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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Any reason to build a specific industry in a country?

Topics: Beginners: Any reason to build a specific industry in a country?

Apollonius von Unterzoegersdorf

Wednesday, November 4, 2015 - 06:35 am Click here to edit this post
Other than how much money they make, is there any other way certain corps can benefit a country? Does it make any difference to the host country whether a corp produces Hospitals or Destroyers, if we assume that both were equally profitable?
Also, is diversification a good thing, or should you just build 10 identical corps that make the most profitable product?


Wednesday, November 4, 2015 - 06:46 am Click here to edit this post
One difference is the number of workers needed for companies and the types of each worker. So if you have a less educated workforce and fewer high tech workers, you may want to build more corps that use fewer of the high tech workers.

Apollonius von Unterzoegersdorf

Wednesday, November 4, 2015 - 07:13 am Click here to edit this post
That's a good point, thank you. Is that about it?
Am I right to assume that things like pollution, infrastructure requirements, geography, and natural resources, don't exist in this game?


Wednesday, November 4, 2015 - 10:06 am Click here to edit this post
Yeah, don't think too hard on it. None of that stuff effects the game besides infrastructure. Personally, I like a more diverse economy. Although I always choose corps that have low risk income( corps that make around 0.8 billion fully upgraded and may lose 0.2 billion when the market is green )from high risk income corps( corps that can make 2 billion a month but can also lose 3 billion a month ) Some examples of low risk are computers, household products, services. Some examples of high risk are Defense weapons maintenance and airforce maintenance. They're high risk because the materials cost a lot but you can make a very high profit if the product is in high demand. Although you will lose a lot if it goes green, which happens every so often when people flood the market to make some money quick. I made that mistake with def meapons maintenance. Look at the hall of fame players. They usually have a good setup. Weapons manufacturing is only good if you actually keep the weapons you produce. They usually don't make much profit if any at all. I wouldn't make many of them or any at all as it takes up workers. Try to only build industrial and high tech corps, some minerals like oil and potassium are okay too.

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