Esim - Purchasing Power Country Comparison
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Good day folks! I originally gathered this data to update my fellow congressmen in my home country but was asked to write a 'short' article so here it is.

MATH! I %*&^#ing HATE math! Statistics is not the worst but really...


When you consider domestic policy there are many things to consider: Government Revenue, Business Owners, '2 Clicker' (people who only work and train), '32 Clicker' (people who work and fight but are not in the meta game), Military Units (communing and non-communing ones), limiting scarcity in the market, etc.

Here in the USA we care most about maximizing PURCHASING POWER . More generally - How much stuff Soldiers can buy based on what their best wages are. (Over time this increases the amount of damage the country does).

So basically to get purchasing power you need to know the after tax wages of your citizenry and what that wage equates to in stuff. More stuff ultimately being more damage.
As a note - yes people can do hours of their own research so they can work in the highest wage country then travel to the lowest cost goods and buy them or sit on #strade for good deals. However it is a safe assumption that this this being a game many people will just work/train/buy stuff in their country.

The data was collected on day 782 between 1800 and 2000 eSim time.

Wages: I picked skill 14, 11, 8, and 5 as a decent cross sample of different skill levels to model.
The chart is a bit busy with 10 countries and 4 wages. Just find the country you care about, check its color, and see the chart.


Remember the data I am looking for is purchasing power and not just wages. So while that data is interesting, and I like it, that is not the key part of my analysis. Next we need to look at the price of stuff.

Stuff is a bit harder because different people use different stuff. Casual fighters sometimes do not travel to the bonus region, player mix gun types, BH hunters buff, then your average active player uses Q1 weapons/travels/maxes his food and gift fights etc. Regardless we still need to know how much stuff costs. Anyway here you go.

Market prices:
Q5 Guns


Q1 Guns

(Oh my data goes beyond 3 decimal points because some of you have some crazy wacked out pegs - but you cannot read 13 places to the right on a chart.)

Q5 Food

(I see that I started getting lazy with my labels quickly.)

Q5 Gifts


Q1 Tickets


Q5 Tickets


Now that was all very interesting and whatnot. But that is just basic data and not the core of my analysis. I want to know how tax policy interacts and how wages compare to prices. At the end of the day this is what creates damage for our e-counties.

Lets take a break before we do the real analysis. Math.

Feel better?

Read this before continuing:
So this is may bit confusing. How I found this easiest to understand is to build reasonable packages that players at the respective skill levels might buy. So if citizen Joe at skill level 11 buys 2 Q1 tickets, 150 Q1 guns, and Q5 food/gifts at his wage in his country what does that cost him? I displayed this data by showing how many days of working it will take Joe to buy that package. Lets call that Required Work Days. Lower is better.
Well lets run that analysis and see (I am so excited).

How many days of work will a skill 14 worker need in order to buy 150 Q1 guns, 15 Q5 Food, 15 Q5 Gifts, and 2 Q5 tickets.

So in Italy that skill level 14 worker needs to work for 3.35 days to buy this package on his market. In Greece it takes almost four days of work. In Iran it will take him over five days.
Oh the Strade line is an average of all those salaries compared to Strade. I am NOT going to normalize the data. This is not a statistics course.

Now lets take that same package (150 Q1 guns, 15 Q5 Food, 15 Q5 Gifts, and 2 Q5 tickets) and look at a skill 11 worker.

So in the US it will take a skill 11 worker 3.4 days vs a polish skill 11 worker at 4.5 days to get that package.

Lets see what those skill 11s can do with a cheaper package (100 Q1 guns/15 food/ 10 gifts/2 Q1 tickets).

I left the decimals in for no particular reason other than you can read them in the graph.
Oh I forgot to mention - Lith had ZERO job offers at skill 8 or 11 (or anywhere near those skill levels) when I gathered my data so they are excluded. Same for China at skill 8. Feel free to look at where Lith and China fall in the price of goods category to infer what you will.

We have neglected our skill 8 worker. How long will he take to get the (100 Q1 guns/15 food/ 10 gifts/2 Q1 tickets) package?

I note that Greece has fallen below Italy. And the average worker vs Strade - interesting (but generally irrelevant to our analysis).

Now lets look at a really basic package for our skill 5 and 8 workers. Shall we say (50 Q1 guns/10 food/2 Q1 tickets)? I left the tickets on because imho it is almost always beneficial to have the location bonus. (Maybe if you only have 2 zerks left don't move - I donno.)
Here it is:

Looks similar enough. That is the strong impact of wages if you are curious.

Now skill 5 (poor fellas)

Wowzers! I did not intend to make policy recommendations (just present the data) but some of you might want to consider subsidizing lower skilled workers or something.

I think the data for skill 5 is pretty clear there so lets do a 'fun' one. Super Battle Hero Destroyer Package!
(100Q5 guns / 200 Q1 guns / 30 Q5 food / 25 Q5 gifts / 4 Q5 tickets) Skill 14 of course.

And here it is:

Science is soo much fun isn't it?



Again this article is not judgmental. The research is designed for me to analyze for my congress and president based on our society and way of playing.
Each country plays this game the way it wants to. Some maximize tax revenue that they hand back out to their people. Some maximize commune efficiency. Some maximize profits for business owners. That is different. Different is not bad it is just different. Actually, it is more fun for some of us geeks that we can look at the differences and tinker with stuff. But I would be remiss in mentioning that if you want a good place to work or to buy sell stuff you might want to look at the US.

Hope you enjoyed and found it useful. See ya.



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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.

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