Simcountry
Forum Beginners business and finance indices?

business and finance indices?

X
XON Xyooj

All worlds
01 Aug 2013 16:40Link
how do you improve or make these better?
what variables do they depend on or interrelated with?

much much appreciate you helps/insights :)

thank you
X
XON Xyooj

All worlds
02 Aug 2013 23:53Link
please help with clues?
S
Star Foth

All worlds
03 Aug 2013 00:17Link
Have good employment, balanced budget, and have a good percentage with your profit transfer (not too high, not too low, the 'profit' doesn't take into factor business expenses. So if you do 90%, then all goods sold go to you, and they can't pay for materials)

I set my profit transfer to 60% and have auto upgrades running 24/7.

What's your country name and world? I might be able to look you up and name things you can do.

It's the overall economy strength to population ratio.
X
XON Xyooj

All worlds
03 Aug 2013 01:21Link
thanks foth,

i'm XON 1 on FB.
much appreciate that

it seems that my critical item is population, but still i have unemployment when my corps are not 100% hiring and production? i have people who don't want to work or not skilled to work, but then why did they graduated and not working? confusing to me
X
XON Xyooj

All worlds
03 Aug 2013 01:31Link
to have "graduated last month" and yet "unemployed"....that's frustrating

i have closed a few corps because hiring were too low and production were too low, so i suspect not enough workers to go around?

i've posted elsewhere that the education priority page is too confusing for me with all those labels, and there should not be "unemployed" there because it can be interpreted that you have too many workers and not enough positions for them or that you don't have enough positions but have too many workers.

i still have "unemployed" eventhough my "needed for 100% production" figures exceeded my "unemployed" figures....

so i thought how the heck do you improve finance and business indices if you can not workout the variables that detemine these indices?
S
Star Foth

All worlds
03 Aug 2013 01:57Link
Try asking Aries how to set your corps to 100% production and hiring.

He told me how and now it's all good.

I forgot how, although I know he told me how.
B
Baconator

All worlds
03 Aug 2013 02:20Link
I would recommend closing a massive amount of corporations, as you need millions of workers to fill your open positions, when your population isn't breaking 20M. Cut back until you have a surplus of workers and reorganize your education priorities until they fit the corps you are building, then continue to expand, luckily for you it appears your main problem is a shortage of workers which can be easily fixed by changing managers, teachers, nurses, ect to workers. Never build a corp if you don't have nearly 100% of the necessary workers. One hundred corps at 10% hiring is worth less than 5 corps at 100% hiring.

This will essentially solve your business and trade index problem you were having, as it is a reflection of your factory utilization, aka average production per corp.

Finance index is just keeping costs as low as possible and income as high as possible. I see you are running a state econ so you need to set tax to zero and pr
X
XON Xyooj

All worlds
03 Aug 2013 02:54Link
then have to find aries :)
X
XON Xyooj

All worlds
03 Aug 2013 02:57Link
thank you baconator :)

so your logic seems to be that i'm running state corps, so no need to tax my corps just like there the american postal service or bookstores?

won't higher salaries increase my expenses thus reduce my net profit, which affect my cash position?

much grateful :)
B
Baconator

All worlds
03 Aug 2013 03:57Link
The reason I recommend profit transfer over tax is profit transfer doesn't affect the net profit of the corp while tax does, which in turn drastically decreases the value of the corp. Not to mention it can go to 100 rather than just 75 so it makes more sense for a state econ even if you don't care about corp value.

On your question involving salaries I was concerned that may happen as well, but then I tested this setup out on GR just for the purpose of climbing game levels to get gold coins for my LU countries\CEOs. The money you save on paying out salaries outweighs what you loose with the income tax for citizens, and this compounded with the the extra profits you will receive from corps due to the lower salaries they payout makes low salaries very beneficial. I'm currently transition my Main on LU to a state econ and even with the high salaries\government cost left from high paying CEO it is already improving drastically.
X
XON Xyooj

All worlds
03 Aug 2013 04:13Link
i have tried what you saying, see how it goes in a few days.

does make sense the way you reason at the moment.

i don't see any other reason not to run as a state economy since i make all the decisions anyways, and will perhaps open up to other players to come set corps in my empire once i reach a certain level in the game. it's either my economy run by me, or with the helps of other players setting up corps in my empire.

i'm trying to test to see if i can run one country, before i start expanding. previously i ran a few countries and seem so difficult to figure how to make the empire grow, because it seems that game formula is to intensify government cost when you're running an empire of many countries. i believe there should be a way around that, otherwise the game formula needs to be investigated. i'm going with the concept of "doubling the penny"
X
XON Xyooj

All worlds
05 Aug 2013 05:06Link
beconator,
you're right by changing those you suggested got me from negative $5B to positve $1B in about 24 earth hours :)

see how this will keep on ...thanks again
X
XON Xyooj

All worlds
05 Aug 2013 23:11Link
darn, back to loss of $1B over night, just by changing profit transfer of 90% to 100%? jus now reversing back to 90% and see what happen in the next 24 hours
B
Baconator

All worlds
06 Aug 2013 00:17Link
Your income fell due to a drop in employment. I recommend closing all weapon corps in your country, as they can't produce nearly as much money as other corporations if they actually make money at all. Then continue to close until you are at consistent 100% hiring across the board for your corps. After you get that done you can truly fine tune your economy.
X
XON Xyooj

All worlds
06 Aug 2013 07:42Link
okay, let's try that :)
looks like improved a bit

bit uneasy without weapons corps in fb, let's hope no one bothers me
X
XON Xyooj

All worlds
06 Aug 2013 10:31Link
couple questions, please elaborate them regarding the education priorities

when "unemployed" is more than "needed for 100% production" then is that good or bad?

when "unemployed" is less than "needed for 100% production" then is that good or bad?

when "unemployed" is "0" then what does it means?
this zero would be less than "needed for 100% production"


thank you for your times :)
B
Baconator

All worlds
06 Aug 2013 15:38Link
The amount of workers produced in each profession is determined by your education priorities, and changing them to fit the corporations you have and those that you plan to produce is essential to truly run a great economy. It differs greatly from country to country so you should keep in eye on what worker types you really need. For example, if you have 60k low level managers but you have a shortage of 5k medium level managers, you would change your priorities to reflect that ( lower priority for llm and raise it for mlm ). It may be a bit tricky at first but it is best to remember that these are long term affects you are controlling with instant changes. Even if you find your optimal priority it still may take a few days to see the true affect, and you will still have to change them in the future to compensate for past education practices, so its something you should always keep and eye on.

For the questions about unemployment, it depends
X
XON Xyooj

All worlds
07 Aug 2013 23:48Link
@baconator,
thanks

the confusion for me is that the "unemployed" column can have two meanings; if my worker graduated into a category and that category still has not reach the max for "needed for 100% production" then there should be no figure in this "unemployed" column. but if the "needed for 100% production" is full, then there would be figure in the "unemployed" column.

the way it is presented now is that i do not know whether i have too many workers in that category and not enough jobs for them; or is that these workers graduated into that category but they don't want to go to work even though the "needed for 100% production" in that category is not even met yet.

would make sense to me, if the columns for each category/profession of workers be "graduated last month, available, needed for 100% production, current priority, new priority"....this way is less confu
T
Teh Kilrain

All worlds
08 Aug 2013 14:23Link
I don't even read those reports. I judge my employment by looking at the education priorities screen, you can instantly see where you stand with employment and make adjustments.
X
XON Xyooj

All worlds
08 Aug 2013 23:12Link
@teh kilrain,
how can you tell from the education priorities screen, it doesn't say anything about whether you are over or under in any profession. each profession just given you some numbers, and how do you decifer these numbers other than you know how many you "needed for 100% production" and those who are "unemployed"

but again, what does "unemployed" mean?
do you have two many workers and not enough jobs?
or do you have too many jobs and not enough workers?
B
Baconator

All worlds
08 Aug 2013 23:28Link
If you have jobs open and it appears you have enough workers chances are you are short in just one category which is preventing the hiring in the others, also it takes time for corporations to hire people, so you won't notice 100% hiring the next game month. I just peaked at your country but it appears you have a good profit, and your employment has risen tremendously. So I would guess your corps just need time to catch up, you will probably be at 100% hiring in all corps by tomorrow, or very close to it.
X
XON Xyooj

All worlds
09 Aug 2013 08:23Link
@baconator,
now tells me i'm short on corps, that's why have high unemployment.

building more corps to cope with high unemployment figures.
T
Teh Kilrain

All worlds
09 Aug 2013 14:48Link
Education priorities screen tells you how many employees you need for 100% employment, and how many you have available. So for example if you need 100 high tech execs for 100% employement, but you have none available, you have a problem and will see unemployment in all categories. What Baconater says true, sometimes its just one critical employment category where you are deficient that prevents multitudes from being hired, like High Tech Execs.

Companies will only hire a percentage of required employees based on the lowest ratio of available workers. Example you may have enough workers to fully staff a company in every category required except executives, where you have only 50 of the 100 the company requires, then that company will only hire at 50% for all categories.
T
Teh Kilrain

All worlds
09 Aug 2013 14:49Link
That burger making me hungry...
B
Baconator

All worlds
09 Aug 2013 16:16Link
You do not have high unemployment. You are at 5%, which is when you start fine tuning with education priorities, as you had one corp at 60% with 90% of the workers necessary unemployed that just haven't been hired yet . Your just fine with what you have, don't build more.