| Sunday, June 1, 2014 - 06:30 pm |
I just got here a week ago,
KB, Paova Major, Fortuna Donna; Posseidonia,
and I am stunned at this extraordinary complexity
in terms of simulation, which is self-explanatory!
My compliments to the Designer(s).
To my view;
I agree nobody should be intervening into this system (for maintaining its entropy dynamics, disorder or randomness in a closed system). One GM or anyone introducing anything from "outside" into the system (like I did read somewhere here) would disrupt its randomness.
With respect to the simulation, there is a tremendous quantity of information to take in for understanding exactly how each elements are interacting altogether, and then for being able to apply precise adjustments...
In that manner, running a country that does conform with humanitarian rights (U.N.) is a lot to achieve in the first place.
Which is my objective.
To wage war equitably (realistic, fair) would require at least just as much efforts and energy!
Which is not my objective.
Perhaps I am going slow (as per Levels), because I aim to succeed with my objective. So, I am adopting a long term perspective (course of action).
| Monday, June 2, 2014 - 09:31 am |
Welcome and thank you.
we try not to intervene at all but the system has many controls in place to prevent the simulation from going off track.
By now, it is quite stable.
The only place where some intervention is needed is the market where most of the time there are no interventions but from time to time, as shortages of essential products (example: services) threaten to close down the market, we did intervene and have an automatic "emergency" system in place to prevent such event.
| Tuesday, June 3, 2014 - 02:13 am |
Ohh, very interesting!
This brings up a vast topic...
If there was an Organigram of the system, showing how exactly everything is related, it would help a lot and save considerable time figuring everything out. Finding the correct "buttons" (url), and "pages", and the "routes" leading to each of them...
| Tuesday, June 3, 2014 - 02:57 am |
Welcome to Simcountry!
This is not exactly an organigram, but it shows various links under their categories.
Hope it helps
| Tuesday, June 3, 2014 - 11:45 am |
Good day, Satomi;
Yes, all the information you gave me does help,
Thanks a lot for that!
When I am done familiarizing myself with the "routes" to each "button" (operators and functions), I will certainly draw an organigram. Mainly for myself, because I really need that tool!
| Sunday, June 8, 2014 - 10:44 am |
I just got this info uppon logging in:
"Level 4 is for Premium Members only. Please make a contribution before you can enter the next level."
So, the simulation stops here?
Or only the recorded levels?
This should have been stated before I invest so much time and efforts, don't you think?
| Monday, June 9, 2014 - 03:53 am |
The simulation will still continue. Higher game levels will just provide you with more types of corporations to build, but will not limit the types of corporations that CEO's can build in your country.
| Monday, June 9, 2014 - 03:15 pm |
Ohh, I understand, thank you1
| Wednesday, June 11, 2014 - 05:29 am |
Something interesting, in terms of simulation.
Expected Number of Births (this year): 296,520
Number of children (0 to 15yo):
4-8 1,104,540 at school
8-12 1,095,017 at school
Number of children below 15yo
(Current) Number of Housewives: 1,201,407
Number of children below 15yo. 4,139,134
/ Number of Housewive: 1,201,407
QTY of children per Housewife: 3.5
children per Housewife
Considering the maximum number of housewives that can return to labor is limited to 50% of all housewives (Back to Work School): 600,704 regardless of the actual effective Number of Back to Work Schools, this means that remaining Housewives (600,704) are very busy!
This also means that the Number of Jobless People (207,143), which does not include Number of Disabled People (483,375), and does not include Number of Retired People 694,250), would be or are actually helpfull to those Housewives (we must assume these 207,143 Jobless are males)!
In this case, and according with principles of humanitarian rights, the StateCountry Posseidonia will not pressure to decrease these figures (Housewives and Jobless). I will rather increase support to both these categories of people in the population.
(Social Security ? Welfare ?)
Yearly Social Security Payments,
Amount paid: Current Social Security Percentage of Low Level Worker Salary.
How about raising these levels to 90% +
What would happen if the Social Security Percentage of Low Level Worker Salary and the Yearly Social Security Payments were each 100% ?
Theoretically = ?
In practice (simulation) = ?
| Wednesday, June 18, 2014 - 09:03 am |
First, I have no idea what weird notion you're getting, but the statement seems off. Anyway, if you set the SS payments to 100% of LLW salary, the country would pay 100% of the average salary of LLW to disabled, retired, and jobless. AFAIK, the total of these payments would be added to the Total Income of All Workers. In other words, once it's paid out it is treated like any other income for the determination of other numbers.
What follows is somewhat speculation since I never bothered to investigate in meticulous detail being that there is little reason, but effectively, I believe this increases the -mean- income per person which would increase the relative "affluence rating" of the country. I'm calling it "affluence rating", but really it's just that higher mean incomes equates to more money entering Investment, Pension, and Housing funds housing and pensions I'm pretty sure are meaningless numbers... housing has always been and pensions have been made a joke. Investment funds formerly carried significant importance in country management being a solid way to develop country revenue, but were completely destroyed in "playability" a couple years ago. Pretty sure private contributions to health and education and income taxes are also affected. I don't mean simply raw proportional growth either as I suspect there is some formula similar to tax bracketing where a larger percentage goes to these as income grows. That's at least what the data has appeared to show in the past. It could be calculated a different way depending on how roundabout they wanted to get, this is just the easiest explanation to what I've seen. And no, I have no reason to believe they didn't go a more complicated route (judging by how battle results are calculated).
Anyway, the numbers for births/deaths have not been anywhere near accurate for a few years since they removed the soft cap on population size. Don't get too attached to those.
The welfare index is something different from social security. The old rules determining it were to take the lowest value (max 130) of Health, Education, Transportation, Social security Index +10, Employment Index +40, Supply Index +30, and that's all I can remember. The change with the new system is that the Welfare index doesn't appear to be neatly Rawlsian anymore... which is commendable since any mention of Rawls taken seriously creeps out this poster... and is modfied by Game Level, recent Population purchases/sales, and the quality of good purchased for the country. Ofc, as with all indexes in SC, it also takes into account history for the purpose of smoothing the graph (and making the breakdown annoying).
The system does have significant safeguards in place that will supply the market whenever necessary. The system's intervention will be extremely obvious whenever it happens. I've done stress tests on certain markets in the past. Additionally there are price controls that prevent market price from going above or below certain numbers (this will be based on the Base Price of a good). You can tell when the market price graph looks like jagged teeth.
Remember that you're playing a game that has been dissected by extremely competitive people over many years time and time again. The response by the gamemaster has been to close every avenue of gameplay that doesn't meet their very narrow conception of how the game should be played. Lots of fun and interesting features are no longer functional for this reason. Don't worry... there are still at least a few roads that haven't been taken if you're creative and patient. It'll be really boring unless you really got a head for grinding numbers.
ASQ is probably the way to go if you want a GM-approved method of making money and getting really involved in the numbers.
| Wednesday, June 18, 2014 - 11:55 am |
Thanks for the post Mizore/Scarlett (btw: please come back to KB). One correction however: ASQ is dead I'm afraid - has been for a year or so. One of the GM's changes to corporate (and country) supplies is that supply volume is irrelevant. What matters now is the value of the supplies. Which means you can set everything at 200Q and leave it alone. Another avenue closed...
| Thursday, June 19, 2014 - 09:50 am |
I do have a small country I log into occasionally, but yeah, I don't see myself investing any serious time or money into this since it's no longer a sandbox. They already closed off most of the game I enjoyed.
Anyway, I'm playing as intended now... I made my cute little country with it's cute icons, cute flag, and cute president and I do random stuff very occasionally.
Back at the OP: Me and CorporatePartner did extensive testing and observation of the numbers the game displays a few years ago, much of the time they didn't add up. I don't know if they add up now, but absent any pressure to make them make any sense... don't expect them to add up. If this bothers you, just don't look closely.