The most famous slogan in this epoch to the eR users is "Fix Economy!". principally by the current and terrible overproduction.
And, of course, all people have, more or less, a correct definition of Economy, but, by the same reason, to me is ununderstandable why does it proposed so many ideas (rise gold price, bring back the market bot, more taxes) that doesn't attack the very core problem of the economic module in eRepublik.
Hence, my suggestion is simple: to fix the economic module in eRepublik, we have to go back to the basics.
And for "Back to Basics" I don't mean the V1 or the Rising versions of this game. I mean to apply the very basic definition of Economy.
As you can see in the rectangule, those two words,applicated in this game, would represent an overwhelming change in that module.
The main problem here is: the New World is the dreamed world in economical terms. in the New World, the agricultural soil never erodes, resources like the oil, the saltpeter, the iron, the aluminium are extracted from endless mines or rigs, the abroad oceans, forests and farms are plenty of fishes, deers or cattles with an very high reproduction rate, it is non-existent things like "natural disasters", "hurricanes", "earthquakes" or "tsunamis", and words like "climatic change", "greenhouse effect", "biodiversity" or "sustainable development" doesn´t have any sense or meaning.
All these things make me remember about some anti Mc-Donald activists game where, citing their developers, "Behind every sandwich there is a complex process you must learn to manage: from the creation of pastures to the slaughter, from the restaurant management to the branding." (I'm sure some people here had played that game).
Putting aside the learning about "labour explotation", "capital acumulation", "health risks" and other speeches, the objective in this game (with plenty of similitarities with the eRepublik production chain) is, as the player simulating to be the Mc-Donald CEO, the management of all the Mc-Donald production chain, from the raw production (cattle raising, animal breeding, feedlot), passing by the manufacture (livestock slaughtering, preparation of the product), distribution (points of sale) to the consume promotion (advertising, marketing), with the ultimate goal of to generate constants upwards profits to the shareholders assembly. Of course, this is, on the other hand, the game trap: those shareholders will demands more and more profits, but the primary resource of your company, the cattle raising, remains over soil with high risk of permanent erosion, so if you weren't careful enough, very soon you would encounter all your available soil irreparably eroded, thus leading to the company at bankruptcy. In my case, however, I could be careful enough to avoid that and, hence, I create a sustainable production model that generate profits, ignoring the complains and demands of the shareholders because I knew that, otherwise, I would fall in the game trap.
I think the same logic can be implemented in the economic module in eRepublik. Of course, I'm not talking about to create "natural disasters", but certainly I propose landing economically the New World to the reality, where the weapon raw materials and the food raw materials aren't created as if by magic, giving us the impresion the New World is plenty prosperous and inexhaustible, but inventing some historical, geological or UFOlogical excuse to say the New World's economical resources, surprisingly, becomes scarce, leaving to the ecitizen the task to guarantee a sustainable development in his country economy.
To put an example, let's talking about my country, eColombia.
As you can see, eColombia have two grain regions, two iron regions, one fruit region and one rubber region.
Now, as other propose to the game, let´s make worth all those regions eColombia have in the raws building type.
As you can see, we will suppose that Plato equals all the raws buildings, and give a 20% production bonus per each territory a country have of the same resource (being different with the bonus production system applied to the manufactures, which still remain in place)
But now, he would add a factor of availability of the resources:
The "Resource Availability" factor would be the availability of economic resources to be extracted by the raw buildings. When the percentage are in 100%, the raw buildings will can extract 100 raw materials plus the corresponding bonus, but if the percentage is different (for example, 50%), the formula would be:
Number of raw materials = region sustainability percentage x (100 + national bonus)/100
50 x (100 + 40)/100 = 50 x 140/100 = 70 raw materials
But other alternative could be to keep the production normally without gradual loss by RA percentage.
And of course, if that percentage is 0%, it means the region had been exhausted of their resources. Hence, no raw building would produce raw material in that region.
The mentioned "resources availability" would be determinated by the number of raw buildings working in that region and the number of employees of that buildings, in a directly proportional relation (the more the amount of building and employees working in the region, faster the drop of the resources availability percentage.). However, the region can slowly recover their economical resources, although that would depends of the raw buildings' will to let recover it, using less buildings or employing less users. Even it could be found an equilibrium between the number of buildings and his employees, and the percentage aforementioned. Of course, all this system would force the governments to ejecute policies intented to enhance their regions sustainabilities, both the core and the conquisted ones, becoming, en passant, in a new argument for the military module.
In the other hand, to apply the percentage, the raws buildings will have written his location and theirs transfers to other regions must be paid with a susbstantial amount in golds or currencies.
(I know, I haven´t raw buildings, but the idea is understandable. )
The expected effect, of course, is a strong fall in the raw production (at reasonable levels, I expect), the price raising in the raw materials and manufactured products (Food and Weapons) but, in the overall, the full existence of a economical module, based in the reality and not in fairy tales.
On the other hand, the manufacturing companies, in cases of raw scarcing, could travel to other country to buy the raw material needed to the production, meaning a prize to the countries with best competitivity at preserve efficiently his resources, the trade would be more dynamic (although, in the same way it exists an export license, it should exists an import license, subject to taxes and trade embargoes, to restrict the abusives product importations) and it would be a real challenge in most of eR modules (political, economical and military)
I think the post is already too long so let it be here.
Thanks for your attention.
Edited by Demonaire, 16 August 2013 - 05:22 PM.