountry that would ONLY be imposed on Contracts (for obvious reasons), for discounts as a result of savings in shipping as follows� 1% savings for each of the following conditions, they are stackable too -	In the same common market -	On the same continent -	In the same region -	Country or enterprise The buyer would pay less and the sell should receive more, the difference would be made up in savings on shipping. Explanations: Discount for same common market � those in the same common market should trade many goods between them, reducing the cost with volume. Discount for Continent, region or Country � Obvious savings due to proximity. Discount for Enterprise � similar to Common market in that several goods may be easily ordered within the same organization and a certain amount of traffic makes shipping easier and cheaper. So Vote YES � For discounts and bonuses in some contracts Vote  NO � For no discounts or bonuses</description>
</item>
<item>
    <title>The New Version of the 'Overall defence index levels' </title>
    <link>http://www.simcountry.com/cgi-bin/cgid?votenews#the_new_version_of_the__overall_defence_index_levels__status__rejected_april_11__2012</link>
    <guid>http://www.simcountry.com/cgi-bin/cgid?votenews#the_new_version_of_the__overall_defence_index_levels__status__rejected_april_11__2012</guid>
    <description>I believe there is a better and much simpler way for everyone to understand that there should be 2 simple 'Overall defence index levels' which are the 'Peaceful Mode' and the 'War mode' as it could work like this...... From 0-20 (Peaceful Mode) You will be protected from war, it would be like a form of automatic war protection for your countries. Although if you were defeated in war for example, and were driven down to this index level after the war with a large empire, it means you will be safe from war at this level but also means your countries could well suffer from rebellions and riots due to the lack of military presence across your empire. From 21+ (War Mode) This is where you will have enough and a decent amount of military strength to fend off many enemies. This is where PvP wars will be possible so be prepared. Also respecting the other players at this level will be absolutely crucial if you want to survive as a decent military power.</description>
</item>
<item>
    <title>Common Market Q </title>
    <link>http://www.simcountry.com/cgi-bin/cgid?votenews#common_market_q______status__we_agree__to_be_added_april_11__2012</link>
    <guid>http://www.simcountry.com/cgi-bin/cgid?votenews#common_market_q______status__we_agree__to_be_added_april_11__2012</guid>
    <description>I would like to see a Common Market requested Quality addition. So, I can find contracts that offer either between a range of Q or a specific Q. This would allow for more players to join CMs and trade within (Import and Export) in CMs. The reason I bring this up is because I am in a CM, but only export due not having supply shortages. This limits my score possibilities unless I wish to spend triple the price for goods. This could even be a Premium thing, since free players have certain restrictions. Vote Yes- For addition to request Q in a CM vote No- For keeping the original layout and functions</description>
</item>
<item>
    <title>loan market supply and demand </title>
    <link>http://www.simcountry.com/cgi-bin/cgid?votenews#loan_market_supply_and_demand___status__please_read_our_response_april_11__2012</link>
    <guid>http://www.simcountry.com/cgi-bin/cgid?votenews#loan_market_supply_and_demand___status__please_read_our_response_april_11__2012</guid>
    <description>currently the loan market is automated, and very hard for people with piles of cash to judge how much they should offer without incurring a (too high cash tax). I propose a system in which we can see the loan market demand and supply. this would allow many people to determine how much they want to add to the market or take away and converse capital. vote yes to get a supply demand model in game vote no to keep it the same</description>
</item>
<item>
    <title>deregulation </title>
    <link>http://www.simcountry.com/cgi-bin/cgid?votenews#deregulation______status__please_read_our_response_march_11__2012</link>
    <guid>http://www.simcountry.com/cgi-bin/cgid?votenews#deregulation______status__please_read_our_response_march_11__2012</guid>
    <description>I feel with the current price of goods having a cap at certain demand points, it constrains the market. If we have a free market in which demand determines price thing will be better overall. for example, costs for food currently will plummet, things like energy will skyrocket, but this will allow people to build the corporations who make those skyrocketing price products. This would also create inflows of game money to build, and buy these products letting gold coins actually increases in value.</description>
</item>
<item>
    <title>Moving Military Units </title>
    <link>http://www.simcountry.com/cgi-bin/cgid?votenews#moving_military_units_____status__please_read_our_response_march_11__2012</link>
    <guid>http://www.simcountry.com/cgi-bin/cgid?votenews#moving_military_units_____status__please_read_our_response_march_11__2012</guid>
    <description>I propose we be allowed to move military units at the tab &quot;Map Control -&gt; Relocate Objects on Map&quot; to make it easier. Vote yes, if you want to make movement of military units much easier. Vote no, if you believe the current setting is enough.</description>
</item>
<item>
    <title>Warring for Gold Coins </title>
    <link>http://www.simcountry.com/cgi-bin/cgid?votenews#warring_for_gold_coins____status__please_read_our_response_march_11__2012</link>
    <guid>http://www.simcountry.com/cgi-bin/cgid?votenews#warring_for_gold_coins____status__please_read_our_response_march_11__2012</guid>
    <description>I'd like to propose the following...(On Fearless Blue ONLY) After a C3 war the player should have a choice to either &quot;Take over the Country&quot; which would give its current effect of taking over the nation plus the cash assets of the war level OR Just ending the war. Instead of gaining cash the Player should gain Gold Coins = to the cash value of what they would have gotten. This means in the highest war levels a player would be able to war a C3 nation and gain around 220GC, This would GREATLY help by increasing the amount of GC on the markets and would spur activity on Fearless Blue. By creating this effect players would move to Fearless Blue in search of these coins. Which would cause more players to be stationed there and would increase game play and possible warring. This Idea can even be moved to other worlds but only 1/2 or a 1/4 of the normal value would be given... Vote Yes to add an idea like this Vote No to keep as is</description>
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<item>
    <title>Proposal for Federations to hold accounts of money </title>
    <link>http://www.simcountry.com/cgi-bin/cgid?votenews#proposal_for_federations_to_hold_accounts_of_money_status__will_be_added_february_18__2012</link>
    <guid>http://www.simcountry.com/cgi-bin/cgid?votenews#proposal_for_federations_to_hold_accounts_of_money_status__will_be_added_february_18__2012</guid>
    <description>I propose that a federation could have an account of game money which players of that federation could pay in to if they wish. The chairman of that federation could give out money to federation members from that pot i.e. if they are a new member or in financial difficulties. Chairmans could be even become philamprothists.</description>
</item>
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    <title>Helping Players in C3 wars </title>
    <link>http://www.simcountry.com/cgi-bin/cgid?votenews#helping_players_in_c3_wars____status__will_be_solved_shortly_february_18__2012</link>
    <guid>http://www.simcountry.com/cgi-bin/cgid?votenews#helping_players_in_c3_wars____status__will_be_solved_shortly_february_18__2012</guid>
    <description>Helping Players in C3 wars </description>
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