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W3C - Expected Features Update

Topics: General: W3C - Expected Features Update

Andy

Thursday, October 27, 2011 - 02:45 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. Quality for consumption products with improved auto-ordering procedure - DONE October 26.
2. Quality of consumption products as a factor in the welfare index. - Expected on Nov. 1.
3. Space craft maintenance. DONE. September 20.
4. Direct trading extended to additional products that are not traded on the space markets. - DONE October 4.
5. The professional army. DONE October 11.
6. Reduction in the size of military units and reduction of the numbers of destroyed weapons in war. - DONE October 4. May be continued later.
7. Space trading improved by adding a column showing the average of the quality of products on offer. - Expected on Nov. 1.
8. Space trading features to be available for CEOs. Expected in Nov.
9. Improvements to the war maps and the way units are selected for movement.
10. War Feature: mobile units.
11. Introduction of third party space transport. - DELAYED.

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

These features can be changed or delayed and additional features might be added.

Andy

Wednesday, November 2, 2011 - 01:39 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).

Features 1 to 7 are already implemented.

1. Quality for consumption products with improved auto-ordering procedure - DONE October 26.
2. Quality of consumption products as a factor in the welfare index. - DONE Nov. 2. More tuning will follow.
3. Space craft maintenance. DONE. September 20.
4. Direct trading extended to additional products that are not traded on the space markets. - DONE October 4.
5. The professional army. DONE October 11.
6. Reduction in the size of military units and reduction of the numbers of destroyed weapons in war. - DONE October 4. May be continued later.
7. Space trading improved by adding a column showing the average of the quality of products on offer. - DONE Nov. 2.
8. Space trading features to be available for CEOs. Expected on Nov. 8
9. Improvements to the war maps and the way units are selected for movement.
10. War Feature: mobile units.
11. Introduction of third party space transport. - DELAYED.

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

These features can be changed or delayed and additional features might be added.

Crafty (Fearless Blue)

Wednesday, November 2, 2011 - 04:22 pm Click here to edit this post
Could you elaborate a bit further on No.2 please.

Consumption products... so quality of infrastructure will not affect welfare? or do hosps and such count as consumables. Do all products have an equal influence? weighted by amount used? and other things, it would be great to have an idea of what's what here because I am foreseeing that experimenting to work it out is going to be a very long, costly process. And if further tweaks are going to be made then we cant really use this feature without a bit of insight.
Thanks for your help, Crafty.

Andy (Kebir Blue)

Wednesday, November 2, 2011 - 04:37 pm Click here to edit this post
The consumption quality index is computed as a weighted average of all products that are consumed by the country excluding ammunition.

these are products that are used on monthly bases. you can see the consumption numbers on the trading pages.

this weighted average will not change any more.

the influence of the index on the welfare index is described in the game news.

the influence will increase in the coming weeks and will probably end up at 5%.
very low quality index may reduce the welfare index by 5% and a very high quality, 300 or higher, may increase the index by up to 5%.

It will be done in several steps.

SuperSoldierRCP (Little Upsilon)

Thursday, November 3, 2011 - 12:50 am Click here to edit this post
The only issue here andy is that from what we see you need 200Q goods to remain broken even "a point where welfare doesnt go up for down".

Q of goods in a nation effect the cost of health, trans, government. ECT.

Your really wanting use higher Q(go from 100Q-->200Q) Doubling the Q also double are costs to make the same income.

As stated the GM needs to use a test country and give the nation 100Q roads/rails/water maintance then after awhile use 300Q. You will notice a MASSIVE increase is cost. Well the income benift remains low. It makes at the moment no sence to buy high Q goods. The GM should look into a couple of things that might help this run much more smoothly. Either using less materials when you have higher Q goods or higher Q goods reducing the costs of the effected area of the game.

A... Higher Quility means less needed. This is true in the real world. You use better grade gasoline for a car/Better materials for your roads. You need to maintance it less as they last alot longer. Same should be applied. If you need 90water maintance @ 100Q... Maybe only use 30 @ 300Q. In the end players are paying/using amount as before, the only difference is that they would end up making the good there own.(to save time, costs, and it would increase self suffiency, even increase common market uses as players would start selling these goods to allies).

B...Increase production of consumer corps or decrease the needed amounts of resouces.

Total Income of all Workers this month 717113.61M SC$
---minus---
Taxes paid by Citizens 269,660.01M SC$
---Equals---
447453.60B left over(this goes to health/education/IF/housing/buying consumer goods)
These are the major items used
Construction $36B---Electrical Power $17B---$Services 16B
Total estimated Consumption this Month 237.77B SC$ (comes from the game)

From the math i have (doubling the costs would mean my people would have to spend ALL there income after taxes to buy 200Q goods. I run 750Salaries meaning people half my income cant afford it, it even says in my country news paper i cant buy everything i need. Ive seen tons of times my goods are in the negitive becuase my country cant order goods on its own.(they spend all there paychecks to do so)
Just to supply Power,Construction,Services to my 100M population main i would need 25corps(10services/construction, 5power). If we want to be suffient either corps need to make more or higher Q means less used.

C...With this update CEO should get some wiggle room. I strongly believe that if Country resouce fees where dropped to 20%(allowing taxes to play a bigger role), CEO had a larger base production, highering housewives/disabled ment something the game would see alot more chat/fourm activity by news.
CEO should have higher base production this also goes hand in had with country fee. If CEO made 10-15% more then country corps but only paided 20% the income effect to the nation remains the same. But CEO would make a more cash (10% meaning in a CEO can gain 10-30B extra monthly a month). Larger production would also help with CEO-country trading = more weapons/consumer goods sales...IE common markets.
Also something needs to be done for housewives/disabled. Lets say a president works to get CEO's and gets these people to work if there average level is like 20% of all CEO employees or disabled and housewives they save the country a great deal of money(Social sec cost) then maybe the corp gets a 10% production increase. Something both of which partys benift from.

Things like this would help this update out alot. This is a GREAT update and ITS BEEN LONG OVERDUE! Im finally glad to have this one rolling out im happy to say KEEP IT COMMING GM updates like this help the game become better. Lets iron out the kinks and month from now i think well all enjoy this update...

Signed
A HAPPY SUPER!!!

Andy

Monday, November 7, 2011 - 04:05 pm Click here to edit this post
This is an Updated list.

Some older items that were added before October have been removed.
New items are added.

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).

Features 1 to 5 are already implemented.

1. Quality for consumption products with improved auto-ordering procedure - DONE October 26.
2. Quality of consumption products as a factor in the welfare index. - DONE Nov. 2. More tuning will follow.
3. The professional army. DONE October 11.
4. Space trading improved by adding a column showing the average of the quality of products on offer. - DONE Nov. 2.
5. Space trading features to be available for CEOs. DONE Nov. 8
6. A detailed page, explaining the war index of your country will be added on the war page.
7. Remote bases in C3 countries that are not in war and other such bases that are obsolete after the war ended, will be eliminated. This caused confusion and deadlock situations. more features will be added to make remote bases more transparent in the game.
8. Improvements to the war maps and the way units are selected for movement.
9. More zoom levels, both in and out, for war maps to show the neighboring countries.
10. War Feature: mobile units and space trading in mobile units.
11. Mobile units landing by cargo shuttles in remote bases.
12. Mobile unit landing by transport ship units anywhere in the world. This feature is very significant as it will introduce the first real navy army unit and will allow us to start the transition of the navy into naval units that comply with the military units game, quality, fighting levels, supplies etc.
13. Introduction of third party space transport. - DELAYED.

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

These features can be changed or delayed and additional features might be added.

Andy

Wednesday, December 14, 2011 - 11:32 am Click here to edit this post
This is an Updated list.

Some older, completed items have been removed.
New items are added.

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. A detailed page, explaining the war index of your country DONE.
2. Remote bases in C3 countries that are not in war and other such bases that are obsolete after the war ended. Mostly done but recently a new case surfaced. Will be solved quickly.
3. Major improvements to the game maps with new zoom levels. Expected in December.
4. The addition of auto attack feature to Stealth Bombers
5. Introduction of war level 8 including a stealth bomber wing.
6. More map features - stage 2
7. Replace war maps. The war game will use detailed (multiple) maps to show enemy's countries and improve the view of the war theater.
8. War Feature: mobile units and space trading in mobile units.
9. Mobile units landing by cargo shuttles in remote bases.
10. war levels extension up to war level 15.
11. Mobile unit landing by transport ship units anywhere in the world. This feature is very significant as it will introduce the first real navy army unit and will allow us to start the transition of the navy into naval units that comply with the military units game, quality, fighting levels, supplies etc.


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

These features can be changed or delayed and additional features might be added.

David Walker (Little Upsilon)

Tuesday, December 20, 2011 - 10:51 am Click here to edit this post
These lists are very helpful and especially so as they are published on the same thread.

WitchyPoo (Golden Rainbow)

Tuesday, December 20, 2011 - 04:00 pm Click here to edit this post
Thx for honoring the affiliate program. You guys had me worried for a second. I realize these things can be overlooked sometimes and appreciate the attention given to the matters I raised in emails Andy.

Andy

Wednesday, July 25, 2012 - 09:16 am Click here to edit this post
I found this discussion. Most of it is done but some features were not. These remain a high priority.

We will keep improving current pages and functions.
as for new features, these are some priorities. This plan will take some time to complete but many features will become available this year.
Although currently the war game is being improved, there are and will be many new features that do not assume participation in the war game.

1. Continuing the war maps improvements and the war process in general.
2. More war levels will be added from time to time.
3. Mobile units, including intelligence units.
4. Space trading of mobile units.
5. Cargo shuttles landing at remote bases. capability to transport mobile units anywhere.
6. Mobile unit landing by transport ships anywhere in the world. Navy supply and transport units.
7. Reorganization of the navy in navy units. this will include quality upgrading.
8. Missions. Using special vehicles, missions will be conducted anywhere. (these are non military missions).
9. More space functions including space fighters and evolving into full space war functionality.
10. Resources

Both the missions part and the resources game will be major improvements to the peaceful part of Simcountry.


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