Author | open the economy |
i suggest make:
- the prices of the resources/artifacts produced in a facility *much* more dependent on the demand for said resource/artifact.
- the salary offered in a facility dependent on the demand for the product the facility generates
dependency:
*high stock available --> lower the price, lower the salary
*low stock available --> raise the price, raise the salary
the raise/drop should depend on the number of consecutive days there's been a surplus or a scarcity of the said product at the facility
(hopefully that would help economy auto-self-regulate, and won't need the central authority anymore to come and "buy" all the surplus products/artifacts) |
+1 to idea
-1 who will look after the market everyday?admin too 'busy' to that so and no time to regulate the economy |
+1 |
+1 I don't know if this is possible, but if there is a programm to auto-adjust prices and wages after demand this would be pretty simple. This would solve a lot of economical issues at once. |
+1 ... automtic programming should not be impossible (but not easy as well) |
+10
I think I suggested that about a year ago. And it would be even better, if the mines and facilities were owned by players, who would be setting prices, number of work places, capacity of stocks etc. Each new workplace would cost something, each increase of stock capacity too. And much more can be written. |
@moro88: -1 who will look after the market everyday?admin too 'busy' to that so and no time to regulate the economy
the whole point of making the costs/salaries @facilities tied to the supply&demand of products is that it would make the economy auto-self-regulate. so, it should require even less time from admins to "regulate" it (less than now, that is, ... assuming they do) |
it's not wage that means there isnt enough supply of a product, it's the vacancies available, so just raising the wage at these facilities wouldn't help the economy at all |
it's not wage that means there isnt enough supply of a product
Naviron didn't say that wage affects supply. He suggested, that supply should affect wage, which is completely logical. Facility with stock full of arts that nobody wants should decrease the wage, while facility producing high-demand arts but with empty stock should increase the wage. Players would work in the facility with higher wage, so more artifacts that are demanded would be produced. |
it's the vacancies available
That's correct. It IS the wage, it IS the number of work places (you probably meant that). So the number of workplaces could be the subject to auto-self-regulation too.
But developing the exact formula is very hard job I guess. |
there are currently 638 light axes and 402 mana tubes. that's a lot, considering factories have been emptied not long ago!
likely these numbers will grow even more. that means a lot of $$$ stuck in the facilities, that doesn't flow. money for economy is like blood for your body. if there is a lot of blood stuck in your legs, there won't be enough to wash the brain.
the salary @light axe facility is 200$, and mana tube facility is 205$.
while (as I write now), for example, there are no Gems at the Gems mine, though there are 175 vacancies!
of course, nobody want to enroll at the gem mine because it pays only 175$!
this is just wrong. (just an example)
the gem should cost more, and then increase the wage of producing them.
and similarly, lower the cost of light axe and mana tubes, and equally lower the wages at those facilities. |
there are 175 vacancies! -- i meant to say 223 vacancies... |
So the number of workplaces could be the subject to auto-self-regulation too. -- i think the owner of a facility should decide wheather to increase work places @facility, and there should be (a not so small) non-refundable fee for each new opening.
i wouldn't make this automatic though. otherwise we would have all facilities with infinite work places, and that's not good either. |
Naviron didn't say that wage affects supply.
you're missing the point, his suggestion is to *help* the economy, if there were only the same amount of workspots open then it wouldn't matter if the wage was 5000 gold the economy would be in exactly the same (maybe even worse) condition |
of course the wage affects the supply. take the gem's example above: nobody wants to work in the mines because it pays bad -- although (as I write) there are no gems, nor mercury, nor leather in Yellow Lake!
everybody wants to work in the factories because it pays good -- even though none needs some of the products (mana tube and light axe just examples)
the wage would shift that balance: would make more people work in facilities that produce needed/wanted/scarce goods. and would discourage people from working in facilities that produce unneeded/unwanted/abundant goods.
hopefully, there will be an equilibrium that will be reached, after a little free market/price/salary fluctuation.
and of course, IT WILL NOT TAKE CARE OF EVERYTHING! of course there will still be scarcity problems for facilities that don't have enough work places. the owner of that facility (Empire @ moment) should open more work places --- if it's worth it (i.e., the facility would have an benefit from opening new work place) |
#14
Sorry, I messed the whole #9, because somehow I translated supply as demand.
Shortly: Wage affects supply and number of work places can affect supply too (negatively, if there is not enough of them).
Your point as I see it: "Some factories have not enough work places." I agree with that, for example Leather armor plant. |
Your point as I see it: "Some factories have not enough work places." I agree with that, for example Leather armor plant.
or the magic powder... there is never enough of it, and there is only one facility that produces it. and only has 24 work places. that's highly insuficient since there are so many magic powered items that need the magic powder.
there is a saying: "From where there is not, not even God can take!".
the only fix for this is, of course, more work places for this product. my suggestion in this thread was not for this case in particular though, but rather for the cases in which:
-there are enough work places, but they are not occupied because the pay sucks
-there are well payed work places that produce goods that nobody wants, and they will just keep pilling up. |
haha that would be great, so it will of course, offensively make everything in the economy even |
+1
BUT If this function happen.
Sulphur Dune Wage would be very low and sulphur price is significant drop.
--> Many people will whine for unacceptable wage to stay in yellow lake.
Most used art(low price/AP/comabt ratio) cost will eventually rise and many people will whine again for not survive AP rule.
No matter way of change some people will whine in some way. But I like this idea more than clean up stock from admin. |
+1
But the right formula would be very difficult to create. The wrong formula would just makes things even worse off.
For example:
the magic powder... there is never enough of it, and there is only one facility that produces it
Actually there's too much magic powder production. It is low in supply right now because everyone is working at the factories which were artificially flooded with gold. This means no one working in the mines and the factories using more magic powder.
"Some factories have not enough work places." I agree with that, for example Leather armor plant.
Actually the admins just reduced the number of workslots in the facility reset. I don't know why they did that, but before the reset there were more than enough leather armor production. There were so much production that players were selling it as low as 900 gold on the market. |