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..
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W3C - Expected New Features

Topics: General: W3C - Expected New Features

Tom Willard

Friday, September 9, 2011 - 05:28 pm Click here to edit this post
In the coming 2 to 3 months we expect to add the following functions: (The priority for implementation of these planned features is not necessarily in the order they are listed).

1. Space trading will be improved by adding a column showing the average of the quality of products on offer.
2. Quality for consumption products with improved auto-ordering procedure and influence of quality on the welfare index.
3. Space craft maintenance. The maintenance products are part of Simcountry. cargo shuttle maintenance will kick in with this new feature.
4. The professional army. The feature was described recently on the forum.
5. Direct trading will be extended to additional products that are not traded on the space markets. (Currently gold coins & game money & Cargo Shuttles only).
6. Introduction of third party space transport.
7. Space trading features to be available for CEOs.
8. Improvements to the war maps and the way units are selected for movement.
9. Further reduction in the size of military units and reduction of the numbers of destroyed weapons in war.

At the same time, more smaller features, problem fixing and improvements of existing functions will continue.

These features should not be seen as written in stone and the list may undergo changes.

Green Paws (Little Upsilon)

Friday, September 9, 2011 - 06:56 pm Click here to edit this post
Good news for the supplies for the country. I note that it was the consumption of the country that was at stake here but I hope that one-off purchases like roads and trucks will have an effect as well.

I wouldn't want to see top quality consumption products attached to a low quality asset.

Jo Salkilld (White Giant)

Friday, September 9, 2011 - 07:22 pm Click here to edit this post
Thanks for letting us know in advance, Tom, and for posting regularly with updates. It really helps!

Hugs and respect

Jo

Noproblem (Fearless Blue)

Friday, September 9, 2011 - 08:27 pm Click here to edit this post
good to know! Wondering what the quality standards for countries will be. That way we could increase quality in country orders just before this is implemented.

Maestro2000

Friday, September 9, 2011 - 11:29 pm Click here to edit this post
Looking forward to #6 and #7

Blueserpent (White Giant)

Friday, September 9, 2011 - 11:44 pm Click here to edit this post
looking forward to #10....space war:)

Quetzalcoatl (Fearless Blue)

Saturday, September 10, 2011 - 12:58 am Click here to edit this post
looking forward to 5,6,7 and wait mabey a few others too, looks good.

Quetzalcoatl (Fearless Blue)

Saturday, September 10, 2011 - 12:59 am Click here to edit this post
What about my last two poll votes, they both passed with greater than 30 votes.

Quetzalcoatl (Fearless Blue)

Saturday, September 10, 2011 - 01:02 am Click here to edit this post
Number #11 Add IPO page with all corps that fill the requiremnets so that we do not have to do one by one and we can do all at once.

Tom Morgan (Kebir Blue)

Saturday, September 10, 2011 - 01:23 am Click here to edit this post
Good on you. I've noticed also that the GMs seem to be talking more than usual on the forums, which is great considering recently there was an outcry for their to be clearer explanations and a heads up of proposed changes- thanks tons guys and I'm looking forward to the Quality Index, Pro. Army, and War Map improvements.
Cheers,
T

Dave (Kebir Blue)

Saturday, September 10, 2011 - 02:19 am Click here to edit this post
6a no longer need a space dock to buy in space just to sell

Maestro2000 (Little Upsilon)

Saturday, September 10, 2011 - 02:33 am Click here to edit this post
I hope #6 is setup where I can pay a fee and my product is moved from one world to another. Keep it real simple stupid.

Homerdome (Fearless Blue)

Saturday, September 10, 2011 - 07:15 am Click here to edit this post
Number 12

June 15th Game News

Remote army bases will in the near future become landing places for Cargo Shuttles. This new feature will make it possible to load entire army units or supply units and also supplies and ammunitions for the army, and land them into a remote base. It will simplify the logistics of the army during war.

Homerdome (Fearless Blue)

Saturday, September 10, 2011 - 07:18 am Click here to edit this post
Anyway... lol, good to see the changes, thanks for the heads up Tom

Solaris (White Giant)

Saturday, September 10, 2011 - 12:46 pm Click here to edit this post
Number #6 sounds good.

Thanks for the advance notice, Tom.

James the fair (Little Upsilon)

Saturday, September 10, 2011 - 06:51 pm Click here to edit this post
Tom when you say third party space transport, does that mean I could be doing some space hauling for other players? as i've got 4 space shuttles in my country doing nothing at the moment. Or does it mean I can let them out to them and earn gold coins from them?

Gothamloki (Little Upsilon)

Saturday, September 10, 2011 - 06:59 pm Click here to edit this post
Further James question.... Will we be able to fold our space assets into building one these transport corps?

Orbiter (Fearless Blue)

Saturday, September 10, 2011 - 07:01 pm Click here to edit this post
i'm looking forward to #7, their are so many cool things you can do with that,

its a warlords dream!!!

Maestro2000 (Fearless Blue)

Saturday, September 10, 2011 - 07:15 pm Click here to edit this post
Here is my crystal ball on #6

1) Player opens a space hauling corporation.
2) Player contributes a space shuttle(s) to the corporation.
2a) The shuttle gets converted into number of trips based on it's quality.

So now the space hauling corporations has xx number of trips available to sell.

Keep it simple stupid and many will use the service.

Players wishing to use the service must have two viable transportation venues. (Space Center(s), docking station(s))

Space hauling service sells three types of trips.

a)Trips between space centers.
b)Trips between docking stations
c)Trips between space station and docking station


Keep it simple stupid and many will use the service.

James the fair (Little Upsilon)

Monday, September 12, 2011 - 03:54 am Click here to edit this post
But number 2 is about bleeding time and should have been done months ago, definitley the quality of the products that a country consumes should of course must influence the welfare index, this would benefit my countries greatly as they already consume a lot of high quality products (from my own corps of course)

David Walker (Little Upsilon)

Monday, September 12, 2011 - 04:59 am Click here to edit this post
Here, here. Assets must be included in that though as well.

Tom Willard

Monday, September 12, 2011 - 06:29 pm Click here to edit this post
The first items on this list to be implemented are:

3. Space craft maintenance.

The maintenance products are already part of Simcountry for some time. Cargo shuttle maintenance will kick in with this new feature.

When starting a new mission, a cargo shuttle will be required to use one space craft maintenance unit. This product will be traded on the space station Libra.
It is the player's responsibility to have such a maintenance units either on the shuttle itself or at the space center or docking station where the shuttle is launched for its next mission.

If a maintenance unit is not available, the shuttle will age faster.

The spacecraft maintenance units are available now and can be bought and stored at space centers and docking stations.

When the feature is implemented, all cargo shuttles will receive 10 maintenance units for free. More maintenance units will be offered on the space station Libra to make sure they are available.

The free market for these units will have to take over the trading rather quickly.

5. Direct trading

Direct trading will be extended to additional products that are not traded on the space markets.

Currently, only gold coins, game money & Cargo Shuttles are traded on the direct trading market.
Other products will be added, and trading will be similar to the trading of Cargo Shuttles.

The products will include all navy ships, military bases, and other large, fixed assets that are assumed impossible to trade on space stations.

Also services, military services, construction, high tech services, air transport and electrical power that represent contracts for delivery rather than physical products cannot be traded on the space stations and will be added to the direct trading market.

Most products will continue to trade on all the worlds, some will be trading on some of the worlds and some products may be trading on the direct trading market only. (cargo shuttles and some strategic navy vessels).

All products that are essential for countries and are used on monthly bases will continue to trade on all the worlds.

9. Next Reduction in the size of Military Units

Another 10-12% reduction in the size of military units will take place on September 20 or 21.

Maestro2000 (Kebir Blue)

Monday, September 12, 2011 - 09:54 pm Click here to edit this post
Looking forward to seeing more products on a direct trade basis.

Jo Salkilld (White Giant)

Monday, September 12, 2011 - 11:09 pm Click here to edit this post
I'm looking forward to the professional army. That will go a long way towards helping players defend their countries in the face of corporation worker adjustments and population bubbles.

Tom said sometime in September. I'm hoping it's in the next round after these ...

Hugs and respect

Jo

Matt Patton (Golden Rainbow)

Monday, September 19, 2011 - 01:58 am Click here to edit this post
I say do that run better thing with the med equips and mil service
run em into the ground like water maintain
which would cut demand in other severe shortage types and then the med equip and mil serve in my countries will go belly up
or I'll take go crazy on c3 versions either way would be good

Gringo

Monday, September 19, 2011 - 11:18 pm Click here to edit this post
Matt Patton coughs around ignorance. Ignorance composes. Why won't the shed invalid swing? Matt Patton colors outside the pant.

Sorry, but thats what your posts sound like to me! I cant understand them at all.

Accordion_This (Little Upsilon)

Tuesday, September 20, 2011 - 03:34 am Click here to edit this post
Tom - why are War Levels being used as the standard for Game Levels? Reaching a new War Level is easy - all you have to do is pay for an army big enough to take a level "x" C3 for as long as it takes to fight a war against the C3. In contrast, reaching a new Game Level through Peaceful indices or the defensive indices is a great deal harder, because they require long-term effort. Peaceful requires a *lot* of corps, and keeping a *lot* of cash in one's countries. The defensive indices require a *lot* of money to be spent on the upkeep of the defence. How is this balanced?

Tom Willard

Tuesday, September 20, 2011 - 10:53 am Click here to edit this post
In the past, and even partially now, your game level depended among other indexes, on the defense indexes.

this is not a good indication for your warring qualities. it is a measure of your capacity to purchase weapons. (and pay for their maintenance).

long time ago, we have introduced the war levels and announced that your war level will become one of the indicators for your gaming level. The dependency on the defense indexes will be reduced.

A high defense index however will be required for high game levels. holding a large army is a major cost for a country.
It is economically very difficult to keep a very high game level when you need to have a high defense index and with it a very large army.

economic players do not have this cost and their work force is working and not recruited into the army.

also, achieving a high war level is not easy and more war levels with increasing complexity will be introduced.

Accordion_This (Little Upsilon)

Wednesday, September 21, 2011 - 11:59 am Click here to edit this post
I don't think you're following me :P

Imagine this: it takes $10 worth of weapons and ammo to take a War Level 15 C3. On the flipside, it costs $5 a month to maintain the defence index required for Game Level 15, and $5+ to purchase the weapons and ammo.

Player A goes with the War Level option to get to GL 15. He pays $10, fights a war against a C3, and moves *permanently* up to that Game Level.

Player B goes with the Game Level option. He pays $5 for the weapons and ammo and $5 to maintain them for a month so that he can move up to the next Game Level. He's now moved up to Game Level 15, but if he wishes to stay there, he has to pay $5 a month - which means, after the first month, he is paying way more than Player A.

It doesn't really matter how much the weapons cost to maintain - if the cost is above $0, Player B always ends up paying more. Now, considering that Game Levels help determine score, why does Player B have to pay through the nose for his points whilst Player A only has to beat a C3 in a war? Even if Player A is inept, it will *always* cost him less money to get to and stay at GL 15, even if he has to purchase $20 of weapons and ammo because he's so inept.

And in regards to economy players - maintaining oodles of corporations, massive indices, and huge populations is just as hard, if not harder, than Player A's route.

Where is the balance in this? The game shouldn't be trying to push every player towards War Levels because they're the only economically viable route to a higher score.


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