Esim - 【生肖】Economic improvement suggest for e-sim
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Hello Folks,

As you know, commodity price is going pretty low recently. At the root, it is because of the early setting of the game on the global economic system.
Here are some personal opinions and I would like to discuss it.

When I started my life in e-sim, I have found out the generating speed of Gold is waaaaay too fast. The market can't digest those Gold, by self regulation and correcting mechanisms.

For instance, a newbie who has a good guide in game, could get a significant amount of gold in a single month. By estimate, he will get more than 100G after the second month, including salaries, medals, leveling up and help from the referral man.

New citizens will not spend these gold on expensive weapons or gifts. They will use it to create companies (most of players in eChina did so).

This is the the most fundamental reason among--- TOO MANY COMPANIES, market cannot absorb all productions.

So how to fix that problem?
What pushes up the economy, is the war. So key is to increase the interestingness and benefit of the war.



The first suggestion:
If we add a new system, for example, use the 5G per month, to buy 2 more food limit for the entire month and another 5G for 2 gift limit. Almost every fighters will spend 10G on it, helping to digest 10G produced by HW medal and SS medal. This could also help the gaming activity of everybody. At the same time, via 4 more limits of food and gift, more weapons, food and gifts could be absorbed

Of course, if the new player hasnt got any strength, he could save those 10G and prepare for further investment




The second suggestion:
This suggestion if about occupying territory and being occupied.
In our real life, lots of supplies were used in guerrilla warfare. Many countries with plenty of resources have their income from taxation. If the country is eliminated, it will go to a decline and loses players, maybe they can't take their land back for a long period.
This is there our idea comes from, if we can use the strategy of "guerrilla", maybe there will be a chance to solve the issue and raise confidence

1, An country could only wage ONE guerrilla war per day, 2 hours each time. (Shoot n RUN!)
2, Winning a guerrilla war would not influence the ownership of the land.
3, Guerrilla don't need money (or a small amount of money).

e.g
Sumatra, which is a land with high iron was occupied by China (TRUE), assume the tax is 100G everyday, Indonesian government decides to start a guerrilla war in Sumatra and they also wins it by 51%. At this ratio, 51% of tax on Sumatra from that day, will go to Indonesian treasury.
But if China wins it by 51% to 49%, China will still keep both ownership and tax income of this land.
This kind of change will help the balance of the game and new



Thanks for everyone who takes time to read this, hope this would help the development of this great game.

And thank linzx for translate


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诸位,见报好。

众所周知,最近的物价跌得很厉害,究其根本在于esim的经济系统初期的设定。
因此我有一些建议与想法,希望能和大家一起探讨。

当我刚开始玩esim的时候,就发现这个游戏G生成速度太快,以至于仅仅靠市场自身调节的速度很难消化掉这些钱。

举个例子。比如一个新玩家进入游戏,在有人正确指导的前提下,双击一个月,这个新玩家一个月大约可以得到的G大约是HW章5G+SS章5G+上线给他包子升级到10级=20G,再加上连续工作一个月,新玩家的ES大约会达到6,取技能5作为平均值,30天薪水大约是20G。
第二个月,新人依然双击,他得到的收入大约是HW+SS章10G+升级到12=10G,工作收入按6技能计算大约是25G,也就是说,新人两个月时间可以赚到差不多100G。

一般来说只要有老玩家正确引导,新人是不会主动花掉这些钱的,并且会留着开厂(至少中国玩家有很多都是这样),如果这个新人有一定的交际能力,他应该能在第二个月找到一些贷款,并且开一个甚至几个厂。

这就是为什么物价跌的这么厉害的最根本原因所在,因为厂太多,仅仅靠市场消化不掉这些产值!

如何消化掉这些过剩的产值?
esim推动经济的核心动力来自于战争,如何让战争更有趣味性和利益,这是关键。



第一个建议:
如果我们增加一个新的系统,比如一个月花5G买2次food limit,再花5G买2次gift limit的话,那么这些过剩的G将更快地被消化掉,因为几乎每个真正的战士几乎都会去花这10G,而这10G正好是一个月HW+SS章的收入,这也能促进每个人的活跃度,使每个人尽可能每天上线工作和训练。
另外,多了4个limit之后,过剩的产值也更容易消化掉,整个游戏的经济会更加活跃起来。

当然,如果一个新玩家力量不高,他也可以省下每个月10G,为将来的投资做打算。
另外,limit最终是多少还得取决于游戏开发团队,但就我初步计算,10G换4~6个limit是比较合理的。



第二个建议:
这个建议是关于占领与被占领的。
RL中,很多战争消耗来自于被占国的游击战,中国就是个很好的RL游击战例子。

很多国家(比如立陶宛,印尼)经济支柱有很大部分来自于税收。一旦这些国家被灭国了,很可能长期甚至永远一蹶不振,导致玩家流失。
游击战的想法来源于此,如果我们可以通过游击战来打劫当天某个高产地区的税收,是否可以让某些被灭的国家燃起信心呢?

1,游击战每个国家一天只能发动一次,一次只有2个小时(游击战本来就是打一枪就跑的嘛)。
2,游击战胜利不会影响当地领土控制权。
3,发动游击战不用钱或者需要少量的钱。

举个例子:苏门答腊高铁产区被中国占领,假设每天税收为100G,印尼人发动游击战打劫该地区的税收,最终印尼取得了51%的优势并且胜利了,那么当天苏门答腊当地收入有51%会流向印尼国库。这个比例会按照游击战方取得的优势程度来决定。
但如果中国取得了51%的优势并且胜利了,那么苏门答腊当地收入就全归占领国所有。

这也会派生出很多的新战术,比如用游击战来吸引占领国所属军团的军令,实际上却起义另一个地区等等,还能更快地消耗过剩的产值。



文章很长,感谢看完全文的朋友。

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