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EvilAbadayos
2008-08-26
  Income modification suggestion  

OK everyone keep your pants on and read first, THEN you can criticize all you want.

I am proposing, with the assistance of BadWolf and Deiloche that COMMERCIAL income gets modified. There are several reasons for this but I will get into those after I get the guts out.

Here is the proposed changes:

- Drop commercial income from 5 per land to 4 per land, before mods (20% reduction at the base of commercial income)

- Add in 5-10% Consumer Goods (CG`s) production as a BY-PRODUCT of commercial income, requiring RM (this I don`t think will be impacted by industry infra levels).
Example: you make $1,000,000 credits with the new modified commercial income. You now also make 50,000 - 100,000 goods that needs RM.
(The exact number is uncertain for several reasons of which I will go into shortly)

This will make Commercial into something similar to agriculture as an income style. Yes there is a drop in total commercial income as a per turn credit generated income, however the goods production will either be used by your own population via taxing thus more money anyways or give you excess to sell on the market.

There are a few reasons why.

The CG market on most servers is empty, this will DEFIANTLY stimulate it. 10% production will flood the market kinda rapidly, 5% not as badly, so I ma leaning towards the 5% of commercial income as GC`s.

Now with the amount of CG`s being made it will make Raw Materials (RM) market more active as on most servers it is a stagnant market that never really moves.

Now this will in effect make virals have less income, in a way simulating increased upkeep from ships without getting it actually done, which we all know is hard to do anyways and wont be done for a LONG time. Terrans income wil still be good also.

With the goods aspect not being tied to race mod, but income, i think it`s fair with the commercial income per land drop from 5 to 4, and not the actual race mods

Continued....

Edited by 420BadWolf on 2008-08-26
Omegian
99+ day(s) ago
Hmm, well the good thing is everyone has RM one way or another, but if RM can go to 4, then it might hurt the miner somewhat economically who makes CGs. I mean there are a few just pure CG miners, but again i doubt RM will go over 2 if it ever can
Exule
99+ day(s) ago
*humbly deletes his post after thinking about it for a moment...

Edited by Exule on 2008-08-26
Moops
99+ day(s) ago
Hm, after speaking over msn with aba, I`ve decided I like this idea alot, kudos =)

+1 supporter
420Renegade
Game-Admin
99+ day(s) ago
Excellent Idea Aba..Me and BW would be pulling in over a mil cg`s a turn, lmao

Would definetly help the struggling markets on most or all of the servers depending on the month...Will fairly lower comm virals, though without much effect to comm terrans because of increased CG need..=D
KnightOfBaa
99+ day(s) ago
great idea :P nice 1 aba, i mite actualy get some Cgs once in a while :P:
AGM
99+ day(s) ago
I like this alot EA, wont cost players using commercial too much and will encourage players to take the more market based income options. The more players who are taxers, agri the more balanced the market should get.

1 thing that could make a difference is how dark marauders income is decided. But from what i have seen from the other thread they look like they may end up guardian like not needing food and making money from tax , this would also increase the need for cgs in time
Biohazard
99+ day(s) ago
Great idee Evil.
i hope you guy`s can make it work.
Mayby test it on GC-RT before doing it on all servers at once.
EvilAbadayos
99+ day(s) ago
Mara has suggested that this may eliminate the need for industry CG miners.

This may indeed be true, but due to the total lack of real attractivness of industry as a miner income very very few empires do it. Tax and mineral are indeed better as I have already stated i belive.

If its a big deal then an additional 100% production could also be given to A. Miners industry mod. This may make them more desirable to try out as a viable income srouce that isnt out shined by mineral simplicity and tax massive profits.
EvilAbadayos
99+ day(s) ago
Feel2good...it was either drop the base commercial mod...or race mods.

Race mods will involved MORE than the proposed 20% income drop and if CG production percent is boosted the market will flood way too fast.
feel2good
99+ day(s) ago
ur right, the market needs a change, no cg`s
but to change the commercial from 5 to 4 is too radical i think, anyway i dont think that stephen will do something about this at all
EvilAbadayos
99+ day(s) ago
i think RM is capped at 3 per but it may be 2 per. I know the Black Market price is 4 per from membory but I could be wrong.

However...regardless of the price you can NEVER loose money from the goods aspect of this income style assuming goods sell for 4 per and you pay less for the RM to make them.

Granted if the CG market dies you may, but then you just stop buying RM and that`s the problem solved and the server will eventually stabilise to a more happy and agreeable medium. Which is the entire point of this proposal anyways
FieryGallacticos
99+ day(s) ago
Great thought Aba!
LtCommander
99+ day(s) ago
I support this idea. Very well thought out EvilAbadayos.
Omegian
99+ day(s) ago
great idea Aba and anyone that is too chickeny or does not understand the concept for its for the "Entire server" not just for me or you. IT servers no favoritism towards anyone and if people cant get that then just dont even bother speaking here telling Aba to shut down his great ideas.

Anyhow. The one thing I would like to add, is Raw materials is will there be a certain cap pricing wise? as ive never seen RM beyond 2 heh. But should then make CGs cheaper and more abundant.

Great Supply and Demand at work
Deiloche
99+ day(s) ago
Ay, it`s a very small reduction that will cause a veritable explosion of goods, which will probably eventually result in a much more balanced economy and market.
EvilAbadayos
99+ day(s) ago
good someone did the math and could display it properly. I couldnt do it due to time constraints
chessRPGrulerKoA
Game-Admin
99+ day(s) ago
I like the idea as it is, and also:

Before change: making 1 mil $ per turn

after change: making 800,000 $ per turn, and making 40,000 CG`s per turn. CGs sell on the market at 4, to your population for 5. Selling them to your population, guess how much total income you lose. Not a penny. When you have extras, you sell them on the market at 4, or maybe lower if supply explodes. There, you make back 5% (if selling at 1) to 16% (if selling at 4). Or, subtracting out the potential RM costs, you make back 5% (selling at 2) to 12% (selling at 4), which is still not too big of a loss even for someone making 10 mil $ a turn on comm, or more.
ArchAng3l
99+ day(s) ago
yup its good... then there will be cgs for tax based empire... win win situation :P
EvilAbadayos
99+ day(s) ago
Thanks guys.

The key to this is to look OUTSIDE your own empire and look at the server as a whole, which all of the below seem to be doing.

My hat goes off to you lot.
LastCrusader
99+ day(s) ago
omg now i can become rich of raw material ! :D woohoo

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