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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How do you transfer

Topics: Beginners: How do you transfer

XON Xyooj

Thursday, September 19, 2013 - 09:02 am Click here to edit this post
how do you transfer or sell your "products in stock" from your country to any of your corp?

much appreciation for your help :)



Thursday, September 19, 2013 - 03:48 pm Click here to edit this post
under the trade drop down menu, "trade with own corporations."


Friday, September 20, 2013 - 07:12 am Click here to edit this post
hey, i've got a thought for you!

i've been thinking that a cool game feature, would be that local corps reduce country drain on supplies. or well certain supplies.

i mean, if you work at a potato factory, you'll probably be given sack of potatoes, often enough that you'll never buy them. in fact, it used to work that way. yes, i've worked in a potato factory. like over 20 years ago.

anyway, if a country is a high producer of services, it'd make since that the trained professionals, would be able to manage their needs themselves.

i've been testing to see if it works that way, not entirely sure, but i build my corps with that thought in mind. I think that it'd be cool if it worked like that. that local corps reduce local consumption. but not all products would make since, tho.

the other cool part of this, it would give a bonus to balancing out your corps types.

i've also considered, would this kind of closer or moving of corps represent the "damage" it does to the host country, and thus the fee. as the corp is embedded into the structure of the lives of the local population?


XON Xyooj

Friday, September 20, 2013 - 10:23 am Click here to edit this post
thanks josias :)

my thought would be that if sc would just operate similar to what we do on earth it would not frustrate me so much playing sc

it seems that sc operate similar to a communism or socialism concept where there is a base price set for all products on a base quality (a subjective word). if your product exceed the base quality, then you get the incentive price wich is just a simple the multiplication/product of your quality and the set base price.

i keep wondering though, how do you start to get a higher quality of the product if you mix many products with the same quality? that is, you can mix 10 ingredients with each being Q100 so how do you get even a Q110 as a result?

your concept seems normal on earth, because that's often how it is. if you own or work in a butcher shop then you will always have meat for meals; if you own or work in a farm, then you always have veggies for meal.

just can't comprehend why things on sc are not base on the costs to produce?

i'm sure most players on sc are familiar of the difference in prices when you buy directly from the manufacturing plant, buying from a wholesaler, or buying at a retail store? the local market, common market, and world market in sc should exactly be these?

XON Xyooj

Friday, September 20, 2013 - 10:53 am Click here to edit this post
the way sc operates now is that, i have a country which has many corps producing the products that my country needs, but my country is still buying on the world market because the prices of these products are about the same as if the country buys them from the country's corps.

in a state run economy, the state makes all the buy and sell while the corps just produce. but in sc, it is two separate things with corps buying and selling by themselves and the country doing these by itself too.

i thought it would work out much better as a state economy, if the corps produce for the country and whatever are extra or any that the country does not want/need then these can go out of the country. if the country cannot produce enough for its population, then it has to import into the country.....this is how import and export works on earth.

there are certain products that the country do not want to export, such as military wares, so it can keep stocking these products.

XON Xyooj

Friday, September 20, 2013 - 11:08 am Click here to edit this post
i can't remember where the docs mentioned that the country and the corps are different entities, and that i have to run them separately.

that is a big confusion for me, because i keep wondering why i have millions of products on the country's "products in stock" yet some of my corps are shortage on this particular product needed for their productions.

i keep buying for the country, but i didn't buy for the corps so the corps have no production, even it has 100% hiring.

why not make it easier, since the country owns the corps the country buys everything for the corps and the population, and the country also sell everything produced by the corps. the country makes all contracts, and not the corps making the contracts as they are now. the current option for the country to buy all productions from a corp, makes no incentive for the country because it is paying the same price for this product and the country would be selling at the same price for this product to world market, because the price of this product is base on quality times the base price (which base price set by gm).

same can be done for enterprise/ceo version too, it's the ceo that makes all the decisions and its corps just focus on production.

XON Xyooj

Friday, September 20, 2013 - 11:15 am Click here to edit this post
my assessment so far is that gm (game owner) does not have confident that presidents/players have the basic skills to set their own prices for their products, and they may put a price on their product that does not cover the costs to produce this product?

therefore, in order not to put the whole game into free fall would be to set a base price for each product.....this is not a market economy base on supply and demand for a particular product?


Monday, September 23, 2013 - 04:37 am Click here to edit this post
the price thing is more of a forced transition of the market.

it used to be that you could sell very, very high, and get your mark up. their trying to bring it to the average output to the market, both in Q and sales, is equal to the input. the best sales strat will be the best trade strat for a long time.

i think that many of your problems will be resolved when it works that way. when to produce, say 250Q goods, you must buy 250Q supplies. that way, when you contract to yourself, it will eventually even out at the maximum. it is the direction they are going.

as far as automating your corps via your country, that seems to removal a detail of sim country, that has always been a basic skill. that is, the ability to run corps. as far as automating input and output of your corps, automatically via country automation, i don't know, man, i can't think of a reason against it. but i can just picture the holes in that.

XON Xyooj

Saturday, September 28, 2013 - 11:56 am Click here to edit this post
the price of a product must have a base to start from, it cannot simply be an arbitrary figure because this figure would be too easy to manipulate. if the price is base on the cost, then to change the price depends on what the cost is. the cost itself is made up of many variables, such as materials, staff, interests, time, etc...

why is there a need to force a sale, if you don't like me then you should be able to buy from someone else so i would make no sale. if i have so many enemies and you guys don't buy or sell to me, then maybe my country would be bankrupted if i cannot become self sufficient.

quality should not even be a part of anything in this game, much less the price of a product is depended on it.

if you run say a supermarket on earth, your inventory should be automatic so you know when you have to buy more products or when you have to put products on sales (reduce price) because too much in the inventory. to manually go to the shelves and count out what you have before you buy or sell, is just wasted a lot of times. how else is to do in sc, because if this process is automatic then some of my corps would not have shortage.

the basic skills of this game, would better be suited to understand what is the supply and demand on the world stage. that's if you are producing a product that is oversupply on the market, then its price should be lower because few buyers yet you have to pay your own expenses so you are force to sell at a lower price.

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