| Thursday, June 28, 2012 - 02:48 pm |
For the past few years, simcountry never change. Although they make alot of minor change here and there, but the game is still the same.
President build school,roads,Hospital,corps...then wat.
CEO setup new corp,salary level,supply quality, make some minor change here n there, then wat. Wait for the quality to max, look at the PnL statement.
Conquered C3, 2 countries,3,4 and people get bored.
W3C should look into adding more depth to the game play.
some examples: Oil Corp
Not just set a new corp, sit down and wait.
Before the corp start selling,it has to explore for Oil fields. Every game month there is a chance to find one(W3C can decide the chance, like 30%)CC players can buy boost to add more chance, like +10% for 1GC or 2 chance in a month for 1GC.
Before the corp found the fields, the corp will lose money on salaries...etc.
After the corp found the fields, it will starts to sell Oil. Every fields will have limited reserve like 20-50 mil barrel and different quality. Every game month oil corp sells 1.5mil barrel depends on hiring and staff. The reserve will be depleted in 13-33 game years. And CEO had to click on explore to start exploration process again.
Element of luck: CEO who found big reserve and high quality fields make more compare to small fields and low quality.
Currently, if given time, same type of corps upgraded to max will make the same profit+-.
But with element of luck, CEO will make different profit. Some make big bucks while some might not and that make running the business interesting.
CEO can have the choice of buying Q&E upgrade if they have big reserve fields with low quality,or not to upgrade at all if they have a small fields which is depleting fast.
Replicate and do it with gold,silver,alunimium Mine....
Can even create random events like mine collapse incidents, and that mine will stop productions for 6 months, things like that, put the news in the newspapers.
For the country, can add in waste and pollutions management to the country. As the country grow, the population grow, more corps set up, thus more pollutions and waste. President had to build incinerators to manage the waste. New type of corp(recycling corp) created to manage waste. More pollutions lead to unhappiness, Causing people to emigrate(leave the country)
Presidents have to strike a balance between growth and pollutions related problems. Presidents can even be given a choice to dump tons and tons of waste into the space, via space shuttle service for a price(like one mil tons for one GC)
All these is just a rough idea, developer or players can impove the version and make it even better. ALl this will get the CEO and prsidents more involve, make the game more interesting, compare to just set up a corp and wait....and get bored. New features also have new opportunity for W3C to make money.
| Thursday, June 28, 2012 - 04:55 pm |
Visions for the future. I like your thinking mr Peace. We're told some steps in that direction are being taken, like resources only available in some countries, not others. I guess its a lot of work and time. Many complained about the sad state of the war machine, and now it seems W3C are spending most their time updating that. Bump your thread in a couple of years
| Friday, June 29, 2012 - 03:42 am |
More depth. (like the take on development of resource fields.) And perhaps a profit sharing agreement or lease of some type, so CEO's and Countries can compete.
On a different tangent.
Universities could use some more depth. Most of them in the real world do teaching only as a part of their function. The rest is research. Setting up a research and development system could be an idea. (and within existing game structure - use a research and development index based off universities, with the delay from the hospital health index. And use that to give a bonus into certain sectors for a specified period of time (game months to game years.)
Increased production in an industry sector.(in entire country - so CEO's as well as State run corps benefit.)
Increased efficiency or quality in an industry sector.
Bonus to survivability or offensive capability by weapons type.
Increase in health index, or decrease in cost of care.
Increased chance of prospecting those mineral resources/increased rate of extracting them.
For all Corporations.
| Friday, June 29, 2012 - 07:04 pm |
Dragging this from other posts (and my apologies for continuing to add to this one, instead of creating a new thread. Seems more efficient to do so here.)
On the idea of mining concerns taking over oil corporations (and with more depth).
Next step up in the food chain - multi-national corporations.
Put a limit on how much cash can be manually transferred per game month into a corporation.
Have the corporation itself, not the Enterprise, buy out another corporation. (Crafty's idea of plastics, etc for the refining corporation in addition to oil).
New corporation (refinery) now streamlines it's operation. (sharing of contracted goods and services.) Could be a slight increase or decrease, as needed for game balance.
Shares of stock are consolidated. (same with debt). This would include forced buyouts or transferring to the new stock. - No 1% of the stock being held off the market by shareholders.
Multi-nationals can share the same stock market as regular corporations. There could be a requirement that a certain percentage of shares be publicly sold. (again as needed for balance). Or they could be listed on their own, in a subset of the same. (ie listed first or last after regular corporations).
Investment funds could have a new set of corporations to invest in - outside the current maximum.
Cost of running the corporation - could be the total of both, or a reduced amount from that.
Nationalization - could be affected any location a subsidiary resides, but would have to affect the entire multi-national. (more exposure, and harder to do).