new economical changes
+12
Helviro
Pieter557
shadowukcs
Fhaemita Malodorous
Bert_en_Ernie
Gibberish45
Jofroi
Olv007
Glenn Wauters
Boklevski
Ward De Bever
mittekemuis
16 posters
eRepBelgium :: eBelgium :: Economy
Page 1 of 2
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new economical changes
http://wiki.erepublik.com/index.php/Version
Information: Day 1,267 - Version 2.2.6.5 - Improved country economy data
Country economy data
By accessing the country economy page, you can view the following new country data:
in Gold (macroeconomics information)
Gross domestic product (GDP) - monthly/yesterday/daily average
Exports - monthly/yesterday/daily average
Imports - monthly/yesterday/daily average
in local currency (country treasury revenues)
Income Tax - monthly/yesterday/daily average
Import Tax - monthly/yesterday/daily average
VAT - monthly/yesterday/daily average
The country economy data is currently a work in progress. The values displayed in the main site are still being checked for inadvertences.
Next version - One click work
Dissolve organization
When you login to your organization, you can use "transfer properties to manager" tool.
Once used, the following will happen:
you will be set as the only manager of the organization;
you will receive all the properties (free licenses, companies, Gold, currencies, products);
you will receive 5 Gold as compensation for the creation of the organization;
you will receive 2 Gold as compensation for the creation of the newspaper of the organization (if the organization has a newspaper);
you will receive a private message and email with the details of the transfer;
the organization will be set to "dead" status and cannot be accessed anymore.
Notes:
The above described feature is not available for national organizations.
The newspaper will remain on the organization (and articles published can be read as usual).
If you try to login on a "dissolved" organization, you will receive information about the manager who received the properties.
Company location
If you own companies, their location will be set the same as your citizenship country. Thus:
you can hire employees in any of your companies directly from citizenship country;
you will receive bonuses in any of your companies from your citizenship country.
When you change your citizenship, the "location" of your company will be changed automatically to the new country.
Notes:
national organizations can hire employees and receive bonuses based on their associated country;
normal organization cannot hire employees anymore.
New create building module
The old "create company" page have been redesigned and you can now create 14 buildings.
Because some raw materials buildings can be created by using local currency, "raw materials companies" cannot be sold anymore.
CC = local currency of your citizenship country
Building name Building cost Basic production/Storage capacity
Grain farm 150 CC 15 food raw materials/work
Fruit orchard 450 CC 30 food raw materials/work
Fishery 10 Gold 50 food raw materials/work
Cattle farm 4500 CC 70 food raw materials/work
Hunting lodge 35 Gold 100 food raw materials/work
Food factory 10 Gold 40 food/work
Iron mine 150 CC 15 weapon raw materials/work
Oil rig 450 CC 30 weapon raw materials/work
Aluminum mine 10 Gold 50 weapon raw materials/work
Saltpeter mine 4500 CC 70 weapon raw materials/work
Rubber plantation 35 Gold 100 weapon raw materials/work
Weapons factory 10 Gold 4 weapons/work
Normal storage 450 CC 1000 additional storage space
Big storage 35 Gold 9000 additional storage space
Basic production:
A QX food factory requires X food raw materials for 1 (one) food of that quality (e.g. a Q2 food factory will require 80 food raw materials and will produce 40 food Q2).
A QY weapons factory requires 10*Y weapon raw materials for 1 (weapon) of that quality (e.g. a Q2 weapons factory will require 80 weapon raw materials and will produce 4 weapons Q2).
One click work
When you click on raw materials or factories buildings, you will see directly the work results.
When you click on the storage buildings, you will be directed to your storage/inventory.
Migrations
Grain (storage items) becomes Food Raw Material (storage items)
Iron, Stone, Oil (storage items) become Food Raw Material (storage items)
Moving tickets, House, Hospital, Defense system (storage items) - no change
Grain (company) becomes Fishery (building)
Iron, Stone, Oil (companies) become Aluminium mine (buildings)
Moving tickets, House, Hospital, Defense system (companies) become Weapon factory (buildings)
All previous migration panels are removed. New migration panels are activated for:
Aluminum Mine - can be migrated into Fishery
Weapons factory - can be migrated into Food Factory
New change location system
If you do not have an available ticket in order to move, you will be asked to pay a small fee (20 - 100 local currency) in order to change your location.
Updated mission
Find El Dorado - Prepare for the journey
changed hint into "You can buy weapons from the Marketplace (link to Marketplace) and you can train at the Training Area (link to Train).
changed 3rd requirement from "Have 8 moving tickets in your inventory" into "Have 200 citizenship currency in your account"
removed unlock cost for 3rd requirement
Other improvements
A new redesigned sidebar has been implemented.
Job market - the employer (citizen) and its company (building) have been emphasized.
Companies for sale - the current owner (citizen) and its company (building) have been emphasized.
Taxes (types and laws) were updated accordingly.
Marketplace - updated item filters accordingly.
Information: Day 1,267 - Version 2.2.6.5 - Improved country economy data
Country economy data
By accessing the country economy page, you can view the following new country data:
in Gold (macroeconomics information)
Gross domestic product (GDP) - monthly/yesterday/daily average
Exports - monthly/yesterday/daily average
Imports - monthly/yesterday/daily average
in local currency (country treasury revenues)
Income Tax - monthly/yesterday/daily average
Import Tax - monthly/yesterday/daily average
VAT - monthly/yesterday/daily average
The country economy data is currently a work in progress. The values displayed in the main site are still being checked for inadvertences.
Next version - One click work
Dissolve organization
When you login to your organization, you can use "transfer properties to manager" tool.
Once used, the following will happen:
you will be set as the only manager of the organization;
you will receive all the properties (free licenses, companies, Gold, currencies, products);
you will receive 5 Gold as compensation for the creation of the organization;
you will receive 2 Gold as compensation for the creation of the newspaper of the organization (if the organization has a newspaper);
you will receive a private message and email with the details of the transfer;
the organization will be set to "dead" status and cannot be accessed anymore.
Notes:
The above described feature is not available for national organizations.
The newspaper will remain on the organization (and articles published can be read as usual).
If you try to login on a "dissolved" organization, you will receive information about the manager who received the properties.
Company location
If you own companies, their location will be set the same as your citizenship country. Thus:
you can hire employees in any of your companies directly from citizenship country;
you will receive bonuses in any of your companies from your citizenship country.
When you change your citizenship, the "location" of your company will be changed automatically to the new country.
Notes:
national organizations can hire employees and receive bonuses based on their associated country;
normal organization cannot hire employees anymore.
New create building module
The old "create company" page have been redesigned and you can now create 14 buildings.
Because some raw materials buildings can be created by using local currency, "raw materials companies" cannot be sold anymore.
CC = local currency of your citizenship country
Building name Building cost Basic production/Storage capacity
Grain farm 150 CC 15 food raw materials/work
Fruit orchard 450 CC 30 food raw materials/work
Fishery 10 Gold 50 food raw materials/work
Cattle farm 4500 CC 70 food raw materials/work
Hunting lodge 35 Gold 100 food raw materials/work
Food factory 10 Gold 40 food/work
Iron mine 150 CC 15 weapon raw materials/work
Oil rig 450 CC 30 weapon raw materials/work
Aluminum mine 10 Gold 50 weapon raw materials/work
Saltpeter mine 4500 CC 70 weapon raw materials/work
Rubber plantation 35 Gold 100 weapon raw materials/work
Weapons factory 10 Gold 4 weapons/work
Normal storage 450 CC 1000 additional storage space
Big storage 35 Gold 9000 additional storage space
Basic production:
A QX food factory requires X food raw materials for 1 (one) food of that quality (e.g. a Q2 food factory will require 80 food raw materials and will produce 40 food Q2).
A QY weapons factory requires 10*Y weapon raw materials for 1 (weapon) of that quality (e.g. a Q2 weapons factory will require 80 weapon raw materials and will produce 4 weapons Q2).
One click work
When you click on raw materials or factories buildings, you will see directly the work results.
When you click on the storage buildings, you will be directed to your storage/inventory.
Migrations
Grain (storage items) becomes Food Raw Material (storage items)
Iron, Stone, Oil (storage items) become Food Raw Material (storage items)
Moving tickets, House, Hospital, Defense system (storage items) - no change
Grain (company) becomes Fishery (building)
Iron, Stone, Oil (companies) become Aluminium mine (buildings)
Moving tickets, House, Hospital, Defense system (companies) become Weapon factory (buildings)
All previous migration panels are removed. New migration panels are activated for:
Aluminum Mine - can be migrated into Fishery
Weapons factory - can be migrated into Food Factory
New change location system
If you do not have an available ticket in order to move, you will be asked to pay a small fee (20 - 100 local currency) in order to change your location.
Updated mission
Find El Dorado - Prepare for the journey
changed hint into "You can buy weapons from the Marketplace (link to Marketplace) and you can train at the Training Area (link to Train).
changed 3rd requirement from "Have 8 moving tickets in your inventory" into "Have 200 citizenship currency in your account"
removed unlock cost for 3rd requirement
Other improvements
A new redesigned sidebar has been implemented.
Job market - the employer (citizen) and its company (building) have been emphasized.
Companies for sale - the current owner (citizen) and its company (building) have been emphasized.
Taxes (types and laws) were updated accordingly.
Marketplace - updated item filters accordingly.
mittekemuis- 1,000 Club Member
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Re: new economical changes
That's a lot.
'this version' is today (maybe need to login again? GDP/revenue info is indeed available, "inadvertences" lol)
'next version' will be day 1269 though they seem to think now (info on My Land - "Starting with Day 1269, your companies will get raw material bonuses based on your citizenship country.").
"upgrade company" as of now permits only iron, grain or oil
'this version' is today (maybe need to login again? GDP/revenue info is indeed available, "inadvertences" lol)
'next version' will be day 1269 though they seem to think now (info on My Land - "Starting with Day 1269, your companies will get raw material bonuses based on your citizenship country.").
"upgrade company" as of now permits only iron, grain or oil
Ward De Bever- 2,000 Premium Club Member
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Re: new economical changes
Scrap that... they will become fisheries worth 10 G...
Re: new economical changes
Normal storage 450 CC 1000 additional storage space
Big storage 35 Gold 9000 additional storage space
Riiiight
Big storage 35 Gold 9000 additional storage space
Riiiight
Glenn Wauters- Forum Bad-a**
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Re: new economical changes
This is the end... ?
Olv007- Forum Neenja
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Re: new economical changes
This is the beggining of a new era when hiring people will be impossible^^
Jofroi- Admin
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Re: new economical changes
Olv007 wrote:This is the end... ?
That's what they say every update
Gibberish45- 1,000 Club Member
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Re: new economical changes
Gibberish45 wrote:Olv007 wrote:This is the end... ?
That's what they say every update
Well, with every step we are being pushed deeper and deeper in hell
So you could call it that we are already in the end :p
Glenn Wauters- Forum Bad-a**
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we are f***ed
I this is true then managers are f***cked I think.
http://www.erepublik.com/en/article/new-raws-and-some-more-new-stuff-1769932/1/20
http://www.erepublik.com/en/article/new-raws-and-some-more-new-stuff-1769932/1/20
Bert_en_Ernie- 1,000 Club Member
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Re: new economical changes
this is true, Plato confirmed it on the forum
Fhaemita Malodorous- Forum Bad-ass
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Re: new economical changes
What happens to work skill? I see only products/raws per "work"... not per amount of production, like currently?
Re: new economical changes
wages are going to drop or prices are going to go up. 35 gold for a big storage. Where the hell are you going to get this in a short notice. No more selling companies either.
This is in my opinion the most idiotique thing I have ever read. They announce something, everyone takes precautions and then they are going to implement something completely different.
This is in my opinion the most idiotique thing I have ever read. They announce something, everyone takes precautions and then they are going to implement something completely different.
Bert_en_Ernie- 1,000 Club Member
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Re: new economical changes
https://ebelgium.forumotion.net/t3256-new-economical-changes
already a topic on this
requesting lock on this one
already a topic on this
requesting lock on this one
shadowukcs- BANNED
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Re: new economical changes
from the US forum (http://eusaforums.com/forum/index.php/topic,7518.60.html) where there is a really interesting discussion regarding this going on
Tudor_Corneliu wrote:
Well from the information i gathered both from plato and one of the moderators who took the liberty to answer some questions the basic productivity is the foundation of the new productivity formula at which we will apply the existing bonuses (booster,friends, citizenship, region/industry bonus), health modifier and skill modifier. No matter how we look at it the aggregated booster will remain the same [*(1+0.1+0.2+0.25+0.25)].
Being a multiplicative variable it is independent of other modifiers, so it's effect on basic productivity / work is absolute. As a consequence we can find out the effect of regional bonuses on raw industries. So, i made s simple and silly spreadsheet with the comparison of productivity between different types of raw companies in more scenarios: a country with no bonuses, and with only one type of regional bonus so we can see the effects in comparison to other types of raw companies (only the ones below as productivity).
Each % shows by how much a company type x does in comparison to company y. I found this % by dividing [(productivity of company x / productivity of company y - 1)*100].
Also in the next sheets i empowered each raw industry with a 25% regional bonus and observed the relative changes in %. I used as region bonus 17% not 25%. (Because the absolute effect of region bonus is between 16% and 18%, depending on the no. of friends and work booster 10%).
The spreadsheet --> https://spreadsheets.google.com/spreadsheet/ccc?hl=en&key=toL9juHqTReKFKIFQQekcoA&authkey=CPGHyrUM&hl=en#gid=1
The conclusion is that deer (rubber) is by far the best type of company even in the scenario that you have regional bonus for cattle (saltpeter). This approach is similar to the system which we have now for food and weapons (the x quality modifiers)., the difference being that now the differences are at larger scale (for food/weapon industries although a q5 employee produced 5 times more than a q1 for hardly the salary, the raws cost smooths the 400% additional productivity with the proportional increase in raws cost. So having a medium-high raw cost made the difference between a q5 and a q4 food company, for example, to be around 3-5% in terms of profitability. But for raws we don't have additional costs so a q5 will just produce 6.66 (1+5.66 from table) times more then a q1 for the same salary, and 1.43 more then a q4 (1+0.428 from table) ).
Hope you enjoyed my wannabe analysis. O0
Last edited by shadowukcs on 2011-05-11, 14:44; edited 1 time in total
shadowukcs- BANNED
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Re: new economical changes
even better, I merged them!shadowukcs wrote:https://ebelgium.forumotion.net/t3256-new-economical-changes
already a topic on this
requesting lock on this one
Pieter557- 1,000 Club Member
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Re: new economical changes
high five for Pieter!!
Helviro- 1,000 Club Member
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Re: new economical changes
Some questions and answers on the forum...
Q: Will the storage-extension count like a normal building?
A: Yes, they need land to be built.
Q: is it possible to sell the extension?
A: No, it's not possible to sell storage
Q: if we don't own a region of resources x, will the production be 25% less than having a region or is it impossible to get those resources?
A: Every raw can be "created" from any country, and the basic numbers you can see in some places are the minimum that will be produces in such an company.
Q: you said you gonna change it to food material & weapon material, does that mean we do NOT to have all 5 resources to build a Q5 food/weapon?
A: That's correct, there will be two types of raws. WRM (Weapon Raw Material) and FRM (Food Raw Material).
Q: how will the economy skill affect the production?
A: The formulas are not public yet
Q: Will the storage-extension count like a normal building?
A: Yes, they need land to be built.
Q: is it possible to sell the extension?
A: No, it's not possible to sell storage
Q: if we don't own a region of resources x, will the production be 25% less than having a region or is it impossible to get those resources?
A: Every raw can be "created" from any country, and the basic numbers you can see in some places are the minimum that will be produces in such an company.
Q: you said you gonna change it to food material & weapon material, does that mean we do NOT to have all 5 resources to build a Q5 food/weapon?
A: That's correct, there will be two types of raws. WRM (Weapon Raw Material) and FRM (Food Raw Material).
Q: how will the economy skill affect the production?
A: The formulas are not public yet
mittekemuis- 1,000 Club Member
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Re: new economical changes
The original wiki page where this info appeared has been deleted quicky with the message: "Due to an error, the information was published too soon."
I saved a backup of the page at http://kumara.dommel.be/eRep/Version.htm
So it is important to note that while the draft is certainly a planning by admins, nothing says they will really execute it. The suggestion was made that this leak was intentional in order to maintain interest in the major changes announded months ago already.
On the raws side, this plan would completely change the 'raws diversity' requirements previously published, with only 2 raws remaining (FRM and WRM) ...
But they seem to be going ahead with the 'company location' part by day 1269. As far as i can see, a company owner will be forced to have all his companies in the country of his citizenship. No more multinationals.
Under 'Notes', a distinction is starting to appear between normal organisations and national organisations. Country officials were already asked to provide lists of (functional) e-mail addresses to login to the national orgs (and exercise minesterial/presidential competences).
The storage reform also seems to be going ahead (they last announced it for day 1275).
I saved a backup of the page at http://kumara.dommel.be/eRep/Version.htm
So it is important to note that while the draft is certainly a planning by admins, nothing says they will really execute it. The suggestion was made that this leak was intentional in order to maintain interest in the major changes announded months ago already.
On the raws side, this plan would completely change the 'raws diversity' requirements previously published, with only 2 raws remaining (FRM and WRM) ...
But they seem to be going ahead with the 'company location' part by day 1269. As far as i can see, a company owner will be forced to have all his companies in the country of his citizenship. No more multinationals.
wiki wrote:
Company location
If you own companies, their location will be set the same as your citizenship country. Thus:
you can hire employees in any of your companies directly from citizenship country;
you will receive bonuses in any of your companies from your citizenship country.
When you change your citizenship, the "location" of your company will be changed automatically to the new country.
Under 'Notes', a distinction is starting to appear between normal organisations and national organisations. Country officials were already asked to provide lists of (functional) e-mail addresses to login to the national orgs (and exercise minesterial/presidential competences).
wiki wrote:
Notes:
national organizations can hire employees and receive bonuses based on their associated country;
normal organization cannot hire employees anymore.
The storage reform also seems to be going ahead (they last announced it for day 1275).
Last edited by Ward De Bever on 2011-05-11, 15:52; edited 1 time in total (Reason for editing : Added storage reform info)
Ward De Bever- 2,000 Premium Club Member
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Re: new economical changes
On storage, it means the cost with land will be (450+1000=) 1450 BEF for 1000 storage (1.45 BEF per unit) and (((35*300)=10500)+1000=) 11500 BEF for 9000 storage (1.28 BEF per unit) at the rate of 300 BEF for 1 gold. If BEF rates reach 400/gold (0.0025 gold/BEF if it were possible in-game), this last number would become 1.72 BEF, and it would be far cheaper to buy small storages.
Ward De Bever- 2,000 Premium Club Member
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Re: new economical changes
Sure about those 1.72 BEF?
(35*400) = 14000 + 1000 = 15000/9000 = 1.66 BEF per unit
Once gold is rated at 350 BEF (actual situation = 1.47 BEF per unit) then Big Storage is already more interesting then small Storage.
(35*400) = 14000 + 1000 = 15000/9000 = 1.66 BEF per unit
Once gold is rated at 350 BEF (actual situation = 1.47 BEF per unit) then Big Storage is already more interesting then small Storage.
Olv007- Forum Neenja
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Re: new economical changes
mittekemuis wrote:
Q: how will the economy skill affect the production?
A: The formulas are not public yet
Real answer: "Aww, crap... we didn't think about that yet. We'll let our economics expert look into... aww, crap... we don't have one. Well, just tell them the formulas aren't public yet then."
Re: new economical changes
Olv007 wrote:Sure about those 1.72 BEF?
(35*400) = 14000 + 1000 = 15000/9000 = 1.66 BEF per unit
Once gold is rated at 350 BEF (actual situation = 1.47 BEF per unit) then Big Storage is already more interesting then small Storage.
Sorry you're right, I made a "Philippe Muyters" here - I counted 35*400 = 14500 ... Your conclusion is more valid than mine
Ward De Bever- 2,000 Premium Club Member
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Re: new economical changes
This is a major setback. This will ensure that everyone will be able to make some food for themselves (150 BEF is not that much) so no-one will have to buy on the market anymore. I could understand the changes to diversity with more raws but I think it got so complicated that the admins said screw you.
Bert_en_Ernie- 1,000 Club Member
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Re: new economical changes
Well, food companies will still cost 10 gold ^^.
And the new rule isn't much more complicated than the old one. We just have different quality for raw, like it has always been the case for manufactured products.
And the new rule isn't much more complicated than the old one. We just have different quality for raw, like it has always been the case for manufactured products.
Jofroi- Admin
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Re: new economical changes
I don't see the different qualities for raws just raw companies who will produce more and some who produce less. There's no more talking of fruit or deer or salpeter or ...
Bert_en_Ernie- 1,000 Club Member
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Re: new economical changes
102 minutes remaining till the end of the world as we know it ...
Jacob van Artevelde- Forum Titan
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Re: new economical changes
87 minutes
Fhaemita Malodorous- Forum Bad-ass
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Re: new economical changes
Bert_en_Ernie wrote:I don't see the different qualities for raws just raw companies who will produce more and some who produce less. There's no more talking of fruit or deer or salpeter or ...
Exactly same principle for food companies. Some produce more and the other less. (there are small other differences, but it's details)
Jofroi- Admin
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Re: new economical changes
We'll have to wait and see what the consequences will be. *sigh* again.
Bert_en_Ernie- 1,000 Club Member
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Re: new economical changes
3 minutes left to the apocalyps
Glenn Wauters- Forum Bad-a**
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Re: new economical changes
It's not loading for me
Fhaemita Malodorous- Forum Bad-ass
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Re: new economical changes
It's rather slow at the moment
Bert_en_Ernie- 1,000 Club Member
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Re: new economical changes
Cannot open my Inbox.
Economy module failed.
Very very slow response time.
... the end?
Economy module failed.
Very very slow response time.
... the end?
Olv007- Forum Neenja
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Re: new economical changes
apperently, you get a 20% increase in production for every raw your country holds.
Moving to for example eUSA would mean that you get a 100% increased production!
Moving to for example eUSA would mean that you get a 100% increased production!
shadowukcs- BANNED
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Re: new economical changes
If you can get eUsa citizenship ... just moving there is not enough ... you keep the bonus of your citizenship country
Jacob van Artevelde- Forum Titan
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Re: new economical changes
Jacob van Artevelde wrote:If you can get eUsa citizenship ... just moving there is not enough ... you keep the bonus of your citizenship country
yea, I know. With "moving" I meant taking up citizenship there
shadowukcs- BANNED
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Re: new economical changes
Am I the only one who's weapons are now looking like moving tickets?
Bert_en_Ernie- 1,000 Club Member
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Re: new economical changes
All the Houses, MT and so on has been transformed to weapons.
Jofroi- Admin
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Re: new economical changes
Yeah I know but my weapons look like MT in my inventory
Bert_en_Ernie- 1,000 Club Member
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Re: new economical changes
from smack
Smack wrote:=B2+((B3/100)*B2)+((B4/100)*B2)
Where:
B2 = Base Productivity (See further below)
B3 = Skill level*10
B4 = Region bonuses (20 for each region that is relevant. I.E: Iron, Oil, Aluminium, Saltpeter, rubber for weapons. And the other 5 for Food)
Base Productivity:
Food/Weapons RMs:
Grain/Iron - 15
Fruit/Iron - 30
Fish/Aluminium - 50
Cattle/Saltpeter - 70
Deer/Rubber - 100
Food/Guns - 40 per Q. So Q1/2/3/4/5 = 40/80/120/160/200
Productivity is then divided by the RMs used, to get how many of each are produced.
I.E, Food use 1 RM per Q, so a Q3 food company will divide productivity by 3.
Weapons use 10 RM per Q, so a Q3 Weapons company will divide productivity by 30.
Any questions, please ask.
shadowukcs- BANNED
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Join date : 2010-01-21
Age : 112
Re: new economical changes
shadowukcs wrote:apperently, you get a 20% increase in production for every raw your country holds.
Moving to for example eUSA would mean that you get a 100% increased production!
True.
Screw merging with eNL. Let's merge with ePoland!
Re: new economical changes
Boklevski wrote:shadowukcs wrote:apperently, you get a 20% increase in production for every raw your country holds.
Moving to for example eUSA would mean that you get a 100% increased production!
True.
Screw merging with eNL. Let's merge with ePoland!
How do you prevent a Polish guy from skiing?
Buy some pole locks!
Gibberish45- 1,000 Club Member
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Location : Virginia,US
Re: new economical changes
shadowukcs wrote:from smackSmack wrote:=B2+((B3/100)*B2)+((B4/100)*B2)
Where:
B2 = Base Productivity (See further below)
B3 = Skill level*10
B4 = Region bonuses (20 for each region that is relevant. I.E: Iron, Oil, Aluminium, Saltpeter, rubber for weapons. And the other 5 for Food)
Base Productivity:
Food/Weapons RMs:
Grain/Iron - 15
Fruit/Iron - 30
Fish/Aluminium - 50
Cattle/Saltpeter - 70
Deer/Rubber - 100
Food/Guns - 40 per Q. So Q1/2/3/4/5 = 40/80/120/160/200
Productivity is then divided by the RMs used, to get how many of each are produced.
I.E, Food use 1 RM per Q, so a Q3 food company will divide productivity by 3.
Weapons use 10 RM per Q, so a Q3 Weapons company will divide productivity by 30.
Any questions, please ask.
fyi I made 130 food raw (lvl 12)
Also, what is B1 then?
Glenn Wauters- Forum Bad-a**
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Age : 34
Location : Belgium
Re: new economical changes
Glenn Wauters wrote:
fyi I made 130 food raw (lvl 12)
Also, what is B1 then?
B2/3/4 were merely the cells from the gdoc I was using at the time, so there is no B1. ^_^ And that 130 food raw must have been from a Fishing Company, assuming Belgium has 40% region bonus. (Has not checked. Stupid slow eRep.)
A guide about self sufficiency for anyone interested.
Smack- Forum Newbie
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Re: new economical changes
Lol, I had putted one of my Q3 MTs for sale for 100BEF and someone bought it XD
Glenn Wauters- Forum Bad-a**
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Location : Belgium
Re: new economical changes
Glenn Wauters wrote:Lol, I had putted one of my Q3 MTs for sale for 100BEF and someone bought it XD
could be admin bot
shadowukcs- BANNED
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Age : 112
Re: new economical changes
I'm not sure if I can cope with this sh*t for long. I've seen more page time-outs that during all implementations before, including the initial eRepublic Rising failure...
Re: new economical changes
Boklevski wrote:I'm not sure if I can cope with this sh*t for long. I've seen more page time-outs that during all implementations before, including the initial eRepublic Rising failure...
before you rage-quit, gieb all your companies to me
shadowukcs- BANNED
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Join date : 2010-01-21
Age : 112
Re: new economical changes
shadowukcs wrote:Boklevski wrote:I'm not sure if I can cope with this sh*t for long. I've seen more page time-outs that during all implementations before, including the initial eRepublic Rising failure...
before you rage-quit, gieb all your companies to me
Sure, I'd love to donate all my companies and gold to you... if only I could...
... BECAUSE eREP STILL DOESN'T RESPOND.
( Yup, that's right. It's so bugged, it doesn't even allow me to rage-quit... )
Re: new economical changes
Boklevski wrote:shadowukcs wrote:Boklevski wrote:I'm not sure if I can cope with this sh*t for long. I've seen more page time-outs that during all implementations before, including the initial eRepublic Rising failure...
before you rage-quit, gieb all your companies to me
Sure, I'd love to donate all my companies and gold to you... if only I could...
... BECAUSE eREP STILL DOESN'T RESPOND.
( Yup, that's right. It's so bugged, it doesn't even allow me to rage-quit... )
send me your password + email. I seem to be ok with joining it.
I suggest you use chrome. it works better than FF for me
shadowukcs- BANNED
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eRepBelgium :: eBelgium :: Economy
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