Simcountry
Forum General Little Confused

Little Confused

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Dave

All worlds
08 Jun 2012 16:38Link
When Trading Workers I always though that it was linked to each of the countrys Salary. For Example if I wanted to Trade 10000 LLW for 5000 Teachers And My LLW works made 10K each and his teachers made 20K it would exactly balance

Well come to find out that it is just linked to MY salary if my LLW made 10K and my teachers only made 15K it wouldn't balance I'd have to ask for 6.6K in teachers to get it balance.

I always though that raising countries salary was a good thing it allowed you to ask for more in reurn on workers

If that is not the case what is the adavantage of high govt salarys
J
Jo Salkilld

All worlds
08 Jun 2012 21:37Link
I can't answer the first one, Dave, but I can answer the second.

The advantage in high government salaries is (always assuming they are higher than the salary levels of some of the corps in your empire - and that's the crucial thing), when you run short of workers, your weapons won't deactivate because your LLWs and MLMs would rather be employed in corps where they earn more.

Think of it as an incentive to stay in the army ... :)

Hugs and respect

Jo
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Andy

All worlds
09 Jun 2012 18:29Link
I need to correct it.

The salary levels are not intended as a factor in the exchange of workers.

Government salaries are linked to salaries in corporations and cannot lag far behind or run far ahead.

The reason is that it would be trivial to increase salary levels in corporations to increase production and reduce government salaries to very low levels to reduce cost.

If you want to increase production, it has a price and your government costs (education, health and the army ) increase too.

The army is always allocated the people it needs before the industry.
Increasing the size of the army will reduce the number of available workers. this is independent of salary levels.
(professional soldiers and officers are used first).

deactivation starts if the army takes all the workers in certain groups (LLWs or MLMs up to 50 years old) and needs more.
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xiong

All worlds
09 Jun 2012 23:44Link
the player should have the option that being a soldier is more valuable than being a non-soldier/worker in the country. militaristic nations do value their soldiers highly, more prestigously, than their ordinary people (workers).

having been on the game only a short time, the logic of the game seem to be that workers of the country support the soldiers of the country? the reality is that why is that the game view soldiers as doing nothing when there are no war going on? could the soldiers be making ammo, guns, military weapons, etc... in the government owned corporations?
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Andy

All worlds
10 Jun 2012 00:10Link
You should probably read a little documentation.

The practice in most countries in the real world is that if you are a soldier, you are a soldier, war or no war.

In the game, the country can decide how large the army should be and it can increase its size in case of war by reactivating its reserves.
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xiong

All worlds
10 Jun 2012 00:52Link
andy,
since i been on this game, i have been reading too much of the documentation, not enough time to play. i am impressed with the volume of the documentation, but i see a lot of faults as well.

in the real world of earth, some soldiers do work in corporations/factories making weapons if they are not at the frontline operating killing machines. in this game, it seems that the class of soldiers don't do much when there is no war. reserves in the real world earth are on-call for military duties anytime, so their civilian lifestyle takes second priority. in the game, when deactive a military unit, then those soldiers add to the working population, but not the unemployed portion? either of these, i have no control over these variables. in reality, soldiers would be highly skilled, and would not be on the unemployed population? how do i know this in the game? i don't, do i?
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maclean

All worlds
10 Jun 2012 06:43Link
@xiong: where do you think your population increase comes from? soldiers in peacetime have a fair amount of time on their hands... lol
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xiong

All worlds
10 Jun 2012 08:21Link
@maclean,
in this game, it seems that population increases can come from several sources including births, migration, bought on the market, etc.... and for some countries with over 50 million population, the reality is that won't it be difficult to house them in the country or are most residences in sc in multi-layers?

yeah, i wonder what do the sc soldiers do on peace time too. because base on the economic model of it, they depend on the population to feed them? isn't why when there are too many of them, then the cost is too high to keep them fed?

i know i still got lots of things to learn in this game, but surely seem like many does not make sense
O
Orbiter

All worlds
10 Jun 2012 08:41Link
would it help if i pointed out your countries monthly use of military services and supply?

i mean, take a look at what kind of supply a military supply corp uses, and per month.

i guess it'd work out to my 624K man army, eating 43ish tons of veggies per month... amoung other thing
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Orbiter

All worlds
10 Jun 2012 08:48Link
unless your thinking that idle soldiers should be building great walls?
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xiong

All worlds
10 Jun 2012 09:57Link
@orbiter,
not sure how many soldiers i have, how do i find out about that? i just have over 200 units. where does it show how much each unit consume veggies, meat, etc?

building great walls around my country/empire would be ideal, if they're not at the frontline fighting war. or building nuclear shelters underground?
C
Crafty

All worlds
10 Jun 2012 10:05Link
My reserve soldiers spend their time making bogus SC gold coins to sell to suckers like Xiong :)
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xiong

All worlds
10 Jun 2012 10:11Link
crafty,
then do send me a million of them :)
C
Crafty

All worlds
10 Jun 2012 10:19Link
Well I can do you 1000 of them for 100T. They are high quality, I doubt even the GM could tell the difference.
A
Andy

All worlds
10 Jun 2012 10:57Link
We have tried to find any difference but could not.
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xiong

All worlds
10 Jun 2012 11:08Link
anything to help new players have fun in this game would be much much appreciated.

logging in and have negative cashflow, ain't fun at all. can't do anything other than try to sell overstock products/services or check settings.
C
Christopher Michael

All worlds
10 Jun 2012 15:17Link
Cutting down on your military expenses i.e. deactivation or selling of military hardware/ammo is a sure way to cut the negative cash flow.

Work on building your economic structure first, then carefully bring back your military as funds dictate.

My two cents worth of advice. ;-)
C
Crafty

All worlds
10 Jun 2012 15:20Link
Eat lots more nasty smelly little fish.

Well, it worked for Laguna...
M
Mystery

All worlds
10 Jun 2012 22:18Link
o_O
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xiong

All worlds
10 Jun 2012 23:56Link
@christopher,
okay i've deactive my offensive and defensive weapons. i don't want to see the weapons/ammo, as when i started out it was so difficult to get them on the market when you're in war. takes forever to buy them, when there are none on the world market....a lesson learned

it still feel uneasy deactivating them, even though i'm in secure mode, that must be a psychological thing?

i start out fought a c3, conquer it. then give it back to the gm... it was just a test of the war game, i find it frustrating to get enough weapons, or military resources to win that war. so can i continue to buy military resources, even i deactive my military?

@crafty,
maybe laguna just got bored with players with atitudes on this game? people with superiority complex are often hard to get alone with, for some people :)
M
Marshal Ney

All worlds
11 Jun 2012 05:21Link
In secured mode, no one can attack you. You can still attack computer controlled countries. My advice would be to keep an offensive arm capable of taking those over - to boost population and cash reserves etc.

Ammunition can be stocked in your strategic stockpile. The only way to stockpile weapons without troops would be in an Enterprise. But when you want to switch it back to your main - you'll be bumping up against spending limits.

While some countries do indeed employ their military in factories, those factories are either perennial loss leaders, or belong to specific generals. And military readiness and response suffer.

Military supplies per unit - If anyone has done the math for what percentage of military supplies on hand per unit is actually used, I'd be grateful for the figure.

In the meantime, I'm assuming it's a constant figure per soldier, so - simply add up all the troop numbers, and divi
M
Marshal Ney

All worlds
11 Jun 2012 05:44Link
From Andy's post:

The salary levels are not intended as a factor in the exchange of workers.

Little confused on that point. Salary levels are a primary component in growing population from transfers.

Are there any plans to removing them altogether? And just having the numbers be within 20%? That's going to massively penalize anyone starting the game after that is introduced.
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Andy

All worlds
11 Jun 2012 14:27Link
Marshal Ney
what are you talking about.
I am a little confused.
M
Marshal Ney

All worlds
11 Jun 2012 17:25Link
second line of your post of Saturday, June 9, 2012 - 06:29 pm

The salary levels are not intended as a factor in the exchange of workers.
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Andy

All worlds
11 Jun 2012 17:32Link
The numbers exchanged depend of course on the salary level of the exchanged workers.
doctors earn more than mid level workers and you will need to transfer more mid level workers than the number of doctors you get.

However, the salary levels in the two countries involved in the exchange do not influence these numbers.

I hope it is clear now.