| Wednesday, January 25, 2017 - 09:09 pm |
This game is complex. Just as you think you understand some things, you learn enough to know that there is more stuff that you don't know. I am not as active as I once was but I typically visit this site about once/day. This thread will be for asking the most complex questions. If you asked your friends and asked your federation and you lack an answer that completely satisfies you, then bring your concern here. Other game experts can feel free to answer questions presented here first and if they answer as adequately as I ever could I will point out the correctness of their reply and move to other inquiries. I will attempt to answer one unanswered question, if there is one, each day.
So, ask away..
| Wednesday, January 25, 2017 - 09:26 pm |
Today I will re-post a question that was asked the other day in a federation I am a part of and the answer I gave to it. The federation member was wondering why their spending limit was not replenishing each game month, though they were not placing orders for anything. The answer was that they were part of a common market and had contracts for many items that he needed. Whether it is working as intended, or not, the game treats purchases placed through contracts as a bigger burden on your country's spending limit then items you either purchase manually or that are placed as a result of auto-orders (auto-order strategy can be found at trade->"order strategy and quality").
Let me give an example:
If an item's current market price is $100 and you purchase it at 300 quality, you will spend $300 ($100 * 3.00). So $300 will be deducted from your funds to complete the purchase. If you place this order manually or through an auto-order, only $100 will be deducted from your spending space, the amount equal to the market price of the item. However, if you purchased the item through a contract, the full $300 would be deducted from your spending space, the amount equal to the full cost of the item, including quality.
The consequences of this effect on spending space is that if you sign many contracts, the burden on your spending space is several times greater than if you purchased the items manually or through auto-orders. Further, spending space is not robust enough to account for many purchases made through contracts. Sign too many to meet your country's needs for the many products your country consumes and your spending space will be reduced each month and possibly push into negative amounts. This will remove your ability to make manual purchases at all and put off auto-orders, leading to shortages of basic goods.
In conclusion, if you are a member of a common market, take care to sign just a few contracts and monitor the effect on your spending space. If you don't, you can find yourself unable to make military purchases or see your supply index fall which will affect your welfare index.
| Thursday, January 26, 2017 - 03:18 am |
I don't know if I have experienced this yet, but I have contracts with all my state corporations selling to my country. In return it gives me a higher supply score and I believe the other state corps buys those products. All my state corps are still profitable even tho they may be paying a premium price as you mentioned above. You mentioned spending space, is what I'm doing good or should I reconsider to lower my spending plan.
| Thursday, January 26, 2017 - 04:48 am |
I've not tested enough to verify everything but I've tested enough to know common market is not the way to go on many things.
I've had every single product needed by my countries contracted through the common market with the exception of Air force Maintenance.
Who came up with the bright idea to have a consumable needed by countries you couldn't obtain everything necessary to produce on your particular world?. At least with glass, selenium is available if your trade strategies are decent and countries don't "NEED IT" directly.
Anyway what I found was there was not enough spending space available to purchase everything and still have enough to buy Air Force Maintenance and I was always running a shortage and had no space to manually enter a purchase.
Additionally this effected my CEO's as the products they were contracting were selling for much less than they would on the open market. So I was buying for more and selling for less, with no improvement in welfare.
So for now, I'm saying "to heck with that" and purchasing only ammunition under contract. It will still effect my CEO as rather than making money those corps are losing money every time THEY need to purchase supplies or I'm going to need a LOT of ammunition corps. You would think with the amount of ammo my meager Army burns through in a month I wouldn't need to upgrade their fighting ability.
It is my "HOPE" the trade off in ammunition upgrades will cancel that out but if not, I will forego the common market entirely. (I actually came to that conclusion years ago but a lot has changed so I figured I'd at least try)
IMHO the meager supply score is greatly outweighed by the damage you do to your countries and corps by buying on the common market.
The only time I've seen corps involved in the common market make even meager gains is when the product offered on the common market is no more than 10% of the standard production.
But, maybe I'm doing it wrong
| Thursday, January 26, 2017 - 07:40 am |
I don't want to hijack the thread so I will keep my input here as small as possible. This is a great thread Aries.
Yankee, I hope your concerns about the limitations and near "penalties" for using a CM are thoroughly examined by the GMs. It shouldn't be this way especially if we are to use CMs as a social tool to promote cooperation among players and federations. Some sort of benefit other than score needs to be added to balance the pain using a CM can bring. Also a benefit that outweighs the penalty and entices utilization of CMs from player to player. Just my thought here.
| Thursday, January 26, 2017 - 03:10 pm |
Jhinkk: I would recommend checking your spending space from month to month to make sure it is staying adequate to purchase things you don't make and for any possible military purchases. I should have mentioned that you can view your available spending space by visiting "Boosters->Spending Space" or "Boosters->Military Spending Space".
Your state corps themselves suffer no adverse effects from the contracts unless the market price for such products does not remain at a consistent profitable level. It is never wise to produce an item for your own use if it is possible to purchase the same item at a low market price. You should also take care not to purchase more items for your country than you need.
Finally, there is a whole other consideration on the quality of items that you want that your country to stock and consume. Items the citizens use goes into the calculation of your country's Consumption Index, which you can view on your country's "Business" page. Your Consumption Index is a factor in your country's very important Welfare Index. Items to consider are things like different food products and other consumer goods like cars and mobile devices. Such items are mostly reimbursed by your citizens and the reimbursement amount can be found in the "Cash YTD" tab of your finance page next to "Spending by the Population". These items you want to purchase at a very high quality.
Other items are consumed by your government. While these items also contribute to your consumption index, no reimbursement occurs from your populace and these items are simply consumed and reflected as a government cost. It is wise to minimize the cost of these items by purchasing them at a very low quality to control government cost. Items in this category include things like airplane fuel (used by your military), medical equipment (used by hospitals), and books and newspapers (used by schools). Since it does not make sense to run corps making a low quality product, it never makes sense to produce these types of items and sell them to yourself.
A full list of things that I have identified to be worthwhile to purchase at low quality for your country is as follows:
Books And Newspapers
All of these items I would not recommend contracting to your country and instead setting your ordering strategy to purchase them from the world market at a low (120) quality.
A third time of item you may have noticed I have omitted are the various military maintenance products, such as airforce maintenance and defensive weapon maintenance. According to documentation, purchasing these items at a higher quality reduces the number of items consumed for maintaining your military. Theoretically, you should be saving money by purchasing these products at a higher quality. I am not aware of proper testing completed to prove this and an opportunity to test and improve our knowledge in this area exists.
I will add for Jhinkk and anyone else who has an inquiry that it is likely worthwhile to post your country/enterprise and world for more specific advice.
| Thursday, January 26, 2017 - 04:30 pm |
I have noticed that any product you buy at a higher quality reduces the number consumed, at least by the country.
| Friday, January 27, 2017 - 10:03 am |
Well now Yankee, that is a useful observation. I need to pay attention a bit more.
| Friday, January 27, 2017 - 04:04 pm |
I figured I'd give it one more try.
It doesn't appear permanent where ammunition consumption is concerned.
Initially it was 22% less when 250 quality ammo was injected into the system over 120-122 quality. However, over time with no increase in weapons consumption has once again risen to the point it's only one or two units less than before.
I was actually expecting it to drop even more as the higher quality ammo made it to the air wings (etc) but so far that does not appear to be the case.
The only thing I can think of that may be effecting it at this point, consumption is based on the amount and quality of ammo sitting in storage and right now that is extremely low as I got rid (well my CEO has it) of all my low quality ammo sitting there.
There may be some "dilution" factor as it mixes with what is in the units and my "in stock" ammo where I am testing is way down from the amount initially dumped in. So far I've seen no indication of my country sneaking in a low quality order and my set points should prevent that anyway.
Other consumables used by the country seem to be stable or continuing to drop though. To bad I didn't pay as close attention to those items as far as cost/consumption.
Cost by the country and spending by the population is coming closer to zeroing out.
My CEO's are taking the hit from reduced profits from the corps. I don't think that's ever going to change. It might though, there is very little I need I'm having to buy off the open market at this moment so eventually higher quality production may have an effect.
I can afford to hang on for a while now that I'm looking for something specific. However it could simply be the common market is never going to be viable unless you have multiple players involved to spread out some of the "hurt".
I sorta remember coming to that conclusion when I was on GR.
| Friday, January 27, 2017 - 09:02 pm |
Hi Yankee. You have brought up the question of ammunition quality and its effect on monthly consumption related to weapon/unit upkeep. This is an instance where I recall crunching some data on this before and I found my post where I did so and will re-post my data here.
From March 23, 2016 in Response to Dominik on the thread "Military. units running outta supplys and fuel" on the Problems forum:
"Number of weapons on those units would help. I am going to look at that attack and bombing wing and compare some of my own data. I will assume the 22,500 fighter missiles are meant to supply 300 fighter planes, as default fighter ammo runs 75 missiles/plane.
This means your 300 fighter planes are consuming 45 missiles/month according to the data you posted from your trade page. According to your spending page, the value of your consumed ammunition is $663.12M/game month and it identifies the quality of the consumed ammo to be be 207. The missiles in your stock are 207 quality while you said your units are at 300 quality. Because I have your world as KB, I can check that world's market price for fighter missiles and find it to be $7.12M.
This means 45 missiles times 207 quality (2.07) times $7.12M should be close to what we find on the "spending" tab of the finance page. I get $663.2M on my calculator with that which is close enough to what our spending page said, $663.12 (I believe quality is rounded to 2 decimal places in our data but figured for more for costs). Your fighters appear to use .15 missiles each worth about $2.21M.
Now, I can compare to my own consumption. My data:
Fighter Planes: 8000
Fighter Missiles used/month (Trade Page): 904
Fighter Missile cost/month (Spending Page): 24,773.42M SC$
Fighter Missile quality (Spending Page): 385
Fighter Missiles used/Fighter: .113
Fighter Missile cost of missile used/fighter: $3.1
You: Each fighter uses .15 missiles/month worth $2.21M (at 207 qua)
Me: Each fighter uses .113 missiles/month worth $3.1M (at 385 qua)
It appears the data validated the game news article I posted, showing higher quality ammo is used less than lower quality. Interestingly, the value of fighter missile ammo my fighters are using still come out higher/plane. The last thing it may be worth looking at would be to count your units and stock missiles and confirm that the total number of missing missiles comes out to the same number as the trade page, in your case "45". It is also worth checking to see which missiles seem to be consumed, the higher quality missiles in your unit or the lower quality in your stock. Does this all make sense? This is what you can do with data."
From my data, it indeed appeared that the number of missiles consumed is reduced with a higher quality stock but not reduced enough to achieve savings relative to a lower quality stock. This might be why the decrease in consumption did not meet your expectation when you injected higher quality products.
| Saturday, January 28, 2017 - 06:58 am |
It seems your data is confirming what I am more or less becoming to believe, which is basically:
Unless you are intending aggressive expansion against another player or, you are at a point where it's likely to become enticing to another player, higher quality is probably not worth it at least, in the short run.
I've not fought a war where "quality" or "fighting ability" of the unit came into play. Those changes occurred after my "heydays" on GR.
The Soviets use to say "quantity has a quality of it's own" however, I don't know if that actually rings true.
Obviously it's important to not run out of ammo (or weapons) in a war however, does the "fighting ability" make a real difference these days?
Seems you've built an empire with both quality and quantity which I assume has measurable benefits. I'm still at the point where I believe "butter is more important than guns".
But I haven't got much to lose if I misjudge either
| Saturday, January 28, 2017 - 08:28 am |
Hi Aries. I'm United Liberty on Kebir Blue. I think I'm running a pretty tight ship in my country. There's one thing that's kind of irking me. The population growth rate is steadily declining. Used to be almost a lot, but is going down now.
My question is, how do I reverse this and get my population growth rate positive?
| Saturday, January 28, 2017 - 07:35 pm |
Hi Aries. What can I do to get my country making more money. The country's England on LU. Thanks
| Saturday, January 28, 2017 - 09:50 pm |
Yankee, I can tell you with absolute certainty that high quality offensive units demolish low quality or even medium quality defensive units.
In my war with Aries I had an ungodly amount of Air defense, all at 300 quality. The 450Q air wings he used ripped right through the 3 wings at 300 at an alarming rate. I can only imagine what 600 quality mobile units would would do to 450 quality.
My conclusion after that exchange is that it is entirely wasteful trying to defend a country. Aries didn't even have any allies he was the only attacker. My air defense may have held if I had 450 quality units too, but I didn't have the time to upgrade all my wares that fast. Maybe things have been tweaked again and testing would shed some light but for all the reductions in the costs of war in general, that statement isn't exactly true if you have to foot defense costs like that. Not to mention to the costs of upgrading a few hundred thousand interceptors and helos, but 10's of millions of ammo as well. The costs get ridiculous.
So in war, yes you definitely want high quality everything. Hordes of low quality will simply be swept aside in the event of war.
| Saturday, January 28, 2017 - 10:13 pm |
It always has been a wasted effort to defend a country. If you don't start the war with the ability to attack and gain air superiority you will eventually lose. Unless of course you're being attacked by someone that simply has no business doing so but, I doubt the war engine would let that happen anyway (would it?).
I've only looked at a couple of Aries's countries but from what I've seen, I can't imagine the number of years it would take to be anything more than a slight annoyance.
I really have no idea what he's got ready to go in the space stations or to transfer from other worlds. I'm not into the space part of this game and really have no interest in that anyway (yet).
Aries is not someone I'd care to upset. Unless of course I was completely sick of playing or, wanted for some silly reason to start over.
| Saturday, January 28, 2017 - 11:51 pm |
Yeah the point of bringing up Aries is that is the only war i can give an example from that occurred after quality came into play. I'm not suggesting one attack him, although I am certain at some point I will suffer from boredom so....
| Sunday, January 29, 2017 - 04:44 am |
Defense is difficult but possible with the right preparation and necessary if you have built an empire worth defending. My Defense Readiness Guide on the Beginner's forum is a good place to start theorizing where to begin for a good defense. Many advantages lay with the attacker, as they mostly control the time and location of any war. The game gives the attacker tools to shield anything they don't want to commit to battle. A successful defense is one where you are prepared to setup bad trades for the attacker, where their losses in materials are more crippling than your own. Psycho Honey is right in that quality is very important in defense and offense. It is very difficult to overcome a quality advantage backed by a sound strategy.
I didn't have a lot of time today. Will try to pick up some other questions here soon.
| Sunday, January 29, 2017 - 05:49 am |
Hey Aries, I am having some trouble bring some slave countries I have acquired back to a healthy economy, any tips on that? They are in debt and I cannot build any new corps; would pulling a loan be worth the extra debt? I plan on using these countries as extra cash flow, and them not making any cash is putting a stop into my plans.
| Monday, January 30, 2017 - 09:11 pm |
SeizeForce: The cause of your gradual population growth decline is an increase in your population's average age. This can be found if you click "population" from your country's home page. Your population growth is basically only determined by two things. Your health index (how high it is) and your average age (how low it is). Most countries who achieve economic success and good population growth do it in concert with a good health index. However, a higher health index gradually raises average age. If you were to attempt to correct this with an even higher health index, it becomes a losing battle. Your average age will rise to even higher levels and bring an inevitable decline in your population.
Several solutions have been attempted by different players. First, I recommend maintaining a moderate health index. One enough for a good economy but not too high. I like around 120. Beyond that, there are strategies to use the "transfer pop" function and worker exchanges to influence your population number and average age. I have had some success with lowering average age by transferring workers out. A domino effect can occur with a declining average age. Combining this effect with my knowledge that purchased pop (with gold coins) tends to be a similar age than the existing country pop, I have been able to purchase a low of younger population for my empire. My LU empire's population of over 2.65 billion (in 10 countries) was largely made possible by this tactic.
I thread with a similar discussion and a thread with another population strategy are here:
-On the questions about improving your country's profits etc., I have decided not to answer those types of general questions. An answer to such questions would be inevitably me telling you what to do. There are many ways to go about running your country successfully and I would rather you find your own way. You may want absolute control for example, and run your own corps, or prefer to make a CEO-friendly country. Many strategies are perfectly fine if it keeps you interested in the game and works for you.
Preferably, I would rather you ask a more specific question that touches on your interest in improving your country. More specific questions on a certain corps' profit, your government costs etc. If you are not sure how to get started, look for ideas in the way other players run their countries. You can start by looking at my empire, if you wish, on LU. My main country is Candinnalm. My countries still do relatively well, though I would warn that I have not actively run them in months. Their basic strategies are in place though and my finances are open. One standout area of my countries will be their rich investment funds, which I have always enriched to create a wealthy country.
| Tuesday, January 31, 2017 - 03:37 am |
Aries, thank you. One thing I have noticed though is with the contracts with my state corps it gives me a huge boost to my finance or welfare score for my country. Btw just want say thank you for starting this topic and helping us beginners.
My country is Brookston on Gr.
| Tuesday, January 31, 2017 - 09:28 pm |
In the documents concerning upgrading the quality of your weapons and ammo it says this "For some weapons, very high quality levels do not make sense because the destruction capacity at quality 200 may already reach 100%. In cases where upgrading is just costly and does not help, max levels will be implemented per weapon and ammunition type, to prevent players from spending their money for zero effect.". Do you know any effective "max" fighting levels for certain kinds of weapons and ammunitions you might want to share?
| Wednesday, February 1, 2017 - 01:05 pm |
I've been reading along on your thread and couldn't be more appreciative of this kind of initiatives to provide in-depth help to others!
| Thursday, February 2, 2017 - 12:36 am |
Porter: The quality of weapons and ammo improve the hit chance of targets they attack and reduce the hit chance of weapons that shoot at them. In many cases, you are going to want to upgrade the key weapons you plan to use to conduct wars to the highest levels you can afford. However, there are several instances where upgrades don't make sense, and one way to tell is to determine the role of the weapon. For example, special forces unit are useful to airdrop on an enemy map and capture/"paint" territory. However, its effectiveness in its job makes no difference if it is 120 qua or 450 qua.
Another instance to consider is the role your weapon will be used for in attacks. The closest examples to the text you cited are very accurate weapons like laser guided bombs and cruise missiles. These weapons have very high to hit chances on many targets and upgrades will do little to improve this. However, the stealth bombers and cruise batteries themselves are subject to counter-attack and higher quality weapons and ammo can reduce the chance of their loss.
Lastly, consider that the upgrade products themselves are of a fixed cost. The cost of improving the quality of, say, a tank shell or missile is the same. So, some items make more sense to acquire at a higher quality and never upgrade.
That's all for tonight. It's my wife's birthday and I have to go.
| Thursday, February 2, 2017 - 08:10 am |
Many thanks Aries you have been most helpful.
| Thursday, February 2, 2017 - 02:09 pm |
Jonni: No problem. Hey, I sent an email to the gamemaster email some time back identifying a problem with alerts not being sent to player email addresses. Have you guys had a chance to look at it? thanks!
silentiger073: Glad you have found useful information here. Feel free to ask questions of your own if you wish.
| Saturday, February 4, 2017 - 03:57 pm |
Question. My Country Zephyros on KB has good indexes except for employment. Employment is at 63% and all other indexes are well above 100%. When I check some of the corporations that are under performing it says lack of workers. Do I need to increase population to fix this? My pop. stands at 54 million and there are 68 corporations. I have had this issue come up in some of my other countries too from time to time. Any help grateful. Thanks.
| Saturday, February 4, 2017 - 10:37 pm |
Michael: Your population is high enough but you are missing some key professionals leaving many of your possible workers unemployed. As of this writing, 9 million workers are seeking employment. Increasing pop by purchasing it would make matters worse, as purchased pop tends to look like existing pop in demographics and skills.
It appears you started to take action by changing your education priorities. I see you are training more high tech engineers, which you dearly need. Make sure you take the time to understand your employment page, which is the best tool to identify areas of need and direct your education priorities in the right place. Also, seek to increase your education index a bit, as it will allow you to train professions more quickly and is holding back your welfare index, as it is low relative to other indexes.
When you get a chance, check the docs under Game Features and Indexes and check the calculation for the Welfare Index. That index is very important for the success of your country. Some adjustments in your country can both improve your income and save on costs in areas where you are overspending.
Good luck with your country and let me know if you get stuck somewhere.
| Sunday, February 5, 2017 - 06:29 pm |
I've been all over the threads in the documentation this forum and I cannot find anything relevant to just exactly how you trade across worlds.
I'm trying to figure out just exactly what is required and decide if I want to expand to other worlds.
Can you point me to relevant game docs???
| Sunday, February 5, 2017 - 11:37 pm |
Yankee: As a general rule, the docs will tell you what is possible but won't outline a strategy. For example, the mechanics of moving stuff across space is there but it won't tell you for what reasons you may wish to do this. So, I will point out the easiest, and less well-known method, to trade across multiple worlds and touch on the obvious way.
The first way, and easiest, is through direct trade. Using the function "exchange products with countries and enterprises" you can move any 16 products instantly to your account and back again to any entity you own. You can obviously sell these for coins in the direct trade area or simply move those products again to any world that may offer a better market price for such products. All of this can be done without owning a single shuttle.
The other way is using the space game. Getting into it for premium members is actually quite inexpensive, with a small fleet of shuttles available on direct trade for just a few coins. Small fortunes can be had checking the markets of worlds you reside on and purchasing things on sale to hold for awhile or transport to a more profitable destination. For some time, I made quite a bit of money purchasing selenium where it can be made and transporting it to worlds where it could not be produced.
That is all for today. Going to head to my Dad's and watch the Superbowl. Not particularly vested in either team, I am a Bengals fan, but I would rather see the Falcons win.
| Wednesday, February 8, 2017 - 08:52 pm |
I have answered questions elsewhere on the forum today. Feel free to bring more questions here. It is likely the question you have is on other players' minds as well.
| Monday, February 13, 2017 - 04:15 am |
I would like to thank the GMs for their increased attention to the game these last few weeks. I am hopeful some key game issued will be addressed soon. I will still hang around this thread to answer your game questions
| Tuesday, February 14, 2017 - 11:16 am |
Hello again all, because I am a benevolent ruler to my people I lowered all taxes and increased pay to 500. Almost instantly I saw a massive increase in owned houses. Although I have no idea what a mortgage is, I assume it's bad I'm trying to find a way to pay it off since it keeps going up. Any ideas?
| Tuesday, February 14, 2017 - 08:13 pm |
The housing and mortgage market in your country is nothing but a mechanism for determining the consumer demand for construction in your country. As far as what a mortgage is, google is your friend.
| Wednesday, February 15, 2017 - 06:16 am |
Me to glad to see even small updates being done to enhance the game!
| Thursday, February 16, 2017 - 06:50 pm |
We will try to fix some problems and remove some limitations. There are many items on our wish list, votes items we want to look into etc.
| Thursday, February 16, 2017 - 08:35 pm |
Let's say someone is trying to expand their ammo stockpiles and they make 10 corps through their enterprise for each ammo type they want to produce. Is it worth building your own corps and contracting the product to yourself (which would mean smaller increments over time) or should one just say screw it and buy them like normal in mass quantities? Is the corp profit you get back after buying the ammo from your own corporations really worth your time?
| Thursday, February 16, 2017 - 10:06 pm |
It depends on the market whether it is worth producing your own ammo. I would recommend not making the decision based on your need for it. If you need a lot or a constant supply of ammo, I have found it best to be located on multiple worlds and be patient and wait for deals. The exception is weapons or ammo which may not be available on the open market.
| Thursday, February 16, 2017 - 10:34 pm |
Ok, which worlds would you suggest I look towards, if there is a best one, when choosing the first one to go to?
| Friday, February 17, 2017 - 04:51 am |
Simple question: why does my weapons in my reserves sometimes dissapear?
| Friday, February 17, 2017 - 08:47 am |
As in, why am I losing some weapons in my reserves overtime.
| Friday, February 17, 2017 - 10:39 am |
Part of maintenance for weapons are small fractions of weapons. This happens extremely slowly.
| Friday, February 17, 2017 - 12:16 pm |
I believe Jonni is referring to this article in game news:
"104. Ammunition Shortages [ top ]
To prevent and also repair ammunition numbers from going negative, a new function is introduced that exchanges a small number of weapons, for a larger number of ammunition pieces for the same weapon. The sale of the weapon and the purchase of the ammunition happen as one action, with no cash transactions involved. The country has the same amount of cash before and after the exchange.
Exchanges will continue as long as the ammunition numbers in the country remain negative. and will stop immediately when the shortage disappears.
It is easy to prevent shortages. There are shortage notifications you can set and you will be notified either by mail or by a twitter message.
Purchasing the ammunition you need is essential when you try to keep your army operational. Make sure these purchases take place on time, set up these alerts and correct the shortages."
So, if you are running short of ammo, your weapons can be consumed to meet the daily use maintenance requirement of ammo.
Hey, any update on an offer for me to assist in updating game docs with the info in game news?
| Saturday, February 18, 2017 - 10:57 am |
This is true too but does not take place a lot at all. Very few cases.
The maintenance of all weapons, including the on going training of the army, does use ammunition and from time to time, a weapon is destroyed.
The numbers, also in this case, are small.
| Sunday, March 12, 2017 - 05:54 pm |
I created an asset maintenance corp in Freedonia on GR, but am baffled as to how I resupply my "space center" requirement. I have 2 space centers, but when I get to the trade with corps. page, it only has "buy" for an option. I read the documentation but it does not seem to cover that. Any insight from you or others (Wicked Lady, Psycho Honey,Yankee et al) would be greatly appreciated. Thanks in advance for your insight.
| Monday, March 13, 2017 - 05:19 pm |
I find making my own ammo has great benefits. Provides security and allows me to control the pricing somewhat.
| Monday, March 13, 2017 - 08:13 pm |
| Friday, April 21, 2017 - 03:47 pm |
Another simple question: which one is better, WG or LU?
| Saturday, April 29, 2017 - 03:09 pm |
How to suspend contracts? or buying supply so corp wont produce, increase spending space for population?
| Sunday, April 30, 2017 - 12:53 am |
WG is better.
| Sunday, April 30, 2017 - 08:23 pm |
Aries i purchased shares and i have not acuired them yet and i made the purchase almost a week ago
| Sunday, April 30, 2017 - 08:58 pm |
King of Tsutsudi: LU is better.
aska26ph2001: Trade->Contracts->Either of the last two options.
David Keirnan: Were the shares you placed an order for offered for sale? Did you offer to pay best price?
| Monday, May 1, 2017 - 08:07 pm |
I think so but i dont remember the number i tried to purchased
| Sunday, May 7, 2017 - 12:08 am |
Could you make more profit by having high education (around 180) and having only or mostly high tech service corps than keeping your index at 120 and using low level workers?
I in theory believe that by having more high tech workers would lead to increased tax revenue but I've never been able to test this. Also I would assume workers would pay more for health care and education with higher salaries although I'm not sure if that would pay for the increased education costs.
Since you are a experienced player I assume you have though about or tried this so I would appreciate any insight as I am deciding how I shall setup my countries.
| Sunday, May 7, 2017 - 12:33 am |
High education has a cost in not only expenses but labor that could otherwise work for corporations. In addition, I believe in a stable economy with a mix of products produced across difference market segments. So, no, building a large education system to focus on one type of production is not something I would do or recommend.
| Thursday, May 18, 2017 - 06:45 am |
Thank you for your answers so far. Some of them have been really helpful for me. I would like to ask another question.
My CEO is stocking up weapons right now. I'm doing this because people have explained to me that you can save a lot of money this way.
But I don't know what the fastest way is to get all those weapons back into a country. If I try to transfer them I'm 'limited' to the max volume my country can trade. Is there another way to get them from my CEO back to my country?
Oh and are there still 'broken' units in the game? In the 'good old days' there were some weapons waaaaaay more efficient then what they were supposed to be.
| Thursday, May 18, 2017 - 06:46 am |
Hey aries, are you number 1 because of your horoscope sign? or is that just a coincidence? or being best is that why you call yourself aries?
| Thursday, May 18, 2017 - 09:10 am |
Letsie: The fastest way to transfer weapons is using shuttles, which ignore all spending caps. Weapons move fairly quickly through space when compared to comparable amounts of needed ammo. Since ammo does not require maintenance, it isn't a bad idea to have it stocked in advance where you are likely to need it. In this way, if you experience a war dec, your shuttles will have less of a workload on the eve of a conflict. For other tips, check the Defense Readiness Guide on the Beginner's Forum, where all my guides can be located by searching my nick "Aries".
Sheepman: Heh, good question! Actually, neither. There is a little bit of a story to it. Years ago where multi-player games started to appear online, an early one was called Stellar Crisis, which was the first multi-player game I played over the internet. My mother worked at OSU for some scientists, and it was called Zeus labs. So, in the game, I went by Zeus.
Sometime later I played another online game. Called Earth 2025, it was the first where I would run a simulated country. I was quite good at it, and would write guides and would participate on their strategy forum. However, I was looking for another nick, and thought the god of war would be more fitting for the war-themed game. Over Ares, I preferred the spelling of Aries, and just went with it. I came over from Earth 2025 to playing Simcountry shortly after it was released, and brought my nick with me.
| Thursday, May 18, 2017 - 10:56 pm |
Thank you Aries for your answer. I've got enough info to keep me bussy for a while.
| Sunday, May 28, 2017 - 07:28 am |
My empire is really in a bad situation now, I was inactive for 2 days and I was planning on raiding C3's for cash and to increase my war level but I wasn't able to get on. Now I see that I have lost a lot of cash due to lots of weapon and quality upgrade spending on orders I placed two days ago. Now I can't get into my country I was using for raiding because it's in too much debt as I was planning on getting cash from raiding to continue to pay for my weapon spending. Is there anything I can do or is it just game over? Most of my countries are in great debt except 2 and I can't raid C3's for more money.
| Monday, May 29, 2017 - 04:13 am |
you need to find a way to pay off the debt and get back into your main country at least
| Monday, May 29, 2017 - 06:42 am |
I just ordered a bunch of electric power in exchange for gold coins.
| Monday, May 29, 2017 - 03:51 pm |
if you have a country or enterprise you can sell it from and then flip to transfer the money into that will work.
| Sunday, June 11, 2017 - 03:35 pm |
How to Airlift Units home from Remote Depot when Supply Units does not replenish Units? I have 2 Air wings in a remote depot because of running out of supply. I create 3 supply units and airlift them to the DEPOT. However, those 3 supply units don't do their jobs. Help me!!!
| Monday, June 12, 2017 - 03:52 pm |
Greetings....Is there a percentage breakdown for the factors in computing the ranking system? Here is the documentation so looking it up won't be necessary.
The total score is an average of many different indexes. The score link on the country home page shows several factors that contribute to the score.
"|The economic indexes include the finance, assets, the industrial index and the corporations and production indexes.
The defense index is computed as twice the defensive index plus the offensive index and the strategic index, divided by four. The war index is also part of the total score.
The welfare indexes are Health, education, transportation, supply, social security and employment."
I look forward to a lively discussion. Thank you
| Thursday, June 15, 2017 - 04:27 pm |
I would like to ask Aries.........
Where in the heck are you hiding????!!!!!!!!! I've been around multiple times and am not seeing you!!!
| Friday, September 8, 2017 - 07:46 am |
I have begun to look into the trading market to earn money and have run into purchasing limits of my enterprise several times. What is the thought processes for this limit? If the enterprises have the money why can they not spend what they have? Doesn't seem realistic to me, is this to slow down trading?
| Friday, September 8, 2017 - 06:05 pm |
Enterprises do offer a lot of spending space. They have a $500 Billion limit each game month, which is not too shabby. You can have two such enterprises on each world and a large empire is capable of adding quite a bit too your spending on a world. However, if there was no cap, quite a few players possess the cash to, literally, buy up just about everything for sale, if they wish.
The caps are there to ensure a somewhat equal playing field for the current products for sale. The one change I would recommend, however, is to count contracted purchases towards the spending cap the same way that market purchases count. I talked about that earlier in this thread. That would allow players a bit more control if they choose to invest in certain corps and stock a certain product, perhaps ammo or weapons.
| Saturday, September 9, 2017 - 02:38 am |
Thank you for the clarification. It makes sense. For a thought experiment lets say someone or many people did decided to literally buy up everything the market has to offer thus driving prices through the roof. Would this not create an opportunity for others to pick up the slack and start trading between worlds even more? Perhaps it would not be a good thing to completely remove all limits at once but would a gradual loosening of the lease allow a capitalist market grow? Perhaps I am completely missing vital points though. Even in today's societies around the world there are still limitations placed on companies.
| Sunday, September 10, 2017 - 01:03 am |
Question: My countries on KB (Ailuros and Zephyros) make a profit each month of about 17 billion each. How come they both are losing money? Should I not be making more cash? I think this may be a game flaw but not certain. I also believe it could have to do with supply orders from the various corporations.
| Sunday, September 10, 2017 - 10:56 am |
Micheal, think of the country "profit" as a monthly allowance. It does not include many items, such as the purchase of products for your country, including from contracts. If you go to your finance page in detail, check out the "Cash YTD' tab. It will show recent influences of your cash total, and you will notice "profit or loss" is simply one component of this.
It is not uncommon for new players, in particular, to purchase items such as weapons and ammo and assume, since profit is positive, that they are staying in the green. However, the "Cash YTD" tab will include this purchase in the "materials purchased" area, which is indeed separate from the country "profit" consideration.
The three line items that get a lot of work there are the "Materials Purchased", "Spending by the Population", and "Materials sold or used bu Government" areas. A lot can be said of these but, to keep it short, the general idea is that you purchase stuff for your country and much of these things end up being used by the government (which "pays" for it here and "expenses" it in your profit or loss) or gets purchased for population consumption. An earlier writing I did above on this thread talks about the quality to purchase items at, and can do much to make your country run smoothly fiscally in these areas.
If you put effort in, it is even possible to get "deals" on products you know your government or population will eventually need, by finding a cheap market price, and stocking these products ahead of time. Then, if in the following months the market price is higher than what you paid, you either saved money, in the case of government products, by spending less than your profit and loss would suggest or profit by your population paying you more for products than what you purchased them for.
| Tuesday, September 26, 2017 - 01:49 am |
Aires, I was wondering what went wrong with my ordering of hospitals. I have enough workers and it says I can order up to 78 hospitals but I've been waiting a few game years and they haven't come through. Im on FB btw.
| Tuesday, September 26, 2017 - 02:40 am |
It took a while for my hospitals and education facilities to deliver myself. There is quite a market shortage for these on FB so it quite possibly is taking that long to deliver. Check your trade tab trade overview and see if they are still pending.
| Saturday, October 7, 2017 - 04:28 pm |
How do you stop or prevent CEO's from taking over or buying corporations in your country? I know there is a way to do this (as I once tried to get my Enterprise -I think it was on LU to place or buy a corporation from one of your countries Aries but message popped up saying President of country does not allow other CEO's in country).
| Tuesday, October 10, 2017 - 11:10 am |
Aries is probably asleep now.
Check settings on the country home page.
You can stop CEOs from purchasing corporations.
Having CEOs in your country is however very profitable.
These corporations contribute a lot of money to the country.
You can find on this forum, requests to increase the number of corporations each CEO can purchase.
| Sunday, October 15, 2017 - 06:06 pm |
What do you mean Aries is asleep now?
| Monday, October 16, 2017 - 12:12 am |
hehe. He meant literally, I think. I do sleep often. Have medical conditions. If you search this general forum for my nick, you will see some of my story on that.
| Monday, October 16, 2017 - 10:08 am |
I think Andy is asleep at the wheel... We have cash issues w corps, no answers..
| Monday, October 16, 2017 - 07:41 pm |
I meant literally.
The cash issue is explained in another discussion.
we hardly ever sleep.
| Tuesday, October 17, 2017 - 12:29 am |
I know I don't..
| Wednesday, October 18, 2017 - 02:35 pm |
I sleep plenty, what to do is walk around in your dreams and watch out for the dancing spiders!!!! :o
| Wednesday, October 18, 2017 - 02:38 pm |
dancing..? that is scary
| Wednesday, October 18, 2017 - 04:06 pm |
yeah, they do that sometimes. Cellars really like to dance in there web, its goofy, though other spiders are runny like the nose when cold, fast and gross. Funny creatures, but are creepy!
| Thursday, October 19, 2017 - 02:15 am |
Is there a way to set when the automation builds facilities? It usually builds when its indexes (health, education and transportation) are below 140, but I want it to build them when they're below 120
| Sunday, November 19, 2017 - 09:23 pm |
Hey Aries what quality supply's to you buy for your enterprise I'm just coming back to game can't remember i think I used to run 300
| Sunday, November 19, 2017 - 09:57 pm |
Hi Aries, how do you lower general government costs?
| Wednesday, November 29, 2017 - 04:32 am |
Robert E Lee after looking at older forum posts and when I used to play on an old account I use 210q supplies for state corporations and 215-220q on enterprise corporations and upgraded public corporations. My enterprise corporations run at 303.2 - 301.8 product quality with 215q supplies.
After looking at other big enterprises like ones owned by XON and rhou who use similar quality to mine they also produce 303.2 - 301.8 quality products. This may be the best quality you can get out of standard enterprise corporations, so I wouldn't run any higher. Looking at your enterprise on LU you're still using 120q supplies on fully upgraded corporations. I believe you're a truck driver, so I know you don't have much free time. I'd update them to 215 in my opinion.
I saw some enterprises using much higher quality supplies 250-300 and they're still only making 303.2 - 301.8 quality products.
| Wednesday, November 29, 2017 - 04:54 pm |
I just want to say it is sooooooooooooooooooooo good to see so many new players asking questions and playing what I consider one of the most fun and challenging games on the web.
It is also great to see older players returning. Happy Simming, Everyone!!!