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   Forums-->Ideas and suggestions-->

Improve econ. balance



AuthorImprove econ. balance
Well, their a few threads about this but a balance can be found with simple law of supply and demand. When their a high demand for resources in general then their should be more production. The Empire have excess in some resources, such as leather and wood, and shortages of other ,such as gems and mercury. Their should be more jobs open in places that are short in making resources. There should be a cut back in jobs that make too much of whatever resource.


Another thing is why is the price different of mining resources selling price and the buying price at machining and production it only a few gold?
Their not much incentive to become a merchant. It should be about 20% or more of the selling price so higher lv player will prefer higher costing resources to sell, more profit will less moving around, and allow players to have something to do when waiting for a battle. Some resources are never in stock so the production rate need to be increase or more jobs opened for that resource.
One idea that may or may not work is stock market so player will invest in jobs that are in demand. As they pour money into it the price of stock go up and more jobs open. They can get a dividend, a little gold each week based on how the stocks/jobs are, or sell the stock back after a few weeks for a fraction of the current buying price. that way you won't have super huge player buying and selling within a day causing price to go up and down try to make a quick buck. But if things get invested over a few weeks you may make a profit even if you are only get a fraction of it buying price back. Their should be a limit of how much one player can invest and how much of stock can be purchase a week. That will allow most player the opportunity to invest.

If a player do not get online after 2 weeks then their stock should be auto sold so the market is always moving. The current market with selling and buying of resources at overpriced bids can be formatted to included the stock. This is only one idea and it will be up to someone smarter than me to decide if it could work.

Only other idea is to look at other game with player based econ. and "borrow" some of their idea if it ok to do that.

I'm open for constructive criticism. "It a bad idea." or "It wouldn't work." doesn't help unless you explain. I'm new to this game but I play HMM before what this game is loosely based on. Some things will have to be different to make thing go smoothly.
I agree : there is need for more balance
between facilities ressources supply and facilities ressources needs.
As we can see in many threads like "Mercury" and "Sulfur"
(and same problem for some time ago steel, nickel etc).
Let's also optimize ressources availability to evryone, preventing a few to hoarde all ressources. We could with max buy per hour per character limit.
Working in a facility you should at least be able to buy the amount you helped to produce.
Facilities could also increase wages and ressources output,
grow and multiply (adding facilities buy example a lab in yellow lake and a machining and also in silent hill. Make the potential profit way bigger from buying from an area and selling to another area with trade caravans (that could be ambushed of course)
Those would really provide facilities ressources.
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