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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Cash - How to reverse a failing economy?

Topics: Beginners: Cash - How to reverse a failing economy?


Wednesday, September 10, 2014 - 02:02 pm Click here to edit this post
I have been logging in and out for a few weeks now and I have managed to find most of the features of the game.

Problem 1:
I had over 4T in cash which is dwindling and is only just over 1T now.

I have tried increasing number of corporations (I did have over 40).

I have tried closing loss making corporations (3 a day usually).

I have tried adjusting tax and profit transfer and social security payments and its just going down and down.

Problem 2:
I have a profit margin currently at 4.25B however this does not explain why the total cash keeps dropping. Everything seemed fine until I started to assist a country that I had conquered financially (Now cancelled).

Borg Queen

Wednesday, September 10, 2014 - 03:44 pm Click here to edit this post
First of all: Country and World name?

2.: Corps do their best if running with 100% employment and hiring, so it's better to have a few that run max capacity then a lot running on low capacity.

3.: Don't use short build-close cicles as corps can upgrade over time (which you should let them do) and get more productive/profitable meanwhile.

4.: Any good economy needs good education. The Corps hire like the barrel-principle, meaning if there are enough workers in all but one category to get 100% employment but the one category only has enough for 20% that will mean the corps will only hire for 20% in all categories.

Pro-tip: Put tax to 0% and get welfare up. This will attract CEOs and most CEOs know what corps are good and those corps pay you through other means then tax. Use high% Profit transfer.
And don't do the army before getting a stable econ to back it up, no matter what the tutorials say ;)

Borg Queen

Monday, September 15, 2014 - 12:38 pm Click here to edit this post
You're welcome


Monday, September 15, 2014 - 01:41 pm Click here to edit this post
Sounds good, economy has started to stabilize over the weekend but still slight loss.

I shall adjust the tax levels to a lower percentage.

Questions arising from this:

Should I close low end businesses?
Should I worry about healthcare or mainly education?

The Grand State of Tinako
Kebir Blue

Borg Queen

Monday, September 15, 2014 - 03:06 pm Click here to edit this post
Generally: Education>Health>others

To have a rough estimation on what to aim for:
The welfare index is taking the lowest value of several other indexes:
The health index
The Education Index
The Transportation index
The Supply index + 40
The Employment index + 35
The Social Security Index + 40
The Government Salary Index + 25
This was taken from a former version of the Game Docs.

You should aim to come as close to 130 as possible. Getting above that is a bit of work, we get 136 in some of our Empire's Countries.
It's good to develop Education and Health higher then needed. Better Education lets you react to Worker-Fluctuations faster. But more then 200 won't be needed. Health is good for getting more pop, but watch out, they live longer and want retirement pay, not even us can deny it to our drones.

First would be in our opinion: get the SS Payment to that 80%.

To save money that's not listed in Profit&Loss but still spent: Look up the 'Spending' Tab in your Financial Index. There are two categories: 'Consumption by Pop' and 'Spending by Gov'. The first category you want high Quality numbers for those Products, they indirectly increase your Welfare and as the pop pays for what it needs it's a total 0 for expanses anyway.
The second one is where you want small Quality numbers. You see you have Construction Q288 paying 1,45B per month while you could go as low as Q120 when you would pay 0.6B per month and that's from only the first Product in that list.
If you have/want military the military products should stay high as as far as we know it could reduce your Army's Q if resupply is low Q, but you have to ask someone else on that topic.


Monday, September 15, 2014 - 04:16 pm Click here to edit this post
I found your post very informative Borg Queen thank you.

Been wondering about the welfare index and its relation with other indexes. Is 136 the highest it goes up to? Also retirees do they contribute anything to the economy or are they just a sponge on my finances?



Tuesday, September 16, 2014 - 08:01 am Click here to edit this post
I don't know if there is a limit to how far welfare can go up, but the law of diminishing returns kicks in in the low 130's. It's a lot of work to get as high as 136 and rather expensive. Also, retirees don't contribute, they just drain. Nothing can be done about that though.


Tuesday, September 16, 2014 - 11:04 am Click here to edit this post
Actually, it's not that expensive to raise your welfare level to 136. All you need is 136+ education (where anything below 180 is insufficient for many reasons anyway), health, transpotation, 96% employment, 100% supply index (i.e. no shortages - which is essential anyway) and 95+ social security (not that hard or expensive if you have only 4% unemployed and salaries are around 200+ state and 300 corporate). Actually the rewards should outweigh the cost imo.

P.S. Borg Queen is right on everything except for the unemployment factor, which is +40, not 35. Otherwise we would never see welfare levels over 133-134 (which we clearly see in many countries).


Tuesday, September 16, 2014 - 01:48 pm Click here to edit this post
Well for the first time in ages, the economy cash level has risen.

This is due to 4 factors.

1. I closed 300 elementary schools (reopening 180 odd now)
2. I have closed 10 corporations
3. I have lowered tax to 20%
4. I have increased profit transfer to 65%

If this sounds risky or something isn't going to work, let me know.

Thank you for your help.

Borg Queen

Tuesday, September 16, 2014 - 02:39 pm Click here to edit this post
Christos, anything above 135 comes from consumption quality bonus and game lvl bonus. The Game docs said the game lvl bonus starts with lvl 12 but it starts before that, I checked when going 10->11. Don't know about lower lvls.

Those numbers posted above have been taken from the Game Docs when they still were in there.

adsy, raise your SS payment faster, as it is the only thing that seems to hamper your welfare index atm and the increase of welfare index will increase your production roughly 10%, so a multitude more income by a little more expanses

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