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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CEO gameplay

Topics: Suggestions: CEO gameplay

Lord Mndz

Tuesday, July 30, 2019 - 08:30 pm Click here to edit this post
Considering all major improvement made to countries I think it is also a time to improve CEO gameplay.

Countries had ~50M population and they have ~130M now which let to improve profits significantly also defense costs have been reduced so that further improved their economic situation.

Currently I have >700 corporations in my CEO and it is hardly making any money while a single country with 250 corporations is making much more.

What could be done to balance this situation better?
  • Remove corporations max limit
  • increase number of corporations build in your own countries
  • reduce fixed costs only CEO is paying
  • remove government cost of having many corporations
  • improve numbers of people employed
  • increase total production > there are so huge shortages in the worlds
  • increase total production of public corporations
  • increase spending limits
  • add more trading options, like selling and buying depending on price on the market
  • add bonuses of using local/common trading market
  • allow to switch production for 10 corporations per game month without paying
  • add bonuses of using materials produced by own CEO corporations
  • allow sabotaging the countries and corporations


I can probably continue with many more items, but I hope that this is giving a clue what I would like to be improved.

Please feel free to add more

Andy

Saturday, August 3, 2019 - 03:58 pm Click here to edit this post
Nice little list here.

I will look into it.

Lord Mndz

Saturday, August 3, 2019 - 04:42 pm Click here to edit this post
Thanks Andy. If you could briefly describe how do you image CEO role in general I could list more ideas to support that.

One more thing from the role part - maybe CEOs should be public(CEO would be like a holding company in real life) and have their own shares listed on the market. Countries would buy these shares, get some dividends of the profit, participate in communication/trading with the CEO. Public Ceos could not be abandoned but sold if account is dropped and would have many bonuses to influence the markets.

Jamesthefair

Saturday, August 3, 2019 - 10:06 pm Click here to edit this post
Nice ideas Lord Mndz, I also think there should be more functions of being a CEO. How about setting up a CEO headquarters in a country somewhere, of where you can get some bonuses or reductions to your corporations depending in which region your headquarters is located, since I have the vast majority of mine in the Windsor region of the virgina bella continent of Fearless Blue.

Lord Mndz

Saturday, August 3, 2019 - 10:23 pm Click here to edit this post
Thanks James, if I need to vote for one option I would probably vote for trading system.

Trading system would allow to buy and sell goods based on market price. This way you could produce all goods to the Ceo, while CEO would only sell that when price is high enough. The same with buying materials, - CEO could buy when price is low and distribute these goods to corporations cutting the cost of materials. This would also allow CEO to bakance the market and would introduce competition of buying/selling strategies.

Michael

Sunday, August 25, 2019 - 09:54 pm Click here to edit this post
Those are great ideas Lord Mndz. I am all in favour!

Lord Mndz

Monday, August 26, 2019 - 05:28 am Click here to edit this post
Thanks Michael

Lord Mndz

Friday, November 15, 2019 - 06:49 pm Click here to edit this post
Andy,

Would you like to increase production queue of new corporations for CEO from 10 to 20? Most people like me join once in a day and if I use booster it could build me 6*3=18 corporations instead of 10 per day.

I think longer production queue would encourage people to use more boosters.

Lord Mndz

Friday, November 15, 2019 - 07:04 pm Click here to edit this post
One more:

I think that CEO IPO criteria should be relaxed. Now there is no difference if CEO or a president of a country wants to perform a public offering. CEOS need to pay much higher taxes and salaries to be competitive therefore their IPO criteria should be released.

My suggestion would be to change P/E Ratio to 50 or even 60 and reduce value of corporation from 300B to 200B.

Please see the comparison of the same Services corporation below:

CEOipo


I think having in mind recent updates in number of CEOs player can have, they should also have some advantage.

I think these few small changes would make me want to have 4 Ceos. All I want is a little bit of advantage.

Will Walker

Friday, November 15, 2019 - 07:22 pm Click here to edit this post
I second the overall theme of diverging CEO gameplay away from Country gameplay. Honestly the IPO rules don't make much sense at all except as a sanity check on financial shenanigans. If, however, you simply set non-player entities like c3c investment funds to follow those rules (they won't purchase new-issue shares unless those rules are met) then you force players to sell those shares to other players: players who should be doing their due dilligence anyway. This gives flexibility without triggering the abuses I assume you're concerned about.

I also think it makes sense to relax the 'no more than six corporations per enterprise per country' rules and again simply have C3Cs not approve past that, or take longer and longer to issue such approval - effectively acting as a brake since you can't have more than one proposed new corporation at a time.

Finally, I've been thinking about the resource payment more. As you know, I'm not a fan of it, but I understand its value as an incentive for country-players to cooperate with CEO players.

I propose changing this to be something that is negotiated on a case-by-case basis, rather than based on turnover.

The process would go like this:

CEO proposes to build a new corporation in a country.
President gets a memo, asking for approval: they fill out a form with proposed terms for this hosting fee (essentially a rent payment), which gets sent back to CEO.
CEO either accepts the proposed terms, sends back a counterproposal, or cancels the new corporation and goes elsewhere.
Skilled CEO players will be in high demand, meaning savvy players will offer them lower hosting fees. Skilled Country players will be in high demand (because productive workforces) and thus CEOs will be willing to pay higher hosting fees.

For this to really work, however, there needs to be another benefit to countries for private corporations. So I also propose that when CEOs hire workers, those workers cost the nation less: They're hired by a private company, that company can be paying into the education, healthcare, and retirement for these workers instead of social security. This means there's fewer people for the gov't to care for and so its costs should fall. Furthermore, corporations should be paying higher salaries than gov't jobs so they can get workers - and those salaries should be cycling back to the country in the form of taxes - higher taxes than if the State hired them.

Higher profit corporations = higher salaries = more cash in a given country = Player Countries want well-run, very profitable corporations (which CEOs can bring).

Well educated workforce + well run country = more productive workforce = more profit for CEOs = CEOs will want to locate in well-run countries (which player countries can offer).

To deal with AFK: Nations should define default hosting fees that, if they don't respond within a certain time frame, will be automatically offered in a 'take it or leave it' fashion.

C3Cs all offer the same terms (like they do now with tax rates), and will not negotiate.


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