Simcountry
Forum Suggestions Automation

Automation

X
XON Xyooj

All worlds
01 Oct 2013 00:32Link
notice that selling a product at a fixed price may require you to check manually to make sure you don't sell the product under the cost to produce it

this option of the price to "follow product cost" will automatically set your price base on your cost, similar to the existing "follow product quality"

this new option will be useful to local market and common market contracts.

if you want, you could set your own world market price base on this option too :)
X
XON Xyooj

All worlds
01 Oct 2013 00:34Link
oh, please come vote for this new option at Public Voting

:)

:)
X
XON Xyooj

All worlds
01 Oct 2013 04:32Link
looking through my corps,

for my strategic bombs corp, last year had a cost of $26,951.69M and income of $19,920.60M

therefore i made a loss of $7,031.09M

even the corp performed at 100% hiring and 107% production?

since the world market price is set by gm at $13.90B for this product

the only way that i can just break even is to produce at Q = 26.95169B/13.90B = 194%

i have reached the max Q273 for this product before, and didn't make a profit.

i feel that this game is designed so i can fail, because i cannot produce this product much less than the world market price set by gm, and even if selling at the world market price i would still make a profit!!!

just sad
X
XON Xyooj

All worlds
02 Oct 2013 23:02Link
there must be something wrong with this game, i twig my strategic bombs corp every day to make sure that it has all the materials it needs, it has 100% hiring and is always at 107% production, yet i cannot produce one bomb per year as stated in the documentations

what's the problems?

this seems to be for all my corps, they cannot produce according to the documentations for this game even if i am at maximum productivity.

does anyone else has these problems, or am i getting too details while most of your just look at the bottomline whether the corp has profit or loss for the month?

as i kept saying, i cannot produce certain products such as these strategic products to be above the quality requires to make a profit because my annual costs are more than the price of the product.

it's great to see that i made a profit of 24B in one month, but the rest of the months are running cost of 2B each. so in 12 month
X
XON Xyooj

All worlds
02 Oct 2013 23:06Link
i have sufficient number of corps to support each other in my empire, i can do JUST-IN-TIME (JIT) manufacturing process for all my corps if i can set my own prices for my products that i want to put back into my manufacturing process.

without being about to do JIT, i am constantly in shortage because i cannot control the quantity of products on the world market and their prices.

please allow automation for JIT, with price to follow cost for every product.
X
XON Xyooj

All worlds
03 Oct 2013 23:17Link
been dwelling in this game for details, i kept wondering why products that you can create at higher game levels are often not as profitable as products in the lower game levels?

it would be incentives or encouragements for players to climb the game levels, if products in your game level 2 corps are twice more profitable than products in your game level 1 corps, this would keep players climbing the game levels.

profitability for products needs to increase proportionally to game levels, such as
game level 2 products = 2 x game level 1 products
.
.
.
.
.
.
game level 10 products = 10 x game level 1 products
.
.
.
and so on


but as you climb the game levels, the number of workers you need per corp is either increasing proportionally or decreasing proportionally....and not simply just random as existing. i cannot find a pattern of how workers are allocated to corps, regardless of yo
X
XON Xyooj

All worlds
06 Oct 2013 01:27Link
there are many aspects of this game that could be made to be automatic, so that players can focus on the big picture (high level view) or his empires or enterprises.

this is a game of scarcity of resources, there should be no war levels. every player automatically get minimum of 2 earth months and maximum of 12 earth months in secured mode.

that means for the first 2 months of being a newly register player, you cannot declare any PvP war on any other player or any other player cannot declare PvP war on you. After this grace period of 2 earth months, you may declare any PvP war on any other player. BUT once you starts your first PvP war then you will no longer have secured mode for your empire/countries. without secured mode, any player can declare any PvP war on you.

if you have not declared any PvP war on any other player after your grace period, then you may continue up to 12 earth months maximum secured mode.
X
XON Xyooj

All worlds
06 Oct 2013 01:54Link
population is the most important product in this game, it will no longer be award 20M to any player. players can buy and sell population, but people will move between nations according the the gravity model.

gravity model is that if your country has 200M yet your country's indexes are very poor, then your population will emigrate to other nearby countries that have better indexes. the best way to gain population will be to have the best index in your region, continent or world. your people will emigrate to other countries if you don't have too great country indexes.

the way it is now, i seen countries with 300M population around countries with 10M population, yet the indexes are not much different. doesn't jive my imagination.

if you got many countries in a world, your people are free to move between any of your countries. this makes the game more dynamic, such as i'm not restricted to just live in california even
X
XON Xyooj

All worlds
07 Oct 2013 09:47Link
does any of you know how to track where your money go in sc?

i cannot see behind the closed doors.
my corps make profits monthly, yet the total assets and cash of my countries just kept going down.

the basic accounting equation does not seem to work here.
X
XON Xyooj

All worlds
07 Oct 2013 10:35Link
what is the rationale that a player can only build one corp per month in a country or max of 10 corps in an enterprise?

you should be able to build as many corps as you have the resources (money, workers, etc). it is very difficult to build profitable corps at the start, so you need many corps to balance each other to have a positive cashflow. if you got only a few corps, then it takes very long time for some corps to become profitable, so you are lossing millions of dollars every game month.

this restriction needs to be changed.
for enterprise, you can build as many corps in a month as you have the cash to startup them.
for country, you can build as many corps as you have the workers and cash for these corps.

the current baby-steps of restrictions/redtapes are just annoying !!!

i want to be able to auto startup 100 corps for my enterpises in a game month, if i have the cash to start them. just tell me th
X
XON Xyooj

All worlds
09 Oct 2013 09:03Link
this game is getting farther and farther away from the central objective of building a great country.

everywhere you turn, the panelty is to pay with gold coins. you can generate billions of sc$ and you can't buy more countries or more population to grow your empire.

why can't we be allowed to build great countries in this game? you cannot have too many countries because you will have rebellions in your country when you're beyond 10 countries. why would there be rebellion n any of your countries if you take good care of your countries with all your indices well above the standards?

would it be that to build great nations, you need to first take care of your own people first? if so then the productions from your corps in your country must first be for the consumption of your population/corps. when you are so good a producing more than your country can consume then that's when you can export to others?

it
X
XON Xyooj

All worlds
10 Oct 2013 07:51Link
the world market price set by gm has no base, because i have not been able to manufacture my products under this preset world market price.

if anyone else can, i'd appreciate you letting me look at how you do it.

for example, the preset world market price for precision bombs is $12.41M, my monthly running cost for this corp is $1.6B per month. the max production is 780 bombs per year. one year (12 months) has a running cost of $19.2B; the cost for these bombs would be about $25M per bomb.

yet the gm world market price is $12.41M?
therefore to breakeven, you must manufacture this bomb to be at least Q201.

why isn't the preset world market price for this product be much higher so you can make a profit even if you sell at this preset world market price?

this preset world market price does not even reflect the manufacturing cost of this products, so does anyone have a clue how this preset world
X
XON Xyooj

All worlds
13 Oct 2013 01:40Link
General Cost of Government

does this make sense

"This is the cost of the government facilities and administration. It also includes the cost of local government and the police. The cost of government depends on the size of the economy and the population. Rich countries have more money to spend on government services, peaceful countries that are not burdened by the cost of defence also have more money for government functions and the cost of government is higher."

should a peaceful country has lower government cost, due to without military costs?

we need more details, so we can minimize this item. doesn't help me as a president to run my country better, if only the total cost is given.
J
James the Fair

All worlds
13 Oct 2013 14:36Link
I agree that war should definitely be president vs president and not country vs country like it is now as that doesn't make sense for a portion of your empire to be at war with another player, this should be your entire empire to be at war with that player.

I also agree that quality of the products should no longer be of use (except for military weapons) as I have not really seen any real difference in buying any other high quality products for my country's consumption. You should also definitely decide of how much you want to sell these products for as well which would enable a free market, rather than the controlled market we have now.

In terms of the size of your corp sizes. I think instead that you should be able to build just one type of corporation and upgrade it as much as you like. It would certainly be easier to have 1 big electricity corp for example than having 10 of them. So the more workers you have working at
X
XON Xyooj

All worlds
14 Oct 2013 06:51Link
@james,
yeah, that's how small corps get to be big corps on earth. i do not know of any corp starting at over 100k workers on earth.

on sc, we got upgrades and boosters doing the same. perhaps one of these advancements should be different?

there is no incentive to be good in this game, i just like it due to the balance of resources.
X
XON Xyooj

All worlds
14 Oct 2013 08:41Link
the existing "order Strategy and Quality" is too frustrating and confusing

it either orders way too much or none at all for any product, regardless of how i set the parameters.

we need a new way for country and corps to buy the products that they need and sell the products the corps produce. the aim of every country should be self-sufficiency, and consume the products produce by its corporation before going outside the country to import. the only possible way is to have a method that allows the country's corps to sell the products to the country profitable. when the consumption needs of the country is fulfill then any extra amount can be sold outside the country (export).

as i have said above already, i just don't understand why my country's people has to consume the low quality products while my corps are selling the high quality products they produce to outside the country. the whole concept of rebel
S
Star Foth

All worlds
15 Oct 2013 04:48Link
Umm? Go to common market>offer contracts> put in 100% and sell to local, then save. Then go to accept, accept local contract offers, and your corps at the time of performing, now sell to eachother .
Then go to country contracts> accept all local.
S
Star Foth

All worlds
15 Oct 2013 04:50Link
Also, general cost of government is police, fire, administration, parks, etc. There is no way to lower it.
X
XON Xyooj

All worlds
21 Oct 2013 05:08Link
@starfoth,
thanks, work beautifully for a few earth days then any supply chain hiccups, and the train crash. thus, profit and cash run out the door much faster than they came in.

would be nice if we had the option for the military to be law enforcement (i.e. police) when they're not at wars? :)

i would very much like to know a specific figures on the government cost items, either as a percentage of revenues or fixed amount from a base?
X
XON Xyooj

All worlds
28 Oct 2013 00:42Link
it's really bugging when i look at my corps and the tips just said "Production last month was limited due to a lack of workers"

this needs to be shown automatically which categories of workers is the choking points for the corp, just like it is shown for which materials you are in shortage for the corp. showing which profession is causing this problem would really help me to correct my workers' balance because the education priorities page only gives the total number of workers for the whole country.

anyone else knows any other way to figure out, please share :)
S
Satomi de Gaia

All worlds
28 Oct 2013 06:51Link
The "Education Priorities" page should also tell you the amount of workers you need for 100% production.
X
XON Xyooj

All worlds
28 Oct 2013 22:27Link
@satomi,
yes, that education priorities page tell me the number for the whole country, doesn't point out for individual corp.

would help very much if when i go into my corp, it tells/highlighted to me that shortage of high tech engineers is preventing the hiring of all my other professions.

just like for shortage in materials, it tells/highlighted to me that i'm shortage of oil that's preventing my corp's full production.
S
Satomi de Gaia

All worlds
29 Oct 2013 00:33Link
When you click on a corporation, click "Employees". It should show you the number of employees you have and next to that column is "Estimated employees
at 100% Hiring". Hope this helps.
T
thewhy

All worlds
05 Nov 2013 04:10Link
makes the game to easy but i agree theres alot of development that could be done
E
Erin

All worlds
15 Nov 2013 07:55Link
yes