Forums-->Queries and help-->
Author | Why aren't there any Gem and Crystal Dune? |
I have been playing this game for quite a while. Yet, I still don't understand why these two resources seem to always run out. Would someone mind explaining this situation to me? Also, why don't more players enroll at these resources' mines (rather than those of sawmill and ore) so that these resources don't run out that often? | A quick check at the enrollments will tell you that people do enroll at least as much at these mines as at the ore pits and sawmills. However, admins have stocked the ore pits and sawmills with such an abundant supply that they never seem to run out, at least in many locations.
Also, remember, for the same number of enrollments, ore pits and sawmills output twice the supply as the other mines (it takes one work unit to produce one wood, but two work units to produce one crystal). Furthermore, there are 27 sawmills and 31 ore pits vs 13 crystal caverns and 14 gem mines. | And most importantly
Players are trying to buy the resources as instantly as possible when the shift ends.
I'm one of them: p | The facilities do not create a sustainable supply on their own and we got no resupply from admins. Or if they did, it was not enough. | The facilities do not create a sustainable supply on their own and we got no resupply from admins
Actually, it's the opposite. Left on their own, every facility will eventually overflow with supplies and run out of gold.
Admins have to periodically remove stocks (inducing shortage) and infuse the facilities with more gold to prevent the economy from collapsing.
Currently some mines are low on stock because the last infusion of cash still leaves many production facilities with gold. That's where people naturally prefer to enroll. Once those run out, people will enroll more in machining facilities. When those run out next, then the mining facilities will get a lot of love.
Fortunately or unfortunately, the cash infusions seem to happen frequently enough to prevent that from happening. | Actually, it's the opposite. Left on their own, every facility will eventually overflow with supplies and run out of gold.
To have overflow of supplies you would need people to enroll and not buy resources. I am not entirely sure about the enrolling habits of our players, but most people likely enroll at machining or production facilities. Especially those with mounts can travel to another location to get the 205 wage enroll. But eventually the gold at mining facilities gets used up when more and more players have to enroll at mining. But at the end of the day, the cause of shortage is that people are buying resources from these facilities at the same rate of production/supply. Thats why its not sustainable. If it produced double or triple resources per worker shift, the situation would be different assuming the factory price of these resources didn't drop. Let me remind you that buying resources would restore the gold too, so i think that would make this a more sustainable model. | well in simple terms, what i meant to say is that assuming there are 10 guys who got paid 360*10 gold then their shift should produce a minimum of 10 resources that are priced at 360 gold too. That way when the resources are bought from facility, it would restore the gold balance of 3600 gold. But in this case there wont be anything left for people who did not enroll in that facility. Correct me if i am wrong here, but the current situation is that we are getting less than 1 resource per 360gold being paid out. | I don't think you really read what I wrote. What you describe is correct, but you're only looking at only a small picture, hence drawing the wrong conclusion.
Yes, the mines do not produce enough because currently people buy from them more than they enroll. But that's only because there are better facilities to enroll in. That, in turn, is because admins keep injecting money into these higher-paying facilities.
As I said, if left on their own, these higher-paying facilities (production and machining) will eventually be drained of money. Only then will people enroll more in mining facilities. And then, even these mining facilities will eventually run out of money.
If you watch carefully, you will see this happening. Right after a cash infusion, some production facilities will have millions of gold (and no stock). The "lords of money" in this game pay attention to that, and arrange to buy all of these low supply items to resell for big profits on the market (e.g. mithril rings a few weeks ago). But eventually production will catch up with demands (and they always do) and these profiteers will abandon trying to monopolize these items.
Last week there were dozens of production facilities flushed with cash. Today I see less than 10. Soon, they will all run out of money. No production facility is low on stock right now, none.
What I don't know is how admins figure out the right balance regarding injecting cash that would be fair to all clans. If they inject too much money into production facilities, then clans that own mining facilities won't make much money. If they don't inject any money, then vice versa. But then, maybe fairness is not a requirement, and some facilities are just meant to generate more money for their owners than others. | for virtual_vitrea:
I think you're wrong.
Mining facilities gives us 160-171 varying from facilities to facilities.
Now when ever we get a bonus multiplier from Labour Guild, not only do we earn more gold but our efficiency increases too. So more LG equals more production, hence more production with less occupancy.
That is
Let's say a facility can hold 20 workers.
If there are all workers with 2.0 multiplier from LG, everyone will produce double , with double income and will take still just 20 workers space.
What's happening right now is, people are trying to earn profit more and more, just like me, whenever we get time . We just keep refreshing the page, thanks to F5 and buy all the resources as soon as the shift ends
And either sell it on market or in machinery facilities.
And hence the shortage | If you need resources from mines just go to empires capital, you pay 2 more than from a facility, but can get all you want. It also indicates about the economy. There is enough, but not at the base price of 360 | If you need resources from mines just go to empires capital
I have to admit it puzzles me a great deal why people would buy these from the market at a higher price than they could get from Empire Capital. Are people just too lazy to travel? | for Omar Contreras:
Pretty much. Or have checked a few facilities, saw they were empty and though "urgh.. market it is.. damn all these players selling it at extortionate prices!!!" | for Omar Contreras:
Laziness is the mother of making profits for others players :p
People do not want to waste time traveling if without ABC | damn all these players selling it at extortionate prices!!
lol | What I don't know is how admins figure out the right balance regarding injecting cash that would be fair to all clans.
Admins haven't done this for a long time, and when they did it was only for low wage jobs (mining, some machining). The reason you see those large influxes of cash in production facilities is due to events. | You can always check where there is supply/demand of each resource using this page
https://www.lordswm.com/ecostat.php
There's a link to it at the bottom of the map page labeled Statistics. | that would make this a more sustainable model
LWM, as a whole, is not by definition a sustained model. Its existence depends on external injections of currency (player donations). Admins also inject gold in the game, not only directly in facilities, but through CL level-up bonuses, tourny prizes, mod salaries, etc.
The overall achieved economy balance is an attempt to minimize the disadvantages of:
-on one hand, have so much available currency that rare goods' prices become either obsolete (in-game bought diamonds, castles, TGIs, etc.), or skyrocket through inflation (estates, event and rare set arts, etc.)
-on the other hand, have currency become so scarce that some in-game goals become unattainable but to the regular donators (best shop arts, all castles, etc.)
Production in facilities is designed as to have an economic deficit, as a tool the admins can use to control the total amount of available currency in the game at any given point. |
This topic is long since last update and considered obsolete for further discussions. Back to topics list
|