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1. The demand has been ballooning lately. So, chasing profits, I built a corp.
2. And found out these corps have extremely poor returns as evidenced here, and here. The main culprit of the very poor profits are the enormous supply costs. I suggest reducing monthly supplies use a tad.
I was going to argue this type of corps should have a potential profit higher than most, given that all of its demand depends on player trades, and is therefore erratic. But
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What you note here is a serious problem. It stems from the fact that the Game master efforts to tweak supply and demand are based simply on changing production and pricing to influence the supply. It ignores that huge importance of the supplies used by that corp. Over the literal decades it's created a lot imbalance between supply costs and product pricing.
The GM has been getting very irritable about nobody building corps, but who would when they don't make money even at max price.
One thing everyone should do is drop your salaries to 100, it will mitigate the cost of materials somewhat, and add to your profits. Your can go as low as thirty but there is little difference from 30 to 150 in terms of benefit.
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Giving it some thought, I see two reasons:
1. A larger than usual and persistent shortage for natural resources which is causing supply chain issues.
2. The weapon maintenance corps cause a positive feedback. If someone starts building up an army, it will permanently divert a portion of the (world) workforce to weapon and ammo corps.
I don't take issue with this in particular. It's better than the alternative of drowning in constant and universal surplus.
But these two products, Strategic Bases and Airports, caught my eye because it's off the charts and keeps getting worse. Something isn't tuned properly.
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If you look at C3 countries, countries which constitute the bulk of the productive force: They are all bogged down in shortages and not making hardly anything. The C3s have always been what kept the world supplied, and they are not doing that now. I think because products must be going first to premium players, because we never have shortages, except when it's really bad.
Given that the player base eligible to open natural resource corps is not large enough to even turn any of that whole segment green. There are going to be an inherent blockages of supply.
The change that was made to trade engine sometime back doesn't help either. It basically limits all product sales to the "Quality adjusted market price minus 9-10 quality points. Eg everyone making Q269.5 is selling it at ~2.58 x market price regardless of what their trade strategies are set for. Under the old trade strategies we
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<!-Quote-!>Quote:1113. Profitability of Corporations
Corporations that are trying to sell products at a high price should make sure the requested price increase factor is lower than the quality of the product.
Example: If the product quality is 300 and the price requested is 330% of the market price, the product will most probably remain unsold.
The product price will be reduced and the trading process will retry to sell it in the next game month. This can repeat itself several times and the product may end up selling at a much lower price and only several game months later.
Reducing the requested price factor to a level equal or lower than the quality level will speed up the trading.
Many players now purchase raw materials and products for their countries at a lower quality level
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https://www.simcountry.com/discus/messages/1/30120.html?1723270315
I included some links to old forum posts that shed light on it, but there is alot of mystery to it.
From what I've seen, I think trading is extensively rigged now.
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IIRC, we were able to sell high quality products when there was no demand for it. Everybody bought supplies at around 100Q, produced at 300Q and sold it to... let's call it the MatchMaker. This function would match the demand and supply, ignoring quality, and compensate the player for the difference in quality.
I see things were changed so quality has an impact in game mechanics now, specially in the war game. I suppose it's natural the above stop-gap could be removed.
But I'm not particularly keen on what seems to be the irrelevance of trading strategies now, and the incomplete impact of quality to the rest of the game. I'll give this a tack once I wrap my head around a matching mechanism that incorporates quality.
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on average, much higher than most corporations.
Their problem is the very large turnover and also high cost of the materials and products they use for production.
these are weapons and assets that are bought in large quantities.
Large quantities are kept by players in storage. the price goes to the max and reduces the profits of the maintenance corporations.
This is not true all the time.
The market does what it does.
we do not intervene in the market except for very few cases when shortages are at the point of a breakdown.
Not very often.
what we do, is gradually increase the output of some corporations to structurally reduce the shortages.
This is now done many times and shortages are much smaller than we have seen before. We always report it in the g
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But going back to the matter at hand, are you comfortable with a shortage of 13 000 strategy military bases, Andy? I can't help but feel that is too high a figure for this product.
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<!-Quote-!>Quote:we also think that players can use these shortages, build corporations that can profit from the shortages and at the same time, add more balance to the markets.
Players make money easier and frequently don't make the effort. <!-/Quote-!>
I'm glad to see understanding from you on this, but I think it's unrealistic to expect players to build corps that are less profitable out of kindness and concern for the market. The trade engine doesn't allow price gouging anymore, and fine, that's understandable. But consider the segment that only makes 0B to 2B a month even at maximum market price? Without being able to say okay, I'm going to charge 300% for that, players just are not going to build.
For example back in Jozi days before quality existed the standard routine was to check your supply and demand when you log in. If all your product sold fast,
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The "market window" says there's a supply of 6, but the chart says there's a supply of little over 180 while there are 628 PP corps...
All the while, the Plant shortage in LU has increased to 50 003.
Could you please investigate?
Market Window:
Supply Chart:

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The "market window" says there was a supply of 6, but the supply chart says there was little over 180. This with c.680 PP corps in LU.
All the while PP shortage has increased at a very steady rate registering a 50k shortage now.
Could you please investigate?
Market window:
Supply chart:

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if services will fail completely we will have to intervene.
There are more such products.
other products, we try not to.
we will however, increase the price range of several products and allow them to increase a bit more.
It might make them more attractive.
The next upgrade will also include an up tic in production and a slight reduction in the cost of many products.
This is part of our continuing effort to reduce structural shortages.
we had several rounds of such changes and it takes some time before the markets adjust.
all the products mentioned here are included.
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we are introducing such reductions for some time to make the building of an army more affordable.
The maintenance cost of the army is not being reduced.
but such reductions in the cost of weapons and ammunitions, will reduce the cost of supplies for the weapon maintenance corporations.
we will watch these corporations very closely, again, especially the cost of supplies.
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I only take issue with Bases and Production Plants in particular, because they are somewhat vital products. Without bases, players are excluded from the war game, and can't even order weapons and ammo, and without production plants you cannot build new corporations.
I'll take a look after the update.