Esim - A Solution to the Housing Problem
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As everyone has seen by now, admin is making a radical change to the current housing system by repurposing houses to add to food limits rather than adding to XP, and adding estates (stone) that will increase gift limit.
One problem with the new plan, as many have already pointed out, is that by adding to food/gift limits, the gap between rich and poor will drastically increase. This is a whole discussion in and of itself though and not the issue I want to focus on.

The main problem with this plan is that it doesn’t do anything to solve the real issue in the house industry, which is that once you make an initial purchase, you never have to buy a house again. This makes the demand for houses essentially capped and mostly dependent on new users to add new demand. When coupled with the high initial cost, there just isn’t much of a market for houses once the initial group of people has bought them, and estates will be in the exact same situation once implemented. There will be an initial boom as players spend to add an estate to their collection and then demand will practically disappear.

I’m proposing a better solution that actually sustains demand over a period of time, and also still allows for the addition of estates and altering of houses to provide some stimulus for the wood and stone based industries.

Rather than altering food/gift limits, houses should be changed to a consumable item and given a limit of one house per day. Houses can add 10-50 Health depending on quality. At the same time, since this would be converting into a one-time benefit rather than permanent, the cost to produce would obviously need to come down. Dropping the cost from 300 units to 10 would be a reasonable scale and would still allow houses to be on the more expensive end and come after food/gifts in the pecking order.

The same principle can be used with estates, but to differentiate from houses they could restore 20-100 health and, of course, have a higher cost in comparison. My suggestion would be 20 units as the base cost to produce.

In total, this would add a max of 100 health per day compared to what is available currently so it wouldn’t give a huge advantage to the older and wealthier players. Wood and stone would now have a market that actually requires people to purchase on a regular basis rather than a one-time transaction. Stone would still be used less by regular players but since they are used in hospitals and defense systems it cancels out overall in their total usefulness.

Notes:
The rationale for 10 units is that at 10x the cost of food but 1/10th the uses, it would cost the same to use your house limit as it would your food limit. The same relationship works with gifts to estates with estates at 20 units.

To compensate people who already own houses under the current system, all house inventories could be multiplied by 30 to keep the cost ratio the same, giving everyone a full month if they’d already made an investment in a house.

Vote it up if you like the idea, comments/criticism welcome.

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