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						Topic: GDP Simulator 4.0: ECON OVERHAUL  (Read 589 times)
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										<a href="http://www.blocgame.com/forums/index.php?topic=3355.msg38788#msg38788" rel="nofollow">GDP Simulator 4.0: ECON OVERHAUL</a>
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									<div class="smalltext">« <strong> on:</strong> January 24, 2016, 02:33:59 PM »</div>
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								<div class="inner" id="msg_38788"><span style="font-size: 14pt;" class="bbc_size"><span style="color: beige;" class="bbc_color"><br />It's no secret that no matter how IDGAF, edgy, and cool we want to appear, the majority of us, newbies, oldtimers, leaders, and sheeple, care deeply about our nation's numbers and pixels. We brag about how big our GDP, territory, factory, mine, well, weapon, and ship numbers are. We complain and get massively butt-hurt when we get raided. We're so cautious that we don't start alliance wars unless we know we have the clear advantage. When there's no war, there's not much else to do except to tend to your economy. But instead of complaining about dedgaem, I choose to embrace it with my ECON OVERHAUL proposal that should add more depth to gameplay for when the going gets slow.<br /><br />The idea in a nutshell, with corresponding screenshot mockups:<br /><br /><strong><em><span class="bbc_u">1. More nation stats for more management and roleplay choices</span></em></strong> ---- Rumsod is adding in literacy, which is cool. Expanding on this, I suggest revamping Population, adding Birth rate, migration rate, life expectancy, incarceration rate, unemployment rate, average wage, and taxes. Also, no more growth and manpower.<br /><img src="http://i.imgur.com/URYIP66.png" alt="" width="100" class="bbc_img resized" /><br /><br /><strong><em><span class="bbc_u">2. More asset types with corresponding tangible resources with market value</span></em></strong> ---- Rumsod is adding a new Research point resource. Expanding on this, I suggest adding Diplomas (Education) produced by Schools, Medicine (Healthcare) produced by Hospitals, and prisoners (a form of exploitable labor) produced from arrests. Assets will produce their resources only when enough people work in them. Each asset has a maximum number of people that can work there.<br /><br /><strong><em><span class="bbc_u">3. A private/corporate sector within your nation</span></em></strong> ---- The best thing about TRW is the inclusion of corporations. Normal BLOC is supposed to be nation management so I don't see players-as-corporations coming to normal BLOC. Instead, nations will have a collective private/corporate sector. This system replaces foreign investment and its factory event. The public/government sector is directly controlled by the player; building assets as before will go to the public sector. The private/corporate sector is separate. The private sector has its own budget and can use it to build assets (prioritized on profitability) for the private sector, with government approval in the form of events. Resources produced in the private sector are not directly controlled by the player.<br /><img src="http://i.imgur.com/4oAYur8.png" alt="" width="100" class="bbc_img resized" /><br /><br /><strong><em><span class="bbc_u">4. A domestic market</span></em></strong> ---- Every nation has its own domestic market that no other nation can touch. The domestic market's buy/sell prices are better than the global market, maybe even without a margin. The domestic market's prices also don't change when you buy and sell there; the prices update every turn depending on the global market. The domestic market's resources aren't infinite like the global market but are equal to the resources owned by the government and corporate sectors. Both the player and the nation's private sector can buy and sell in the domestic market only when the appropriate sector has the cash to do so.<br /><img src="http://i.imgur.com/3nRRYhz.png" alt="" width="200" class="bbc_img resized" /><br />(from the player's POV, the pending section should be invisible and its values collapsed with the Private sector's. The reverse would be true from the private sector's POV. You and the private sector can only buy and sell resources if they're available and the other side has the cash for it. The pending section is a buffer so the government and corporate sectors aren't forced to directly take from each other)<br /><br /><strong><em><span class="bbc_u">5. A more organic way to maintain your nation's stats</span></em></strong> ---- Instead of approval, QoL, and literacy decaying a set amount every turn, they will decrease based on population growth. In addition, approval and QoL are affected by average wage, literacy, and life expectancy instead of just clicking buttons before like "Elections", "Housing", "Build Schools", "Build Hospitals." These stats are managed on a turn-by-turn budget type of basis, similar to how factories "eat" RM and oil to produce MG every turn. Policies would allow you to "eat" Diplomas and Medicine to give positive modifiers to literacy and life expectancy and birth rate. Higher leveled stats require more resources to maintain.<br /><br /><strong><em><span class="bbc_u">6. A new income/expense system</span></em></strong> ---- Normally, players generate cash based on their GDP, 0.100% of their GDP in one turn. With the addition of wages and taxes, cash generation is a bit different. Cash generation based on GDP will still happen, depending on Individual Income Taxes. 100% Individual Tax Rate results in the usual 0.100% GDP per turn. 50% rate results in 0.050% GDP per turn, etc. Wages are subtracted from the player's budget. Wages after tax affect your citizen's Approval and QoL. The corporate sector is taxed based on the market value of resources produced by corporate assets. This tax is added to the player's budget.<br /><img src="http://i.imgur.com/tzK5XL1.png" alt="" width="300" class="bbc_img resized" /><img src="http://i.imgur.com/GiDFcbF.png" alt="" width="300" class="bbc_img resized" /><img src="http://i.imgur.com/F8vKHPH.png" alt="" width="300" class="bbc_img resized" /><img src="http://i.imgur.com/7pgF7Az.png" alt="" width="300" class="bbc_img resized" /><img src="http://i.imgur.com/lqoMRf0.png" alt="" width="300" class="bbc_img resized" /><br /><br />Yes, a lot of these suggestions are inspired by rumsod's intended updates for TRW. Hopefully these changes provide a framework for more flexibility and additions in the future, like various policies, crime, black market resources like drugs, blood diamonds, etc. I know numbers and concepts would need to be adjusted for more balance.<br /><br />So, do you think this would work? Or is this too much autism even for you?<br /></span></span></div>
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										<a href="http://www.blocgame.com/forums/index.php?topic=3355.msg38790#msg38790" rel="nofollow">Re: GDP Simulator 4.0: ECON OVERHAUL</a>
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									<div class="smalltext">« <strong>Reply #1 on:</strong> January 24, 2016, 03:10:50 PM »</div>
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										<a href="http://www.blocgame.com/forums/index.php?topic=3355.msg38793#msg38793" rel="nofollow">Re: GDP Simulator 4.0: ECON OVERHAUL</a>
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									<div class="smalltext">« <strong>Reply #2 on:</strong> January 24, 2016, 03:30:12 PM »</div>
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									<div class="smalltext">« <strong>Reply #3 on:</strong> January 24, 2016, 06:13:18 PM »</div>
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							<div class="signature" id="msg_38801_signature"><img src="http://i.imgur.com/Us1s6cQ.png" alt="" class="bbc_img" /><br /><br /><br /><br />>BLOC: <a href="http://www.blocgame.com/stats.php?id=53759" class="bbc_link" target="_blank"> Cyrodill</a></div>
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									<div class="smalltext">« <strong>Reply #4 on:</strong> January 24, 2016, 08:33:34 PM »</div>
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								<div class="inner" id="msg_38810"><del>Looks kinda neat. Not sure how implement that to corporations though (as far as putting money into weapons factories and such goes.)</del><br /><br />Nevermind, I read it wrong. Looks good <img src="http://blocgame.com/forums/Smileys/default/cheesy.gif" alt=":D" title="Cheesy" class="smiley" /></div>
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								« <em>Last Edit: January 24, 2016, 08:35:39 PM by Andrew Fastow</em> »
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									<div class="smalltext">« <strong>Reply #5 on:</strong> January 24, 2016, 09:41:59 PM »</div>
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							<div class="signature" id="msg_38811_signature">[4:58:38 p.m.] vegan: send me more cute and lovely things X)<br />[4:59:21 p.m.] ***cxc sends you a mirror***<br /><br />-<br /><br />5:25:50 PM Siamese_Dream: I missed you <3 <br />5:26:03 PM EmilyComintern: I missed you too babe</div>
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										<a href="http://www.blocgame.com/forums/index.php?topic=3355.msg38812#msg38812" rel="nofollow">Re: GDP Simulator 4.0: ECON OVERHAUL</a>
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									<div class="smalltext">« <strong>Reply #6 on:</strong> January 24, 2016, 10:12:37 PM »</div>
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										<a href="http://www.blocgame.com/forums/index.php?topic=3355.msg38821#msg38821" rel="nofollow">Re: GDP Simulator 4.0: ECON OVERHAUL</a>
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									<div class="smalltext">« <strong>Reply #7 on:</strong> January 25, 2016, 08:58:44 AM »</div>
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								<div class="inner" id="msg_38821"><div class="quoteheader"><div class="topslice_quote"><a href="http://www.blocgame.com/forums/index.php?topic=3355.msg38790#msg38790">Quote from: Habib on January 24, 2016, 03:10:50 PM</a></div></div><blockquote class="bbc_standard_quote">I LIKE IT!<br /></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br /><div class="quoteheader"><div class="topslice_quote"><a href="http://www.blocgame.com/forums/index.php?topic=3355.msg38793#msg38793">Quote from: Montgomery on January 24, 2016, 03:30:12 PM</a></div></div><blockquote class="bbc_standard_quote">NOT BAD</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br /><div class="quoteheader"><div class="topslice_quote"><a href="http://www.blocgame.com/forums/index.php?topic=3355.msg38801#msg38801">Quote from: Tihomir on January 24, 2016, 06:13:18 PM</a></div></div><blockquote class="bbc_standard_quote">These are the most beautiful stats and numbers I've seen in a long time!<br /></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br /><div class="quoteheader"><div class="topslice_quote"><a href="http://www.blocgame.com/forums/index.php?topic=3355.msg38810#msg38810">Quote from: Andrew Fastow on January 24, 2016, 08:33:34 PM</a></div></div><blockquote class="bbc_standard_quote">Looks good <img src="http://blocgame.com/forums/Smileys/default/cheesy.gif" alt=":D" title="Cheesy" class="smiley" /><br /></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br /><div class="quoteheader"><div class="topslice_quote"><a href="http://www.blocgame.com/forums/index.php?topic=3355.msg38811#msg38811">Quote from: Felicia Tamara on January 24, 2016, 09:41:59 PM</a></div></div><blockquote class="bbc_standard_quote">me likey. very complicated though, that could be a good or bad thing.<br /></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br /><div class="quoteheader"><div class="topslice_quote"><a href="http://www.blocgame.com/forums/index.php?topic=3355.msg38812#msg38812">Quote from: Die Stahlhammer on January 24, 2016, 10:12:37 PM</a></div></div><blockquote class="bbc_standard_quote">[DESIRE TO KNOW MORE INTENSIFIES]<br /></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br />Thank you all for your support. I'd like to thank god and rumsod for these ideas and this brilliant game.<br /><br />But really, if any of it seems stupid or just wouldn't work for our community, please call me out on it.<br />If parts of it are unclear, ask away. I tried keeping it short so people wouldn't have to read a thesis.<br /><br />Nobody asked, but I'll expand on prisoners and incarceration anyway:<br />To arrest criminals and political enemies, you need free space in your prisons. Build more prisons for more space. Prisons have to be manned with workers to be able to house prisoners. The number of prisoners serve as a multiplier for primary and secondary sector resource production (food, RM, oil, MG, weapons). The amount of production multiplied depends on the number of workers in those sectors vs the number of prisoners. The Forced Labor Dictatorship policy would be replaced by Dictatorships having some sort of bonus with the prison system, maybe a higher multiplier, higher capacity, etc I dunno. Prisoners in government-owned prisons multiply the production for government-owned assets. The same goes for prisoners in private-owned prisons for corporate-owned assets. Prisoners can be traded for on the Black Market, a market almost identical to the normal Global Market but with higher tariffs and significant maluses when trading there, maybe lower reputation, stability, approval, etc.</div>
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										<a href="http://www.blocgame.com/forums/index.php?topic=3355.msg38823#msg38823" rel="nofollow">Re: GDP Simulator 4.0: ECON OVERHAUL</a>
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									<div class="smalltext">« <strong>Reply #8 on:</strong> January 25, 2016, 11:52:41 AM »</div>
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								<div class="inner" id="msg_38823">Obviously I like most of these ideas, and many are similar to what I have been working on for realpolitik. To be honest though, I  think that many of them would only really work in realpolitik. Having all of these systems balanced for a game like bloc, where at least some balance is needed, would be very difficult to achieve and would take a very long period of testing. <br /><br />If I could redo bloc from scratch, I would base it off of a pop/population system somewhat similarly to what you have (probably much more similar to Victoria by paradox), but I am not sure I could fit it into the game as is. All of these new systems would have to interact perfectly, which was an issue I was having when making them for realpolitik.<br /><br />I also think where Realpolitik can indulge in the insanely complex and realistic, bloc should be a bit more streamlined.<br /><br />So yeah, in the long term I will definitely implement stuff similar to this into realpolitik, and those that work well and balanced into bloc from there.</div>
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										<a href="http://www.blocgame.com/forums/index.php?topic=3355.msg38826#msg38826" rel="nofollow">Re: GDP Simulator 4.0: ECON OVERHAUL</a>
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									<div class="smalltext">« <strong>Reply #9 on:</strong> January 25, 2016, 12:19:22 PM »</div>
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								<div class="inner" id="msg_38826"><div class="quoteheader"><div class="topslice_quote"><a href="http://www.blocgame.com/forums/index.php?topic=3355.msg38821#msg38821">Quote from: Taikuh on January 25, 2016, 08:58:44 AM</a></div></div><blockquote class="bbc_standard_quote">Thank you all for your support. I'd like to thank god and rumsod for these ideas and this brilliant game.<br /><br />But really, if any of it seems stupid or just wouldn't work for our community, please call me out on it.<br />If parts of it are unclear, ask away. I tried keeping it short so people wouldn't have to read a thesis.<br /><br />Nobody asked, but I'll expand on prisoners and incarceration anyway:<br />To arrest criminals and political enemies, you need free space in your prisons. Build more prisons for more space. Prisons have to be manned with workers to be able to house prisoners. The number of prisoners serve as a multiplier for primary and secondary sector resource production (food, RM, oil, MG, weapons). The amount of production multiplied depends on the number of workers in those sectors vs the number of prisoners. The Forced Labor Dictatorship policy would be replaced by Dictatorships having some sort of bonus with the prison system, maybe a higher multiplier, higher capacity, etc I dunno. Prisoners in government-owned prisons multiply the production for government-owned assets. The same goes for prisoners in private-owned prisons for corporate-owned assets. Prisoners can be traded for on the Black Market, a market almost identical to the normal Global Market but with higher tariffs and significant maluses when trading there, maybe lower reputation, stability, approval, etc.<br /></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br />Maybe prisoners could have a Forced Conscription option for Vanguard Party states, boosting your army by the amount of prisoners you have EX: 1k prisoners = 1k troops, 10k prisoners = 10k troops. It would have a popularity drop punishment though.</div>
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										<a href="http://www.blocgame.com/forums/index.php?topic=3355.msg38842#msg38842" rel="nofollow">Re: GDP Simulator 4.0: ECON OVERHAUL</a>
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									<div class="smalltext">« <strong>Reply #10 on:</strong> January 25, 2016, 05:30:38 PM »</div>
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								<div class="inner" id="msg_38842">Not gonna lie, but this is going to make using multis pretty hard as it's going to be even more micro-managing they will have to do. I rate this 7/10 and I'm pretty sure the "malay alliance" <span style="font-size: 3pt;" class="bbc_size">multi web</span> will crumble after this update.</div>
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										<a href="http://www.blocgame.com/forums/index.php?topic=3355.msg38867#msg38867" rel="nofollow">Re: GDP Simulator 4.0: ECON OVERHAUL</a>
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									<div class="smalltext">« <strong>Reply #11 on:</strong> January 26, 2016, 07:27:21 AM »</div>
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								<div class="inner" id="msg_38867"><div class="quoteheader"><div class="topslice_quote"><a href="http://www.blocgame.com/forums/index.php?topic=3355.msg38842#msg38842">Quote from: SupremeSoviet on January 25, 2016, 05:30:38 PM</a></div></div><blockquote class="bbc_standard_quote">Not gonna lie, but this is going to make using multis pretty hard<br /></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div>You multying confirmed<br /><br />This seems like a good thing to implement into realpolitik more then regular bloc, atleast right now.</div>
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							<div class="signature" id="msg_38867_signature"><a href="http://www.blocgame.com/stats.php?id=49817" class="bbc_link" target="_blank">Empire of Savannah</a><br /><a href="http://www.blocgame.com/bloctrw/stats.php?id=134" class="bbc_link" target="_blank">Capitalist Haiti</a><br /><br />Must be <del>WTO</del> NORTH<br /><img src="http://38.media.tumblr.com/223195123af472779ea455e35f03be3b/tumblr_nkyzz8HjXG1s4andvo1_500.gif" alt="" width="356" height="200" class="bbc_img resized" /></div>
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										<a href="http://www.blocgame.com/forums/index.php?topic=3355.msg39055#msg39055" rel="nofollow">Re: GDP Simulator 4.0: ECON OVERHAUL</a>
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									<div class="smalltext">« <strong>Reply #12 on:</strong> January 28, 2016, 12:29:33 PM »</div>
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								<div class="inner" id="msg_39055">Things that have been added or will be added to normal BLOC since this thread started: research, revamped hospitals, healthcare, banks, universities.<br /><br /><div class="quoteheader"><div class="topslice_quote"><a href="http://www.blocgame.com/forums/index.php?topic=3355.msg38823#msg38823">Quote from: rumsod on January 25, 2016, 11:52:41 AM</a></div></div><blockquote class="bbc_standard_quote">If I could redo bloc from scratch, I would base it off of a pop/population system somewhat similarly to what you have (probably much more similar to Victoria by paradox), but I am not sure I could fit it into the game as is. All of these new systems would have to interact perfectly, which was an issue I was having when making them for realpolitik.<br /></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br />I think a BLOC centered around population, land, and employment mechanics rather than GDP, growth, and manpower would have more interesting dynamics. Balancing would be a huge PITA. So, another shameless plug for Fast BLOC, a separate fast-paced, regularly reset server for adventurous types who are willing to test these brand new mechanics for you.</div>
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