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tl;dr - Hekter talks about macroeconomic policy and the general thoughts on whether or not Stuff or Gold is more valuable. He argues that Gold at this stage of the game is actually more valuable than Stuff due to long-term payoffs in the form of infrastructure investments.

Hello, fellow citizens. I hope you voted yesterday, no matter for what candidate--it’s important to vote and show that you are active, plus an experience point for the heck of it

Alright, so our current tax structure and overall philosophy is that Stuff is better than Gold. This is reflected in low import taxes and overall philosophy in regards to standard supplies given out, et-cetera, where we as a culture are maximizing our output in damage, since all of the ‘stuff’ in the game is geared towards doing damage. Instead of focusing on Gold to invest in infrastructure, we are geared towards a more market-reliant economy (which puts Gold into the hands of businessmen rather than political and military leaders) to increase our damage output.

This philosophy stems from the very good economist from ‘the other game’, One Eye. He has been long dead, but his espoused policy of Stuff > Gold has been critical in how government policy has developed over the years within the ‘other game’, but, the philosophy breaks down in e-Sim.

Namely, there is a huge difference between the two game economies’ infrastructure layout.

The Other Game at that period in time had the most efficient levels of production at 10 employees working in a company. In e-Sim, it is most efficient to have a single person in each company, thus raising the ‘maximum efficiency’ amount for an MU to roughly 10x the cost as in The Other, a goal that may be nominally impossible to reach. It would take 3,900 Gold to reach a level of maximum efficiency for just companies, or roughly the total amount of money spent by the entirety of Band of Brothers including their 3 MUs and all company quality investments thus far. For 10 people. And this isn’t even counting spending 500G on the MU to stick them in.

So you have a total maximum efficiency cost of 4,400 Gold to have a completely decked-out MU and reach the game’s limit on what you can do for 10 people. For the sake of this scenario, we’re going to assume that the only medals that this group is earning is their Hard Worker and Super Soldier medals, thus the income of the group would be about 100 Gold a month. 44 Months of constant, continual investment into the MU would be what it would take, or just shy of 4 years. Of course, with proper BH hunting and referrals, it would probably take less than half of that, but that’s still an incredibly long time.

Once you start expanding the numbers a bit, the math starts to get a bit mind-boggling. There are 95 people in the Band of Brothers MUs, 48 in the Army, about 25 in TOP GUN--this is just singling out the upper-tier MUs in forms of damage dealt. For maximum efficiency, you build a 390G company for each bloody worker, plus add on 50G for an Elite MU slot. The total money needed to get the USA in the best possible shape with current numbers is 168*440, or 73,920 Gold. Stop and think about that number for a minute.

In the Other Game, you only needed 39 Gold per person for maximum efficiency, thus your maximum-efficiency investment was a mere 6,552 Gold for the same number of people--no small amount, but entirely reachable. In fact, this point had been reached during One Eye’s time, thus there was little point in collecting gold, since it was inefficient--you could not use it for anything else except fighting, and that was the least efficient thing in the game that you could do, so it made perfect sense to instead focus on stuff and drive prices downwards in order to do the most per-capita damage.

However, we are years away from reaching that level of saturation, especially once you figure in population growth. It may never be reached in large scale, which is actually a good thing for the game, since there should always be stuff to work towards without having to constantly tweak the economy.

Additionally, at that time period of the Other, the world economy was suffering from a massive over-supply fueled glut of Stuff, making it very difficult to put a lot of money towards infrastructure since there was little to be had on the open market, and it made sense to focus on damage since efficiency saturation had been hit for a large portion of the population. Obviously, we do not have this problem yet.

Finally, the sUS is not in an active wartime economy. Yes, we fight every day all around the world, but the entire country is not going pedal-to-the-metal fighting over every region as it was for months at a time in the Other, covering several very large and heavily-US involved campaigns. We have a stable (if a bit subdued due to resources being what they are) economy as it stands, business are popping up, we’ve had a pretty decent slow-trickle babyboom with competent players coming in and getting active, et-cetera. There is no real need to focus on driving prices down lower--technically speaking--we don’t need the damage, as the only regions that are necessary for us to secure is Canada East Coast [CEC], which we have had no trouble holding onto. It’s certainly great to output more damage, but unless we’re fighting a long campaign that is highly important, economic policy should not be geared towards a wartime economy. This hurts businesses and MUs in the long term, while only providing short-term benefits of more damage, since infrastructure suffers for the sake of doing more damage now instead of later, when we really could be using it. Additionally, long campaigns are more rare in e-Sim, since there is a severe shortage of regions to fight over.

At the end of the day, however, there’s not a whole lot we can encourage the economy one way or another through taxation--higher imports can shut out foreign competitors and let prices rise, which is easily the most impactful way of handling the policy, thus favoring domestic businesses (and rising wages to boot) at the cost of short-term damage gains. In a preparation for a wartime economy (or a spike in prices correlating with a campaign which would indicate a strangled or insufficient supply) it would make sense to lower imports in order to flood the markets with cheap imported goods.

But the most important thing is to recognize as an sCulture that Gold is still > Stuff. At least for a few years, and educate the populace appropriately.

Of course, I could certainly be wrong, so if I am, feel free to yell at me in the comments or the thread for this topic on the National Forums .

Thanks for reading!

Hekter

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About the game:


USA as a world power? In E-Sim it is possible!

In E-Sim we have a huge, living world, which is a mirror copy of the Earth. Well, maybe not completely mirrored, because the balance of power in this virtual world looks a bit different than in real life. In E-Sim, USA does not have to be a world superpower, It can be efficiently managed as a much smaller country that has entrepreneurial citizens that support it's foundation. Everything depends on the players themselves and how they decide to shape the political map of the game.

Work for the good of your country and see it rise to an empire.

Activities in this game are divided into several modules. First is the economy as a citizen in a country of your choice you must work to earn money, which you will get to spend for example, on food or purchase of weapons which are critical for your progress as a fighter. You will work in either private companies which are owned by players or government companies which are owned by the state. After progressing in the game you will finally get the opportunity to set up your own business and hire other players. If it prospers, we can even change it into a joint-stock company and enter the stock market and get even more money in this way.


In E-Sim, international wars are nothing out of the ordinary.

"E-Sim is one of the most unique browser games out there"

Become an influential politician.

The second module is a politics. Just like in real life politics in E-Sim are an extremely powerful tool that can be used for your own purposes. From time to time there are elections in the game in which you will not only vote, but also have the ability to run for the head of the party you're in. You can also apply for congress, where once elected you will be given the right to vote on laws proposed by your fellow congress members or your president and propose laws yourself. Voting on laws is important for your country as it can shape the lives of those around you. You can also try to become the head of a given party, and even take part in presidential elections and decide on the shape of the foreign policy of a given state (for example, who to declare war on). Career in politics is obviously not easy and in order to succeed in it, you have to have a good plan and compete for the votes of voters.


You can go bankrupt or become a rich man while playing the stock market.

The international war.

The last and probably the most important module is military. In E-Sim, countries are constantly fighting each other for control over territories which in return grant them access to more valuable raw materials. For this purpose, they form alliances, they fight international wars, but they also have to deal with, for example, uprisings in conquered countries or civil wars, which may explode on their territory. You can also take part in these clashes, although you are also given the opportunity to lead a life as a pacifist who focuses on other activities in the game (for example, running a successful newspaper or selling products).


At the auction you can sell or buy your dream inventory.

E-Sim is a unique browser game. It's creators ensured realistic representation of the mechanisms present in the real world and gave all power to the players who shape the image of the virtual Earth according to their own. So come and join them and help your country achieve its full potential.


Invest, produce and sell - be an entrepreneur in E-Sim.


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